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eatdamuffin

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Posts posted by eatdamuffin

  1. Heh heh. You quoted my post before I edited it. That's because I didn't see your reply at the bottom of page 1. Apologies for that. I use MSN, none of the others, but I can't use any of them at work anyways, and thats where I do most of my posting on here from. At home I'm usually too busy pratting around with my install, or playing something. Or in some cases watching the footy. Coooome on you Gunners! Ahem...

    Anyways. You're welcome with the help matey. Keeps me from being bored at work. ;) Can you tell how busy we are lately? lol.

    Waterlife is a fun one. Using either of the plug ins (MMMs or OOOs) with FCOM I kept finding Slaughterfish sploshing around on the coast too. In the end I figured it was better to just get rid.

    I've since added Alive Waters (which is an oldish mod and as far as I can tell no longer suppported) and Fish! (same again) which add more variety of our little gilled friends, complete with unique ingredients, and not had the same issue with that, though it is possible I've just not noticed it as much. Be warned though, if you're not running on a decent spec rig, that little combo can murder your FPS around heavy water locations such as the coastlines or Lake Rumare.

     

    Happy hunting.

    Jenrai

     

    Thank you. I understand completely now. Or at least enough to build it properly on my own.

     

    Edit: Theres nothing under "Import Script Contents"

  2. 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.

  3. 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 up

     

    If 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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

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