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Posts posted by eatdamuffin
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Fonger - to the best of my knowledge, BOSS always put DR before the bashed patch. Hell, it puts DR above CM Partners & Better Cities. It puts everything before the bashed patch (with the probable exception of Streamline - wouldn't know, don't use it) unless you hand alter your masterlist and tell it not to or it doesn't know the mods.
That issue with the scripts has apparently been solved anyways. Not that I'm risking finding that one out the hard way. I load 2 things after my own Bash - Deadly Reflex and Unneccesary Violence. Mainly because these two make the game for me so if theres any mods I really don't want to break, its them.
Muffin - Any luck with that dead AI loop thingy yet? I'm exploring this one but it seems the harder I try to break that, the more other things I break, but my AI keeps plodding along quite nicely. Well, as nicely as its ever done.
Jenrai
Well it seems to work for the most part but parts of it seem to break down as well. For example I have water life added and it worked once and now I can't get it working again. Then I was running around and all of the slaughterfish were spawning outside of the water just splashing around, quite funny actually. So I'm not sure what I'm doing wrong but I think it has to do with my Bashed patch.
Do you have MSN/Skype/Steamfriends or anything that I could possibly add you on? I appreciate the help you've given me so far. Thanks.
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As for the other post that said something was wrong, I ran it through BOSS several times and haven't encountered any errors popping up. Just some suggestions for Bashed patch and notes.
Then riddle me this:
Why is Deadly reflex
before bashed patch.
that just doesn't add upIf you ran it through BOSS
you did something wrong
I've corrected Deadly Reflex coming after the bash patch but BOSS never picked it up. That's why I was asking if anything is wrong. I've ran it through BOSS several times and nothing has shown up. Below are the notes after I just ran it right now. It seems BOSS just put Deadly Reflex back into the wrong position again. What would cause BOSS to be doing the load order incorrectly? I have Wyre Bash 282 with the newest patch as well as v1.51 of BOSS.
Also I don't think Deadly Reflex is on the masterlist for BOSS?
----------------------------------------------------------- Better Oblivion Sorting Software Load Order Utility (c) Random007 & the BOSS development team, 2009-2010 Some rights reserved. CC Attribution-Noncommercial-No Derivative Works 3.0 http://creativecommons.org/licenses/by-nc-nd/3.0/ v1.51 (2 April 2010) ----------------------------------------------------------- Master .ESM date: Fri May 19 14:57:25 2006 FCOM detected. OOO detected. Better Cities not detected. ------------------------------------ Recognised and re-ordered mod files: ------------------------------------ Oblivion.esm . Note: Masterlist Information: $Revision: 788 $, $Date: 2010-04-02 12:04:08 -0700 (Fri, 02 Apr 2010) $, $LastChangedBy: pacificmorrowind $ Francesco's Leveled Creatures-Items Mod.esm . Bashed Patch tag suggestion: {{BASH:Invent, Delev, Relev, Actors.AIData,Actors.Stats, Stats}} Francesco's Optional New Items Add-On.esm Cobl Main.esm . Note: Do not use Tamrielic Ingredients and COBL at the same time. Oscuro's_Oblivion_Overhaul.esm . Bashed Patch tag suggestion: {{BASH:Invent,Scripts,Stats,Relations}} Mart's Monster Mod.esm . Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}} TamrielTravellers.esm FCOM_Convergence.esm . Bashed Patch tag suggestion: {{BASH:Delev,Factions,Relations,Relev}} Armamentarium.esm . Bashed Patch tag suggestion: {{BASH:Relev}} Artifacts.esm HorseCombatMaster.esm Unofficial Oblivion Patch.esp . Note: Recommend installing UOP hotfix for additional fixes: http://www.tesnexus.com/downloads/file.php?id=27710 . Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Name,C.Owner,Creatures.Blood,Delev,Factions,Invent,Names,Relations,Relev,Scripts,Stats}} and remove the C.Water tag (only exist in older version). . Note: Remember to use the 'MOBS' version when using Francesco's or FCOM. . Note: Newest MOBS and non-MOBS versions have the same name. Francesco's Optional Chance of Stronger Bosses.esp Francesco's Optional Chance of Stronger Enemies.esp Francesco's Dark Seducer Weapons Patch.esp . Bashed Patch tag suggestion: {{BASH:Delev, Relev}} FCOM_Francescos.esp . Requires: Francesco's Leveled Creatures-Items 4.5b. FCOM_FrancescosItemsAddOn.esp . Requires: Francesco's Leveled Creatures-Items 4.5b. . Requires: Francesco's supplementary addon package. FCOM_FrancescosNamedBosses.esp . Requires: Francesco's Leveled Creatures-Items 4.5b. Fran Armor Add-on.esp . Bashed Patch tag suggestion: {{BASH:Invent}} . Requires: FCOM_UnofficialFranArmorAddon.esp . Requires: the meshes from 'Bonemold Helmet' and 'Cryos Ordinator Indoril Armor' mods, but not the ESPs. . Requires: Francesco's Leveled Creatures-Items 4.5b. Fran_Lv30Item_Maltz.esp . Requires: Francesco's Leveled Creatures-Items 4.5b. Item interchange - Extraction.esp . Requires: Bashed Patch. DLCHorseArmor.esp DLCHorseArmor - Unofficial Patch.esp DLCOrrery.esp DLCOrrery - Unofficial Patch.esp DLCVileLair.esp DLCVileLair - Unofficial Patch.esp DLCMehrunesRazor.esp DLCMehrunesRazor - Unofficial Patch.esp DLCThievesDen.esp . Bashed Patch tag suggestion: {{BASH:C.Name,C.Light}} DLCThievesDen - Unofficial Patch.esp DLCThievesDen - Unofficial Patch - SSSB.esp ExnemRuneskulls.esp . Requires: 'FCOM_ExnemRuneskulls.esp'. . Note: Not need if use Mart's Monster Mod - Diverse Runeskulls*.esp FCOM_ExnemRuneskulls.esp . Requires: 'ExnemRuneskulls.esp'. . Note: Not need if use Mart's Monster Mod - Diverse Runeskulls*.esp Cobl Glue.esp . Note: Make sure to install the FCOM patch 'FCOM_Cobl.esp'. OOO 1.32-Cobl.esp FCOM_Cobl.esp . Requires: 'Cobl Glue.esp' and 'OOO 1.32-Cobl.esp'. . Note: Do not use COBL and Tamerielic Ingredients at the same time. Bob's Armory Oblivion.esp . Requires: 'FCOM_BobsArmory.esp'. FCOM_BobsArmory.esp . Requires: 'Bob's Armory Oblivion.esp'. Loth's Blunt Weapons for NPCs.esp . Requires: 'FCOM_LothsBluntWeapons.esp'. FCOM_LothsBluntWeapons.esp . Requires: 'Loths Blunt Weapons for NPCs.esp'. Oblivion WarCry EV.esp . Bashed Patch tag suggestion: {{BASH:Actors.ACBS,Actors.DeathItem,Actors.Stats,Delev,Graphics,Invent,Relev,Stats}} . Requires: either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp'. FCOM_WarCry.esp . Note: Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both. FCOM_WarCryNoSpawn.esp . Note: Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both. Oscuro's_Oblivion_Overhaul.esp . Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}} ArmamentariumLLVendors.esp . Note: Can be used with either 'ArmamentariumLL.esp' or 'ArmamentariumLL4OOO.esp'. ArmamentariumArtifacts.esp Mart's Monster Mod - Additional Enemy NPC Vars.esp . Note: Can increase the chances of a CTD in a heavily modded game. FCOM_Convergence.esp . Bashed Patch tag suggestion: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}} FCOM_EntropicOrderRebalance.esp Mart's Monster Mod - More Wilderness Life.esp . Note: Use either 'More Wilderness Life' or 'More Wilderness Life No Gates' but not both. Mart's Monster Mod - Extra Wounding.esp Mart's Monster Mod - Looting NPCs & Creatures.esp Mart's Monster Mod - Less Bone Loot.esp Mart's Monster Mod - Dungeons of MMM.esp Mart's Monster Mod - Hunting & Crafting.esp . Bashed Patch tag suggestion: {{BASH:Invent,Scripts,Stats}} Mart's Monster Mod - Diverse WaterLife.esp Mart's Monster Mod - Slof Horses Complete.esp . Bashed Patch tag suggestion: {{BASH:Graphics}} . Note: Not compatible with Slof's Horses or Slof's Extra Horses. TamrielTravellerAdvScript.esp TamrielTravellers4OOO.esp . Requires: 'FCOM_TamrielTravelers.esp'. TamrielTravellersItemsNPC.esp . Bashed Patch tag suggestion: {{BASH:Filter,Delev,Relev}} and deactivate. TamrielTravellersItemsCobl.esp . Requires: COBL. FCOM_TamrielTravelers.esp . Requires: 'TamrielTravellers4OOO.esp' FCOM_DiverseGuardUnity.esp FCOM_BobsGuardUnity.esp . Requires: 'Bob's Armory Oblivion.esp'. FCOM_Archery.esp . Bashed Patch tag suggestion: {{BASH:Stats}} FCOM_FriendlierFactions.esp . Bashed Patch tag suggestion: {{BASH:Relations}} FCOM_MoreRandomSpawns.esp FCOM_MoreRandomItems.esp ArmamentariumLL4OOO.esp ArmamentariumLLMagicOOO.esp OOO-WaterFish.esp MMM-Cobl.esp . Bashed Patch tag suggestion: {{BASH:Delev,Invent}} Artifacts.esp Artifacts - ArmaCompleteAddon.esp DLCFrostcrag.esp . Bashed Patch tag suggestion: {{BASH:C.Name,C.Owner}} DLCFrostcrag - Unofficial Patch.esp . Note: Possible conflict with Frostcrag Reborn. Do not use both or land tearing will occur. . Bashed Patch tag suggestion: {{BASH:C.Name,C.Owner}} and remove the C.Climate tag Mart's Monster Mod - City Defences.esp FCOM_ruin.esp FCOM_UnofficialFranArmorAddon.esp . Requires: 'Fran Armor Add-on.esp' from 'Unofficial Francesco's Armor'. 300_Test.esp Salmo the Baker, Cobl.esp . Note: MAY cause CTDs. Cause uncertain despite extensive debugging. Disable if experiencing a persistant crash. Deadly Reflex 5 - Timed block and 150% damage.esp . Note: Use no more than one Timed Block ESP. Deadly Reflex 5 - Timed Block and 250% damage.esp . Note: Use no more than one Timed Block ESP. Deadly Reflex 5 - Timed Block with no damage or durability changes.esp . Note: Use no more than one Timed Block ESP. DeadlyReflex 5 - Combat Moves.esp . Note: See http://omploader.org/vMmJlbA/DRtestfix.zip for a hotfix for CTD issues. Mart's Monster Mod - Resized Races.esp . Bashed Patch tag suggestion: {{BASH:Body-M,Body-F,R.Relations}} make sure to merge into the bashed patch and deactivate. Cobl Races.esp . Bashed Patch tag suggestion: {{BASH: Eyes, Hair, R.Relations, Voice-M, Voice-F}} Francesco's 10 days respawn time - 1-20 day lenght rescale.esp Cobl Filter Late MERGE ONLY.esp . Note: Make sure it is deactivated. Must be merged into Bashed Patch Cobl Silent Equip Misc.esp Bashed Patch, 0.esp ----------------------------------------------------------------- Unrecognised mod files: Reorder these by hand using your favourite mod ordering utility. ----------------------------------------------------------------- ----------------------------------------------------------- Done. -
You probably didn't need to rebuild it, just change the ones that were fully merged into it into checks. I'm not certain but I figure if its loading virtually through the bash and the mods active too it could be loading twice. Anyways... any luck as yet with the dead Ai? Or anything new come to light?
Jenrai
That seems to have fixed it as far as I can tell.
But I have a question? When building a Bashed patch am I supposed to check box all of the import options I can? I.E. Actors, AIPackages, Scripts, etc? Cause when I did it seemed to have a few minor funky effects such as what I assume to be "scripts" showing up in the loot containers for enemies and NPCS. What exactly am I supposed to import? I'm reverting back to having checked only Merge Patches, Import Graphics, Import Inventory, and then all the tweaks and what not as I understand those parts.
Also some stuff that I imported won't let me "+" them and when I try, it deactivates all of its dependents even if I imported or at least I think I imported it? Why is this?
I know these are stupid questions but I'm trying to understand the process completely. Thank you.
Edit: Oh wow can't believe I missed this but I just realized DeadlyReflex 5 wasn't last in my load order but it seemed to be working fine? Has this been resolved in newer versions? This is what I'm worried about as I never played any of these mods before individually or together so I don't know what to fully expect besides from what I read.
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The AI seems to be frozen in place until I hit one of them and then everything goes into play.
Ack. Don't like this one. Nicknamed it a "dead AI loop". Generally seems to occur when too many scripts or commands are being issued to AI's at once, confusing the poor souls. (yah. Smart AI, my A**E) Though you don't have the main mod that I personally associate with this, unless you've added some more lately.
Did you uncheck the green mods that were fully merged into your load order after building the bashed patch? (should leave them with a little + sign in the box as opposed to a tick)
Good luck
Jenrai
That's probably it. I just assumed it automatically did that for me since it did turn a few of them into checks but looking over the load order, it didn't turn all of the ones I merged into + signs so I'll rebuild it.
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Personal taste more than potential problem; Don't run MMM extra wounding with DR. Makes things real easy. Almost every time you hit someone you'll wound them, allowing you to immediately run them through and end fights real fast. /bigyawn. Took most of the challenge out of FCOM for me until I figured that one out.
note- You say you've not encountered any problems yet - please stop trying to fix it if its not broken. Or you will encounter problems and they will come thick and fast. ;)
Happy Hunting.
Jenrai
Thank you for that. Had no clue about it. Yeah these are the kinds of tips I'm asking for because I was overwhelmed when I saw all the optional mods and decided to add them.
I did have one CTD recently when I was going through the forest. Not sure if its repeatable yet but I probably still need to optimize and play around with my settings to get it more stable.
As for the other post that said something was wrong, I ran it through BOSS several times and haven't encountered any errors popping up. Just some suggestions for Bashed patch and notes.
EDIT: There seems to be another weird problem. The AI seems to be frozen in place until I hit one of them and then everything goes into play.
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Updated it with more mods. Any input would be appreciated. Thank you.
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Hello, this was my first time building a load order for Oblivion using extensive modifications. I can't believe it was so simple that it actually booted up on my first try.
Anyways heres my load order, just wondering if there are any glaring errors and/or suggestions? I ran it through BOSS and corrected anything it told me to but I still feel like there must be something I did wrong even though no errors so far.
Active Mod Files: 00 Oblivion.esm 01 Francesco's Leveled Creatures-Items Mod.esm 02 Francesco's Optional New Items Add-On.esm 03 Cobl Main.esm [Version 1.71] 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 05 Mart's Monster Mod.esm [Version 3.7b3p3] 06 TamrielTravellers.esm [Version 1.39c] 07 FCOM_Convergence.esm [Version 0.9.9MB3] 08 Armamentarium.esm [Version 1.35] 09 Artifacts.esm 0A HorseCombatMaster.esm 0B Unofficial Oblivion Patch.esp [Version 3.2.0] 0C Francesco's Optional Chance of Stronger Bosses.esp 0D Francesco's Optional Chance of Stronger Enemies.esp 0E Francesco's Dark Seducer Weapons Patch.esp 0F FCOM_Francescos.esp [Version 0.9.9] 10 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] 11 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 12 Fran Armor Add-on.esp 13 Fran_Lv30Item_Maltz.esp ++ Item interchange - Extraction.esp [Version 0.74] 14 DLCHorseArmor.esp 15 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] 16 DLCOrrery.esp 17 DLCOrrery - Unofficial Patch.esp [Version 1.0.3] 18 DLCVileLair.esp 19 DLCVileLair - Unofficial Patch.esp [Version 1.0.5] 1A DLCMehrunesRazor.esp 1B DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] 1C DLCThievesDen.esp 1D DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] 1E DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] 1F ExnemRuneskulls.esp 20 FCOM_ExnemRuneskulls.esp [Version 0.9.9] 21 Cobl Glue.esp [Version 1.69] 22 OOO 1.32-Cobl.esp [Version 1.69] 23 FCOM_Cobl.esp [Version 0.9.9] 24 Bob's Armory Oblivion.esp 25 FCOM_BobsArmory.esp [Version 0.9.9] 26 Loth's Blunt Weapons for Npcs.esp 27 FCOM_LothsBluntWeapons.esp [Version 0.9.9] 28 Oblivion WarCry EV.esp 29 FCOM_WarCry.esp [Version 0.9.9MB3] 2A Oscuro's_Oblivion_Overhaul.esp [Version 1.34] 2B ArmamentariumLLVendors.esp [Version 1.35] 2C ArmamentariumArtifacts.esp [Version 1.35] 2D Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] 2E FCOM_Convergence.esp [Version 0.9.9Mb3] 2F FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] 30 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] 31 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] 32 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 33 Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3] 34 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] 35 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] 36 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f] 37 Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3] 38 TamrielTravellerAdvscript.esp [Version 1.39c] 39 TamrielTravellers4OOO.esp [Version 1.39c] 3A TamrielTravellersItemsCobl.esp [Version 1.39c] 3B FCOM_TamrielTravelers.esp [Version 0.9.9] 3C FCOM_DiverseGuardUnity.esp [Version 0.9.9] 3D FCOM_BobsGuardUnity.esp [Version 0.9.9] ** FCOM_HungersUnitySI.esp [Version 0.9.9] 3E FCOM_Archery.esp [Version 0.9.9] 3F ArmamentariumLL4OOO.esp [Version 2.01] 40 ArmamentariumLLMagicOOO.esp [Version 1.35] 41 OOO-WaterFish.esp [Version 1.34] 42 MMM-Cobl.esp [Version 1.69] 43 Artifacts.esp 44 Artifacts - ArmaCompleteAddon.esp [Version 1.0] 45 DLCFrostcrag.esp 46 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] 47 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3] ++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9] 48 Salmo the Baker, Cobl.esp [Version 3.08] 49 Deadly Reflex 5 - Timed Block and 250% damage.esp 4A DeadlyReflex 5 - Combat Moves.esp 4B Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] 4C Cobl Races.esp [Version 1.52] 4D Francesco's 10 days respawn time - 1-20 day lenght rescale.esp ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] 4E Cobl Silent Equip Misc.esp [Version 01] 4F Bashed Patch, 0.esp
I also have a question about Bashed Patch, I checked a few of the options to Import Inventory and Graphics, was that the correct course of action? I didn't quite understand what it does. The first time I imported everything I could but it crashed to desktop so I unchecked some of the options and it worked.
Thanks

First FCOM Load Order - Look over and suggestions
in Mod troubleshooting
Posted
Thank you. I understand completely now. Or at least enough to build it properly on my own.
Edit: Theres nothing under "Import Script Contents"