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Executor64

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Everything posted by Executor64

  1. ok narrowed it down to OOO and All natural esp. Cannot run both at the same time, although i am using bashed patch. What do you do to run OOO and Weather - All natural in the same game ???
  2. goddamnit i have hit another dead end i have uninstalled FCOM and replaced it with OOO, but i cannot make my game run OOO All the other mods work (game runs without OOO), but upon activating OOO it crashes on startup Am i missing some patch here? Active Mod Files:
  3. solved today, had to unplug half this stuff to find out FCOM was causing the crash, must've ticked an extra fcom esp got rid of fcom and it loads fine
  4. nah i rebuilt it that's the problem, i cannot remember the plugins i activated before the crashes (i have not used oblivion lately) as far as i remember they were generic patch names for either BC and UL. I reinstalled BC and UL (newer versions) but it didn't help might be patches included outside in other mods, not BC/UL
  5. ty for your reply Wrye is giving me nothing, as nothing color - related changed betwen my last playable build (it was literaly me ticking 2 or 3 genericaly named patches or something) I have cared not to activate all natural - indoor weather filter (he is red and missing a master- open cities something- that i do not use) Other than that i have cut at least 25% of other mods out of load order in hope of better clarity (there isn't so many mods as many UL and BC patches) perhaps leaving a stray patch for a mod -for example there is Oblivifall lousing my religion merged patch, and seperate city patch - but doesn't change the crash any fresh eyes are welcome
  6. If anyone could take a peek at my esp list, i seem to have activated an unwanted patch or other addition esp. for one of the mods, as i could have loaded the game before, and now it crashes on startup. I cannot remember the exact file, and would appreciate fresh eyes on this. Active Mod Files:
  7. a quick glance at better cities nexus page, they have taken down the patch for OMG, which i guess means either they are not planing further support for OMG, or they are making an updated patch for the latest versions of both mods (note in my last comment the versions that patch was created for are not the current ones for BC), in which case they are sure to test it and discover any potential problems. Like you said, there are some other minor conflicts appart form the land tears, and the more i think about it, the more OMG seems hard to make compatible with a mod of this size. It adds too much stuff outside the Academy architecture (quests,npcs, an underground vampire city ? :-/ ? ). So if it's not a city based mod, and i doubt all the effort is worth it at the end of the day. One is better off installing another oblivion game with giskard's mods, that is to separate the major architecture mods into giskard's and the BC group thank you for your assistance with this btw! :blush:
  8. FIXED it appears Origins of the mages guild (version 7.3.1) is not compatible with Better Imperial city.esp First, if you want to avoid crashing the game upon loading you need to put Origins of Mages Guild.esp *after Better Imperial City.esp Once you have done that, the landmass of certain imperial city districts is deformed, regardless of the BC-OMG patch (for BC 5.3.0 and OMG 7.3), which is the only patch i have ever seen for the two mods. If anyone heard of a newer patch please let me know, otherwise be warned OMG 7.3.1 and Better Imperial City 5.4.0 dont play well, which is a shame since i do enjoy origins of the mages guild, and other giskard's work (although i understand he hasn't been releasing patches for other mods to start with)
  9. thank you foe the tim, i will revert to using boss as it is what i built load order in the past. Have just seen Mod Organizer and it looks useful, but as you can see by my respond time in this forum, i'm rather occupied these fiew days
  10. Yes i understand what you are saying, and i think so as well, but so far it is a slow process of putting all the pieces in the right place I use both mod managers, OMM for maybe 2-3 mods, NMM for archiving and categorizing mods and for "drop in data folder" mods, and the rest are Bash installers I must see about that separate better cities, if it doesn't tear down too many patches
  11. yes i read mod descriptions I am not asking for someone to replicate the issue or anything, I have made Better Cities work with all these mods in the past (just tested the old mods list from previous pc and they do not work on this new install) I have no issues in the game apart from city interior cells having altered ground as i mentioned before, no other issues... thank you for your interest in the matter
  12. was avoiding that particular method of unplugging one by one also, start building the game up from a fresh install it IS a game built from a fresh install (on my new pc), its a fresh install of my regular mods + oco2 and some quest mods i hadn't had the time to play before. also, im having doubts about the new dungeon mods, adense epic dungeon, sundered keep and forgotten realm... not a single UL orBC patch on their nexus pages smells of conflicts
  13. thank you for the info, i will try that out. For the record though, i have created a better city game on previous pc with zero land tears it was beautiful snif :,( the fault always lies in some tiny changes to the city streets by other mods, which i have solved in the past by lowering better cities esp in load order, something i cannot do now because after certan point down the load order the game crashes after loading game. Must be the massive quest mods but no way to be sure
  14. Anyone willing to take a look at this mod list Active Mod Files: Cant get Better cities full.esp and Better imperial cities.esp in the right spot LOOT sorted the mods above, but all cities and imperial city have land tears and altered landmass http://static-1.nexusmods.com/15/mods/101/images/16513-1-1289769826.jpg Tried moving manualy and rebuilding bashed patch, but moving as far down to All natural.esp crashes game when loading
  15. for the record my pc does not take 10 minutes to load oblivion startup window I do get a 10 minute *loading screen bcs of my 250+ mods if that is what you mean. But if you mean the oblivion autorun window with "play" "data files" "options" "uninstall" i can tell you 1 thing: Install OBSE (oblivion scrip extender) by following install guide (as i remember pretty easy) then launch the game *not with oblivion shortcut, but with *obse_loader.exe that is in your data files (you can create a shortcut to desktop). When you run the game with obse_loader it immediately goes to loading screen and after that the main menu (the one with "continue" "new game" "exit" ect)
  16. I had the very same problem about a year ago when my FCOM installation quest started :D I cannot recall exactly what caused it (so many things i did wrong back then) so the only thing i can advise you to do is read the FCOM step-by-step installation manual here https://drive.google.com/file/d/0B8BTIQGFFmHPWmNCbVdSUXFDRXc/edit And in case youre new to fcom make sure you dont clean any of the FCOM files in tes4edit. ever. heres a link to the freshest fcom page if you need expert advice http://forums.bethsoft.com/topic/1475399-relz-fcom-convergence-10/
  17. thank you for the info I have just solved the problem by unplugging one of the few mods (out of 200+) that i neglected to check! im an idiot, it was "better daedric shrines" - merged version by Scot and Stratoi and it is an obvious conflict with UL mods, and apparently the 2 compatibility patches that i know of are not enough to fix these problems (or problems with other mods that i am not aware of at this moment). How does it cause an error while leaving the sewer entrance cell i have no idea but it's cover is blown and it will burn in my recycle bin for it's sins. Thank you for provided support and i apologize for my oversight Striker879. To answer your questions, checked and coc works fine now for all locations (Weye included) - before unplugging better daedric shrines coc made my screen dark! As for that post about Francesco's optional new creatures, i do not use that particular plugin as i do not like non lore monsters (yes i know MMM and War Cry have loads, and i plan to track down their "no XXX monsters".esp to eliminate them as well), As i do still run into random errors i will post my LOOT report here if nothing then to confirm the load order i have is correct As soon as "view last report" starts to work as atm im getting a blank page from LOOT. Also LOOT sorts my plugins in such a way that my game never gets past the loading screen :-/ so i am stuck with BOSS for the time being... (how is it that they didn't port their info on existing Oblivion mods if they are the same guys that made boss?)
  18. hi again well BOSS doesn't know your mods if there is no info uploaded on your mods (thus my suggestion to use boss then manually move the stuff you made yourself) BUT turns out boss is obsolete now :O bben46 said now there's a better tool called LOOT by the same team that made boss! Link below http://loot.github.io/ edit: you do use OMM or Wrye bash? When i say manually move mods i mean move them while in OMM and Wrye Bash (as data files on launcher simply put - sucks)
  19. i had a similar idea before (the pop up notice fault) but it turns out it doesn't do anything, and i can stand fight whatever in front of the sewer entrance and its proximity (and ofc 20 pop ups from tutorial and quest mods dont seem to bother the game)... but after leaving the cell instant crash and the coc command isnt doing anything ill try it again just to be sure
  20. in case you dont get a better response, Not an expert on steam games but i would advise running the game from OBSE, as it launches the game the moment you run obse.exe (in case you dont know what obse is, here is the nexus page, that also provides description for steam users) http://www.nexusmods.com/oblivion/mods/37952/?
  21. boss placed it correctly near the end of the load order thnx for the ideas btw
  22. Until you get a more experienced evaluation of the problem: So personal advice, BOSS is the best way to build your load order. Im sure you know how it works, but also there are some options to make it recognize your mods in the future (and you can always run it, and then modify the load order after BOSS put everything in the ideal place) As for tes4edit, its pretty simple to use, a 2 step thing, as shown in the video below (the vid is slooow) But in order to know which mods are dirty you need... you guessed from the video above....BOSS (the report boss gives you after it sorts your mods has the info on what mod is dirty) Still expert opinion needed here for the actual load order, but i can tell you right now boss can make your life a bit easier
  23. did it again to make sure, and no same crash halfway to Vilverin I made that esp in tes4gecko from 3 different Sounds of Cyrodiil patches (Mehrunes Razor, KOTN, Heart of The Dead) but i tried runing the game without it too and it didn't help
  24. not close to being an expert here, but my load order sorted by BOSS doesn't look anything like that (the mods i use from your list that is) if you own your own mods, why don't you report them to BOSS so it knows where to put them other that that i cant tell you anything that you don't already know, like anything altering the city has potential of doing that, as well as any mod with not enough play testing by ppl (those vampire mods for example) Maybe it's dirty edits or something, cleaning all mods is relatively fast... as im stuck with an error myself hope you get yours solved
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