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forli

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Everything posted by forli

  1. About the data crossover, ensure those settings in the Nehrim's Bash.ini point to different folders than the ones used by Oblivion. Then run Wrye Bash and ensure it's working. Probably all your esps have been disabled (you need to enable them again) and your Installers tab says all packages are not installed.
  2. A fresh installation shouldn't crash, unless you're using the Oblivion's Oblivion.ini for Nehrim. Try to delete the Nehrim's Oblivion.ini and move away the Oblivion.ini from the MyGames/Oblivion folder. Run Nehrim once, up to the title screen and exit. It will generate a new Oblivion.ini in the MyGames/Oblivion folder. Now move this new ini in Nehrim folder and edit that setting.
  3. No, you don't need to do a clean install, but it would certainly help.
  4. There's no need for all these managers. Notepad and Wrye Bash can solve this problem easily: For savegames, screenshots, Plugin.txt and Oblivion.ini: Copy/Paste Oblivion.ini from "...\MyGames\Oblivion" to "...\Bethesda Softworks\Nehrim" (you'll find NehrimLauncher.exe here) Open it and change the setting "bUseMyGamesDirectory" from 1 to 0. Save and close. DONE!Now Nehrim will use its own Oblivion.ini in its own directory and will put all saves, screenshots, Plugin.txt, etc in the "...\Bethesda Softwork\Nehrim" directory (in Saves, Screenshots, etc folders) For the load order, Wrye Bash support the profiling, but you need to configure it. You may know Wrye Bash create a folder called Bash Installed. It will place there all the installers and also 2 folders: Bash and Bash Mod Data. By default, WB uses these same "Bash" and "Bash Mod Data" folders for both Oblivion and Nehrim and this cause a conflict. Let's solve it: First, install Wrye Bash for both Oblivion and Nehrim (check both them when installing Wrye Bash). Now go to "Bethesda Softwork\Nehrim\Mopy", clone the "bash_default.ini" and rename it "bash.ini". Open it. You'll find the settings "sBashModData" and "sInstallersData", which define the path where Wrye Bash will put those 2 folders. Just put a different path than Oblivion (you can even use the same path but a different name for the 2 folders). Save and close. DONE!Now Oblivion and Nehrim data won't conflict anymore, as Wrye Bash will use different locations to save their data. I'm using these simple tweaks and the 2 "game worlds" works without problems for me.
  5. I would like to ask: why you don't want to use OBSE? It's perfectly safe, stable and working, it's used by literally everyone who use mods and I see no reason to not use it. After all, OBSE is the only way to print messages to the console from scripts. Also, OBSE hold the only commands to get detailed informations about quests (vanilla only have GetQuestRunning, GetStage and GetStageDone and no way to tell if the quest is marked as "Completed"). Without OBSE... the first idea I have is this one: you could manually build a list with all Oblivion quests (be careful with mods which may add new quest or alter existing ones by adding/removing/altering stages). Then you need to manually analyze each one and find the stage or the condition which cause their completion. Finally you need to create a script/bat file which analyze these quests one by one and show the result with the commands Message/MessageBox (the only vanilla "log" system, which is really bad as calling these commands continuously won't show all messages). I don't know if there's a better way (this was my first raw idea), and probably you already have something similar or better, but trying to achieve this without OBSE... you're hurting yourself without reason!!
  6. The problem is simple: you installed too many mods at once without testing them. NEVER install all mods together. Install 3-4, test if everything is ok, then install 3-4 more, test again, etc... If something bad happens, the cause is one (or more than one) of the 3-4 last mods you've installed, and you can find it in no time. If you install 100 mods all together, finding the cause is much harder, and you will need much more work to find the cause (which again, could be caused by more than one mod). So... uninstall the whole game, delete the Oblivion folder, install from scratch and retry. Also, test if the vanilla game (without mods) works. Rarely even a vanilla game can crash on some systems.
  7. You can use OR with any PC. The effects impact the performances, but the shaders override don't (or the impact is barely noticeable). Just disable the heavier effects (or all them) to run the mod on an older PC. I have an hold PC too and OR runs without problems, and without loss. OR comes with a frame rate manager, which is much more advanced and effective than Streamline and similar mods, because OR directly manage it in the game code, and bring support for RamDisk, to eliminate (or greatly reduce) stutters caused by LOD files. Finally it comes with many little optimizations and fixes like the camera bug, Yeah, I removed the part "camera drop on feet", as Alenet clearly state it's only for CameraMode.
  8. I made some tests: normally the camera is automatically switched to first person (and knockout event/timer runs) if the Player dies, but it seems OR prevent this, when CameraMode is disabled. With CameraMode enabled everything is normal (and the camera doesn't drop at player's feet).
  9. "except for situations with heavy lags" > this is strange: lags or not, an handler should be called in the moment the "knockout" event occur (just before the game set the knockout event). Surely, the event is fired after the OnHealthDamage, but I wonder if the game has a chance to register the Player "death" (death by knockout, which mess up the camera anyway) before firing the OnKnockout event. After all, scripts all run in a single thread, so the order of the calls should stay consistent in every run, no matter the FPS. Very odd... Anyway, Oblivion Reloaded fixes the camera bug.
  10. Yeah, "Kill" can't be prevented nor fixed in any way.
  11. I don't believe in immortality because no mod does. Check all those mods: none of them wait for the player to die, they always save the player in the last second with either a check on his health or with the OnHealthDamage handler, but they won't let the player die. As I said, the player death is something more than just putting a dead flag on the Player actor. There is something which may help you: http://cs.elderscrolls.com/index.php?title=Resurrecting_the_Player http://www.uesp.net/wiki/Tes4Mod:Resurrecting_the_Player Note: the health threshold method (GetAV Health < x) can fail, but the OnHealthDamage method won't.
  12. The Player death doesn't just cause a camera misplacement: there are scripts which check for the player death and will stop working. Also, I suppose many internal flags in the game will signal the player death (like the dead music), and a simple Player.Resurrect won't restore them.
  13. What does it change? OR unlock the ability to unsheathe your weapon and fight while on horse, and allow you to equip a weapon in the left hand (so you can dual wield). You can even do both: dual wield on horse. In other words: same combat style as vanilla, but with fewer limits.
  14. OR doesn't replace the weapon textures (you can check it yourself by looking at the OR package), so they're vanila quality too, unless you use a texture/meshes replacer for vanilla weapons (which will be another mod, surely not OR). OR just apply visual effect at runtime to whatever meshes/texture you use, but their "base" quality depends on textures/meshes (something OR doesn't touch). OR has upgraded quality, but again: it's not like a normal mod. OR is like a game patch: it works independently from whatever mod you're using (except for some conflicts), and it apply its effect on everything it find in the Oblivion folder, not just "vanilla" content. It works on Nehrim and other total overhauls too, so... Animation replacers are usually mod safe (they conflict with nothing but other animation replacers) and don't impact performance..
  15. This is a common (easily fixable) problem, but I don't remember how to fix it. But why are you asking there? You can ask directly in the Oblivion Reloaded comments section.
  16. Immersive Weapon doesn't conflict with OR. OR is similar to an official patch, and it doesn't care about what mods you've installed: it will work with any mod (except the ones listed in the conflict section).
  17. DarNified UI never had an esp, so if you remember an esp, either your memory is wrong or you were using another mod. The recommended installation is "manual", as mod managers always have problema when installing it. If your UI is still vanilla, then it's possible your BSA have a recent date, which cause Oblivion to use the files in BSA instead of loose files. About Oblivion Reloaded, the shield covering the screen is a common problem when using the vanilla animations. Try the recommended animation replacers or disable the CameraMode.
  18. Just go to Oblivion/Data/OBSE/Plugins, open the OblivionReloaded.ini and disable the setting CameraMode (change the value from 1 to 0)
  19. A No-Cd patch is not advisable. The game become unstable, with frequent CTDs, and OBSE causes serious problems. Anyway: 1) Is it a first time install? Previous installations may leave junk files around, which cause problema to newer installations. 2) Are you trying with a vanilla game (without mods)? Eventually, can you try without mods? 3) Can you try with the original Oblivion.ini and without altering any settings? (Oblivion shouldn't need "Compatibility" settings). Just delete the Oblivion.in in <user>/Documents/My games/Oblivion. 4) Can you try to install the game directly in C:\ ?
  20. The 4 "Never" for beginners: 1) Never install a mod if you never played the game. You don't even know the game and you already install modifications? This way you don't know if the mod is working, because you don't know how's the game without it! Running the game for 60 seconds is not considered playing a game. Completing the tutorial and doing a quest may still be not enough. 2) Never install 100 mods at the same time! It's the shortest way to get a catastrophe! I suggest you install up to 3-4 mods, test if everything is ok, install 3-4 more mods, test again, ... If there are problem, they are surely caused by one (or more) of the 3-4 last mods you installed, so it's easier to find the cause. The mod/culprit may be bugged, may be incompatible with another mod and/or you didn't installed it right. 3) Never install a mod without reading the readme. When you open a mod archive you should find a readme/manual. Always read it. Mod authors don't write the readme for fun of to increase the size of the archive, but because you may need to know something important before you install and play the mod. Example 1: the installation procedure may not be a simple "drop everything in there, activate the esp/esm and run the game", but it may require further steps. Mod managers can't help in similar situations. Example 2: the mod may have bugs or may conflict with other mods. If the author is aware of them, he should write them here, and it's very important you know them and avoid them, or your game may crash because your mods start a brawl. 90% of problems are caused by not reading the readme. 4) Never extract and install everything you find in the mod archive, but check what's inside it! Even a quick check may prevent many problems! If the mod archive use a bad structure your mod manager won't be able to correctly install it, with bad consequences. Also, many mods put more choices, (which may contains different features or different settings or compatibility patches for other mods) but you must not install them all, because they may conflict each other or require another mod you don't have. Example: 60 RealisticForceLow.esp 61 RealisticMagicForceLow.esp 62 RealisticMagicForceHigh.esp 63 RealisticForceHigh.esp 64 RealisticForceMedium.esp 65 RealisticMagicForceMedium.espYou should only install one "Force" esp and/or one "MagicForce" esps, not all them! This is only an example, but you need to check all your mods. 5) Never throw accusations if there's a problem with a mod. You can't be sure the mod is the problem, because the problem may be caused by you or your other mods which have hidden bugs or cause conflicts with this mod. Misc suggestions: - LOOT or BOSS... this is a choice. If one of them cause problems, try the other one. - OBMM, Wrye Bash, Mod Organizer. All good choices, each one with pro and cons. Choose whatever you like, but avoid NMM in Oblivion - Living Economy: it's an old mod. There's a much better (and newer) one called Enhanced Economy. - Enhanced Daedric Invasion: it's bugged. It may cause many problems to NPCs. - Francesco, Oscuro Oblivion Overhaul and Mart's Monster Mod: they conflict each other and you can't run them all without FCOM. - HUD Status Bars: I suggest you install the Enhanced version too (which require this version, so don't uninstall it). - Look at the bashed patch settings. Some of them allow you to get rid of some esps like "UOP Vampire Aging & Face Fix.esp". Interesting facts: - In this same forum section you may find more informations, take a look at the stickied threads. - The 4 "Never" are actually 5.
  21. Normally, an actor attack another one if his own aggression is higher than the disposition towards the target. In vanilla, actors in town all have very low aggression and good disposition towards each other, so it's impossible for them to randomly start a fight under normal circumstances. Still, a combat in town may start for some reasons: The player or some NPC commit a crime and decide to resist the arrest (usually, if he/she can't pay the fine).A quest/script trigger the fight between 2 or more actors.A mod alter the actors aggression and/or disposition (even indirectly, by altering their factions or race) In these cases, the battle begins and other actors may decide to join it and team up with someone depending on many factors: disposition towards the actors in combat: they tends to help friends or faction's comrades (even if they are outlaws which are fighting the guards) or totally ignore the fight if they don't like anyone.their own responsibility: actors with high responsibility tends to help other actors with the same alignment (good actors help good actors, evil actors help evil actors), while actors with low responsibility could help either good or evil actors, whoever they like the most.their own confidence: actors with high confidence will join the fight to the death, while actors with low confidence tends to run away.Of course, actors will also join the fight if they get hit (even unintentionally) by one of the fighters, but in that case they will always team up against the one who attacked them (either good or evil, friend or not) or run away if their confidence is low. In vanilla Oblivion it all works fine and no actor in town die for this reason, with very rare exceptions, like actors killed by guards because they defended a criminal, actor killed by guards because they accidentally hit someone while practicing with arrows or spells,... but they always have a good reason to start a fight. If in your game, in the towns, actors start random deathmatches in the streets for no apparent reason, it means some mod altered them, giving them higher aggression and/or lower disposition, which cause them to attack on sight specific actors or even anyone.
  22. Good mod right there! Gonna try it... Back to the Grogrokl's issue, in vanilla Oblivion NCPs in towns never randomly start killing each other, unless we talk about a guard and an actor with a bounty and without enough gold to pay. You must have a mod which alter the actor's aggressivity, factions and/or races, which affect the disposition between them. What mods do you have? @lubronbrons, actually NPCs can either pay the bounty or fight, so maybe you could add a feature to allow them the "jail" option too?
  23. Right, I forgot Oblivion create new base objects when enchanting or crafting potions (2 base objects when enchanting: the new enchantment and the new object with this enchantment). So... yes, Oblivion already cause a big garbage by itself. My question is: how do you distinguish a clone created by your mod from clones created by other mods? As PhilippePetain suggest, you need to keep track of your clones, else you may end altering clones created by other mods (which may not like the change you make to their clones).
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