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Everything posted by Hickory
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Importing textures to age slider
Hickory replied to trollberserker's topic in Oblivion's Mod troubleshooting
Look inside the core files of that mod (textures\characters\<race>) and you will see all of the differing head<race>##.dds and head<race>##_n.dds textures needed for scaling the age looks. How you create those (if you don't know how) is an issue for a discussion forum, not troubleshooting. -
Unable to load CTL File
Hickory replied to TheDarkListener34's topic in Oblivion's Mod troubleshooting
Close the CS and delete your ConstructionSet.ini file, then restart the CS to rebuild the ini file. Now quit the CS again, and check that the SArchilveList= is the same as: SArchiveList=ArchiveInvalidationInvalidated!.bsa, BSARedirection.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa -
CS, Oblivion Data Folder and Nexus Mod Manager
Hickory replied to TheDarkListener34's topic in Oblivion's Mod troubleshooting
Sounds like you have installed Oblivion to 'Program Files'. Uninstall Oblivion and re-install to somewhere like C:\Games\Oblivion -- the extra folder is a virtual store that Windows creates for data that gets written to the protected 'Program Files' folder structure. -
OBGE shaderlist won't work
Hickory replied to andathepanda123's topic in Oblivion's Mod troubleshooting
I know nothing about FXAA Injector, but if you are not using it now, remove it. -
OBGE shaderlist won't work
Hickory replied to andathepanda123's topic in Oblivion's Mod troubleshooting
First, by ensuring that the plugin itself is physically removed from the \Oblivion\Data\ folder. Second, by ensuring it's not included into the Bashed Patch by deleting your Bashed Patch and creating a new one from within Wrye Bash, and rebuilding it (after you've physically removed the plugin How do you delete bashed patch and then create a new one? Right click on the Bashed Patch in Wrye Bash and select 'File >> Delete'. Then right click in the Wrye Bash window and select 'File >> New Bashed Patch'. Don't forget to rebuild it afterwards. -
Did you disable only BC esm? Are you doing this with any thought to the Bashed Patch?
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Then it sounds to me like you have either an issue with corrupt data in your save game (more than likely), or possibly OC related (compatibility? bad Bashed Patch? other reason/s?) To check if it is your save game, start a new game from scratch and when you exit the sewers, forget everything else and travel straight north to Bruma. I suggest you walk there rather than coc or fast travel. Save your new troubleshooting game in a clean slot, and save before you go north of the Roxey inn, because you're still level 1! If it still freezes with a new save game -- don't be tempted to load a previous save, start afresh -- then you need to look deeper at your load order.
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Custom Resources for my mod
Hickory replied to TheDarkListener34's topic in Oblivion's Mod troubleshooting
You must not create a new data folder. There must only ever be one; the one that the game creates. You do not put meshes or textures, or any raw resources into the NMM folder: that is for NMM only. I have already told you where to put the textures and meshes. Please read my previous post again. -
Custom Resources for my mod
Hickory replied to TheDarkListener34's topic in Oblivion's Mod troubleshooting
Meshes must go into \Oblivion\Data\Meshes\ Textures must go into \Oblivion\Data\Textures\ The textures paths in your .nifs must not be absolute paths (ie. C:\Games\Oblivion\Data\Textures\MyMod\Texture.dds), they must be relative (to the texture folder) paths (ie. \MyMod\Texture.dds). The game knows where the texture folder is and uses it, that is why all textures must go there. -
Then it seems like a good idea to actually uninstall that sword, if you suspect it in that manner.
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OBGE shaderlist won't work
Hickory replied to andathepanda123's topic in Oblivion's Mod troubleshooting
First, by ensuring that the plugin itself is physically removed from the \Oblivion\Data\ folder. Second, by ensuring it's not included into the Bashed Patch by deleting your Bashed Patch and creating a new one from within Wrye Bash, and rebuilding it (after you've physically removed the plugin). -
OBGE shaderlist won't work
Hickory replied to andathepanda123's topic in Oblivion's Mod troubleshooting
I reinstalled just obge standalone effects through the installers tab in wrye bash. Right next to the sub packages section was a section called esp/m filter. I unchecked it while reinstalling. It still doesn't work. Did you rebuild your Bashed Patch? If the support plugin is still part of the patch, then it is still active. You need to build a new Bashed Patch after you have made absolutely sure that the OBGE support plugins is NOT installed. -
Please don't double up (triple up, actually) on your questions. See my reply in your second thread on the same subject.
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OBGE shaderlist won't work
Hickory replied to andathepanda123's topic in Oblivion's Mod troubleshooting
Why on earth did you merge OBC, Loading Screens and OBGE support plugin? :wacko: Do you mean you reinstalled just OBGE, or Oblivion, or what? It does sound like the support plugin is still active and cancelling the shaderlist. -
I'm not sure of the precise dynamics of the threshold level, because I've never gone over it. But I believe different people have had different experiences with being OTT. It may be that is just how it is manifesting in your setup. Regardless, you do need to thin out those plugins. Once you've done that, run your save game through Wrye Bash's bloat checker/fixer, just to make sure your save game is not bloated too. As for Enhanced Daedric Invasion, I have never played it. Sorry.
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You have 279 plugins in that list, with 250 being 'active'. Oblivion has a limit of 255 .esm, .esp, .bsa files in the data folder. Now, assuming that you have Wrye Bash set to ghost the inactive plugins, that still leaves you over the limit counting esm and bsa. You need to trim your plugins somehow, and uninstall them, not just disable them -- the game counts every plugin and bsa file in the data folder. Also remember that the Bruma battle scene is one of the most graphic intensive in the whole vanilla game, and you have a lot of added candy -- I remember my old computer groaning and creaking like it was about to give up the ghost at that point, when Oblivion first came out.
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Is there a console command to force a cell to respawn?
Hickory replied to TheRomans's topic in Oblivion's Mod troubleshooting
I'm not sure I follow. Are you saying that you 'are' absent, but the game is saying your are not? Or are you saying that you 'need' to be gone for at least 72 hours? Because the latter is the case -- you have to be absent for (at least) that length of time before the cell resets. -
Is there a console command to force a cell to respawn?
Hickory replied to TheRomans's topic in Oblivion's Mod troubleshooting
There is no command to force the respawn as such, but there is a command that sets the respawn timer: setgs iHoursToRespawnCell to xx The timer uses in-game hours, and the default setting is 72 hours. You can use this to speed things up, but you still must go elsewhere before the cell will reset. -
Need help with moving ini file location
Hickory replied to VampiricDolphin's topic in Oblivion's Mod troubleshooting
Why would you want to? It is properly located in \Documents\My Games\Oblivion\. The game knows it is there, and a re-install will put it back there: it's the place the game uses. -
1. Install, update and use BOSS to sort your load order. 2. Install Wrye Bash and create/build a Bashed Patch. 3. Disable these if the above doesn't help: Mart's Monster Mod - Spawn Rates - Increased.espMart's Monster Mod - More Wilderness Life.espOblivion Graphics Extender Support.esp
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Custom music assigned to individual cells..
Hickory replied to VikingStudios's topic in Oblivion's Mod troubleshooting
Even if you did write a convoluted script for checking the menus (I'm not even sure it's possible), the inherent trait in Oblivion of audio ceasing when a dialog, menu, container etc. are activated, means that if you re-enabled it, it would start from the beginning again, and that would be very peculiar -- there's no way of keeping track of the position of playback.- 12 replies
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- construction kit
- obse
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Oblivion/TWMP/Elsweyr Anequina/Unique Landscapses are never going to all be compatible with each other. That is because of the vastly differing landscape, and the need to install pre-made .lod files -- as opposed to being able to combine everything with TES4LODGen. That's the way it is, so you'll have to choose which you want installed the most.
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Custom music assigned to individual cells..
Hickory replied to VikingStudios's topic in Oblivion's Mod troubleshooting
I don't have Oblivion installed currently, so I can't check. But I believe it's having the 2D box checked that makes the music stop when you access a menu. I had this same problem when trying to perfect the guitar music in our Highwood mod. There is no (non-OBSE) perfect music solution, at least that I found.- 12 replies
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- construction kit
- obse
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