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1Mac

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Everything posted by 1Mac

  1. And if they aren’t, then the game is going to be confused by the presence of two meshes and two textures folders.
  2. The resources pack looks like this: /Textures /textures /sound /Meshes /meshes I assume you tried to merge an update and were foiled by some case-sensitive issue?
  3. UPDATE! This guide is out of date. Please avail yourself to the recently posted update to this guide. (Confoundingly, I can't update the top post of this page with this link :/)
  4. For the black skin issue, you need to create an override for d3dx9_27.dll. Do this with the Config Utility In Wineskin. You may need to download this file via Winetricks first. I’m not sure what you mean by mods linking up with OBSE. Fyi this guide needs some updating. For one I don’t use TESMM anymore and use Wyre Bash exclusively. For another I don’t use the wrapper from Paul the Tall, instead making my own using Unofficial Wineskin, found here: https://portingteam.com/topic/11037-unofficial-wineskin-project/
  5. Cross-posting for the record. https://forums.nexusmods.com/index.php?/topic/5363120-bevilexs-modlist-for-oblivion/?p=67662511
  6. Just disable the intro movie in your OblivionReloaded.ini file. Guys, if you have any questions, please ask them on the Nexus page linked above. I actually track that page so will actually see your questions, plus that version of the guide is actually up to date.
  7. Okay, that's interesting. Does load order matter when it comes to merged or imported plugins? I would suppose that load order tells WB which parts of the plugin to ignore in case of conflicts.
  8. Okay, that's helpful! I just want to be sure I understand the difference between "merged" and "imported." "Merged" I get means that everything about it is included in the Bashed Patch, so if it's merged and the Bashed Patch is active, it's fully part of the game. So how is "imported" different?
  9. Right, but when they are tagged NoMerge, you don't get the happy +; you get an ambiguous dot. So should those mods be reactivated?
  10. I'm a little confused by this. I gather that plugins tagged NoMerge have data imported but aren't actually merged. Should they be reactivated after building the bashed patch?
  11. I discovered that GM's Race Rebalance mod conflicts with OCO2. Both alter race records, so the former reverts many cosmetic changes back to vanilla, including texture paths for Altmer that results in mismatched skin tones. I whipped up a patch in TES4Edit that fixes the problem, then in a fit of enthusiasm made patches for some other race overhaul mods that have the same issue, like TRAP and RBP. I'm thinking about releasing them, but then I realized that maybe the problem is better solved through bash tags in Wrye Bash. I know there's a "Race Records" section when rebuilding the bashed patch, but all the esps that wind up in it have tags that seem to be related to face data, and the big problem wasn't related to faces. But I'm pretty ignorant when it comes to bash tags, so I thought I'd ask before releasing my patches. Edit: After a little research and experimenting, I can answer my own question. By adding the tags body-f, body-m, and r.ears to OCO, I've solved the problem without patches.
  12. It shouldn’t be a problem either way. You can check to be sure by looking for conflicts in Wrye Bash, if you pack OR as an installer like I recommend.
  13. Oco2 requires Blockhead, did you install it? Did you install Oblivion in your programs folder? Windows has some weird permissions issues that make doing so a bad idea. Try reinstalling in a different folder. What version of Oblivion are you running? Steam, Gog, Cd? There are different troubleshooting steps depending on what version.
  14. This is a late response, but better late than never, I hope. Tesmm requires dotnet, so you need to install it using Winetricks. I actually never use Tesmm anymore. Wrye Bash has a bit of a learning curve, but it’s a much better mod manager that’s much easier to install than Tesmm. You can find BAIN versions of nearly any mod you’ll need, including DarNified UI, so you never need to install an OMOD ever again. I’d like to update this guide some time with an up-to-date wrapper, but it may be some time.
  15. Cobl is not an OMOD and should install just fine with Wrye Bash. Did you check all the plugins you want in the Installers tab? Btw, a more up-to-date version of Cobl is here: http://www.theassimilationlab.com/forums/files/file/951-cobl/
  16. I’m not familiar with all your mods, but I’m guessing you have a vampire mod that’s causing a conflict. Look into how to make a clean save, then you can test by disabling possible troublemakers one at a time and seeing if that takes care of your crashes.
  17. OBSE is required for Oblivion Reloaded, and it won’t launch the Steam version of the game unless you’re using the Steam launcher. I think you need to disable Steam overlay for OBSE to work.
  18. Do you use Wrye Bash? When building the bashed patch, there’s an option under Race Records that does what you want, I believe.
  19. By OBSE files, do you mean files from other mods that go in the OBSE folder, or the files for OBSE itself? If the latter, then yes, you need to install those manually. The OBSE folder should go in your Data folder, and everything else should go in your Oblivion folder. Other trouble-proofing steps: -Don’t install in your programs folder -Make sure you have the obse steamloader dll in your Oblivion folder -Disable Steam Overlay -Use Steam to launch Oblivion, not Wrye Bash.
  20. Don’t use NMM with Oblivion, but you needn’t resort to manual installation either. Take the trouble to learn to use Wrye Bash, which makes it easy not only to install and uninstall mods, but to rearrange your install order even after you’ve installed your mods.
  21. As Drake says, it's the file format of the screenshot. Check OR's documentation file in the your Data/Docs folder.
  22. Alive Waters adds fish to Tamriel, but I've read several places that all the added fish have performance-eating AI. Other mods that add immersive fauna (like "Ducks and Swans for Cyrodiil," "Wildlife - Raven and Seagull," "Natural Habitat") use animated statics that don't have any AI, so they don't have the same performance issues. Has anyone made a mod like this for fish? I know there's a mod called "Fish," and that Martigen's has a "Diverse Waterlife" esp, but I don't know if they have new AI or not. Edit: Alas, I took a look at Fish and at Diverse Waterlife in TES4Edit and saw that they both have AI scripts for fish. So the search for an AI-free fish mod continues.
  23. It's probably not the number of mods itself. Are you using BOSS to sort your load order? Also, while I don't use Better Cities, I'm pretty sure you aren't supposed to have two Better Cities esp files. It looks like you didn't overwrite the original files with the update files for v 6.08a ("Better Cities .esp" doesn't look right and isn't found on the contents preview on the Nexus page). It looks like you're already using Wrye Bash: I'd uninstall everything Better Cities related and start over, starting with the core files, then the 6.08a update (which should overwrite parts of the core from v 6.07), then any patches you might need. Then activate all, run BOSS, rebuild your Bashed Patch, of course. You should just have one "Better Cities Full.esp" file after that, I think.
  24. Could it be something super-basic? ENB files need to go in your Oblivion folder, not your Data folder, and therefore need to be installed manually, not with any mod manager.
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