-
Posts
27 -
Joined
-
Last visited
Everything posted by dootdoot
-
I once had a mod (before I've had to rebuild from scratch) that was similar to the well known Skyrim Particle Patch for ENB, but contained some different fixes. Mainly, this contained a fix to meshes for land in exteriors where the land did not respond to moveable light sources. At least, I think that's what it did. This mod, for example, fixed some of the "walls" (which are actually part of the mountainside) near the Understone Keep entrance not responding to torchlight or magelight. I hope this is a good enough explanation of it for someone to help me find it again.
-
I have better options for you. 1, You can use a my mod :P Faster GET UP STAND UP WIP by DarkAngel13 and the front standing animation there seems to be a small clipping issue from time to time, but it is for every person different I haven't found out the reason yet or New Animation for Get Up by xp32 - to be honest XP32 is better in animation editing so test both and see which do you like :smile: Thank you! I will try both out! The vanilla amount of time it takes combined with bad luck and/or other overhaul mods that make the game harder were causing knockdowns to become chain combos leading to certain death, and no defense against it. I'm sure one of these will do the trick :) Do you have WIS, Warzones, SkyMomod or something similar to this? I don't have any of those mods you specifically listed. The overhual I'm using now is Requiem. I can ask in the Requiem thread about it directly too if that is a possible reason... but I do have other mods, and who knows which one is to blame. Are you saying if I had no mods that that bug shouldn't be there and dirty edits or something in one of the mods I have are to blame? If I can't figure out where its coming from, and there's no general fix, any pointers for something I could mess with in the CK for fixing this myself? I also have ugrids at 7. I don't think I can live without the overhual, but if you think reducing back to 5 grids would help I'd like to know.
-
Is there a mod that fixes the floating mammoth glitch? One that fixes the naked courier glitch? I have the most up to date game and the unofficial patches, but still encountered these two...
-
Is there a mod that lowers the chances for or entirely removes knockdown (you know, where you are forced into third person and flung around by Giants and Draugers mostly, etc.). If not, does anyone know what game settings might be useful to fiddle with in the CK so I can make one myself?
-
Regular, non-guard NPCs who are not hostile by default (townspeople, non-"evil" NPCs walking about in the world) seem to only fight back when you kill someone in their very isolated faction, like their family member or someone in a very close companionship, like a guard and noble pair, or some such. Not only not fighting back, they barely run away! Sometimes they don't even run! I can just stand there shooting people in the face, and they remark "Murder!" but then just sit back down or lean against the wall if it isn't someone in their very close faction... wtf? I am testing out a mod build, but I'm unsure if mods have anything to do with this. I'm one of those people who won't play vanilla, so I don't know if this is default behavior, or if mods are to blame... but after fiddling with turning off the likely mod culprits, it seems like it might be a vanilla issue... If this is default expectations for this game, does anyone know of a mod that improves this and makes NPCs fight or flee when a murdering psychopath is on the loose? Otherwise, it might be my mods, so here is the load order (Real Darkness at the end of the load order is my own mod, which couldn't possibly have any impact on such things, and I've tested removing it anyway, no change): Active Mod Files:
-
I am looking for advice on how to make waterfalls not glow in the dark when the ambient light levels have been lowered. Climates of Tamriel seems to have the effect in place for its darker dungeons variants. I'm working on my own darker dungeons mod to my taste, but even if I lower the ambient light levels, fog, and everything to complete pitch black zero, fast-moving water meshes still show up as pale white in the pitch black. If anyone can explain how to make those elements not behave that way, please let me know. The same question applies to fog meshes (not the ambient fog, but "physical" fog elements in the cell). Edit: Working with ENB has helped. I have most fast-moving water and waterfalls only lit up when actual lighting is on them. Interior waterfalls seem to be completely improved. This also required mindflux's fix. However, even with all that, large oudoor waterfalls are still glowing in the dark. I mean, I tried setting the current weather to one where everything is completely pitch dark. Literally, everything, even the stars, is all pitch black, and you can still see the waterfall. I tried changing every value in the ENB setting to 0, and the only thing that has any effect is the brightness setting, which of course turns everything off all together, so that's no good. This waterfall glow won't die!
-
It is not my monitor. It is a $700 3D ready display and has been properly calibrated. My defninition of "dark" seems to differ from other peoples'. I know its not the monitor, regardless of the specs (as in if it has gone bad despite its original specs) because when I run Oblivion with the darkness mods, things are quite dark, I assure you. It is this game, and these mods. Maybe other people's monitors are too dark, rather than mine being too bright? Sure, a torch would HELP see, but it isn't REQUIRED to see at all with those mods... in vanilla, a torch is a joke beyond all jokes. I don't have paypal set up, so I can't share screenshots, but trust me, it isn't my settings, its that there doesn't seem to be a true darkness mod out there. I am working on one now. I don't know if/when I'd release it to others, because I won't do so unless I think it is truly good enough to... no crappy betas to share just for the sake of sharing. If I do, you'll see the stark difference. I've tested in game my initial changes against these other mods, and there is a stark contrast in darkness levels. The only thing that sucks is that doing all this just for vanilla is one thing, but supporting a patch for something like CoT (if I'd even have permission) would be a bit tough. Anyway, Darkness is a WIP. I would still appreciate any insight anyone has into how to make rapids, waterfalls, and low clouds/mountain fog require light to illuminate them instead of glowing pale in the dark.
-
So, basically I'm making my own mod to eliminate most of the ambient light indoors. That is proving easy. It may also not be realistic, but when combined with ELFX, its closer to realistic than having ambient light, in my opinion. I also reduced ambient light outdoors at night. However, I cannot seem to figure out how to reduce the global light source value at night (or day, though I'm not wanting to reduce daylight). Does anyone know how to reduce the "moonlight" illumination intensity in the CK? Edit: nm, I found it. I didn't realize the weather setting dropdown contained a "sunlight" value. So, instead, I'll ask the next question on my mind: does anyone know, at least at a high level, what steps would be involed in making water, both surfaces and meshes for "fast-flowing" water and splashes, not "glow in the dark" but require lighting to be visible?
-
I did mention that I am a Let There Be Darkness and Real Lights from Oblivion fanatic. Turning down the brightness is the last thing on earth to do. I don't have it all the way up anyway, its calibrated pretty nicely. The issue is that there is literally NO darkness in Skyrim, none, zero places that are actually dark enough to not be able to see without light. I have literally never seen a place that needed any illumination to allow me to see the objects. Dim yes, but DARK no, never. What I'm looking for is the kind of darkness from those Oblivion mods, where if there isn't a "real" light source in the vicinity, it can get to where it is pitch PITCH black dark. I will give those a shot. Thanks for the recommendations!
-
I just can't seem to figure out how to make Skyrim dark... like actually dark lighting. I've tried installing RLO and ELFX and RCRN (not necessarily at the same time) and some ENBs... and everything is always still NOT DARK... in fact, everything is always still quite illuminated at night, indoors, dungeons... I see comments about people saying that even the base game is too dark, and that they can't see anything with ENBs, and asking modders of the afformentioned mods to make brighter versions... but I don't get it... I've never even seen one single frame of "real darkness" in my attempts so far... torches are about as useless with the modifications as they ever were in vanilla, as everything is WAY too bright even with these mods. This isn't a mod creation request, or a complaint about these mods! I know people are working on various mods like RLO and I'm just anxiously awaiting great mods like anyone else. I do see some screenshots of people with darkness out there, but how? I'm just a Let There Be Darkness and Real Lights junkie from Oblivion in need of some pointers for Skyrim. Any help would be appreciated.
-
I've been away from Elder Scrolls mods for a while now, but have compiled Morrowind and Oblivion modded builds, so I'm not totally green to the process, and thinking to start up with Skyrim. My skills at creating mods is limited, and mostly I've just tweaked the game and created my own compatibility patches or model/texture adjustments for personal use... I don't have the skill or the time the big shots around here have. Lots has been created for this game too it looks like! Now, the problem is, with all that out there, what do I use? There are "best of" or "gems" lists, but I am hoping some friendly folks might take the time to go over the list I'm compiling below and my questions and help me out, and a huge thanks in advance for any help! Sorry its long, but lots of questions out the gate! Stuff I've already decided looks good so far: Skyrim Creation Kit Wrye Bash Skyse Boss Skyrim: Dawnguard Skyrim: Hearthfire Skyrim: Dragonborn Skyrim: High Resolution DLC Download all latest official updates to date Skyrim Unofficial Patch Skyrim: Dawnguard Unofficial Patch Skryim: Hearthfire Unofficial Patch skryim: Dragonborn Unofficial Patch Skryim: High Resolution Unofficial Patch Open Cities Better Towns and cities Realvision ENB Project Reality - Climates Of Tamriel - Final Edition Project Reality - Climates Of Tamriel - Weather - Lighting - Climates Of Tamriel Dawngard Patch Realistic Lighting Overhaul 4.0.7 excl. integrated weathers Ruins Clutter Improved Static Mesh Improvement Mod Skyrim HD - 2K Textures - Skyrim HD v1_5 FULL Skyrim HD - 2K Textures - Skyrim HD v1_5 FULL - Landscape Skyrim HD - 2K Textures - Skyrim HD v1_5 FULL - Dungeons Skyrim HD - 2K Textures - Skyrim HD v1_5 FULL - Towns Skyrim HD - 2K Textures - Skyrim HD v1_5 FULL - Misc Skyrim HD - 2K Textures - Skyrim HD v1_6 FULL - Riften Detailed Rugs Skyrim Flora Overhaul by vurt (v171b) Skyrim Flora Overhaul - Diverse Pine Colors Skyrim Flora Overhaul - Diverse Aspen Colors Lush Trees and Grass by SparrowPrince (grass only) AOF Detailed Mountains high realistic tundra moss for AOF Detailed Mountains - yellow W.A.T.E.R. - Water And Terrain Enhancement Redux Finer Dust Realistic Smoke and Embers Project Parallax - All available Enhanced Blood Textures Visible Windows Silly Level of Detail High Quality LODs* Enhanced Distant Terrain HD* Better Distant LOD Waterfalls* Distant Detail/Hearthfire Edition* *only if cannot manage distant LOD myself with the tools Realistic Ragdolls and Force SkyUI Immersive HUD Live Another Life The Joy of Perspective Requiem Morrowloot Classic Classes and Birthsigns Better Fast Travel No Friendly Fire Ultimate Follower Overhaul Kill Every NPC Mark and Recall Guard Dialogue Overhaul Sound Propogation Overhaul -------------------------------------------------------------------------- Questions about and related to mods I've already found above: Hearthfire - Does Requiem work with this/Is stuff added here scaled with Requiem changes? Skyrim: Dragonborn - Is this compatible with/balanced with Requiem? Meaning, if there is no official release for Requiem for Dragonborn, would its changes still impact the added content in a satisfactory way? Better Towns and cities - Is this a problem with Open Cities, LOD mods, etc? Silly Level of Detail - Does this conflict with Skyrim HD? For LOD Mods, can this be done "manually" based on my final mod list like generating Distant LOD for Oblivion? Immersive HUD - Does this remove quest markers, compass, other annoyances in menu as well? Live Another Life - Does this still have dragons appearing even if the main quest is not started? The Joy of Perspective - Will this also prevent EVER being FORCED into "true third person"? Is there head bob (if so how to eliminate)? Does this eliminate slowmo/"true third person" killcams (if not how to do that)? Morrowloot - Should I use this with Requiem? I want Daedric, Dragon, and Elven to be virtually unheard of and maybe even impossible to craft, but is it worth it to use this with Requiem? Better Fast Travel - Is this compatible with/necessary with Requiem? I want more options for "paid" or "immersive" fast travel, but menu-based fast travel still disabled. Any "mage teleport" mods out there? -------------------------------------------------------------------------- Questions about mods I haven't found (yet, hopefully) or can't decide which one is the best: What is better: Path of Shadows or Improved Sneak Detection (or other)? Is there a magic effects overhaul that tones DOWN the visual effects? Less explosive, not as flamethrower-like, smaller ammounts of cascading sparkles and lights, and less/no glowing... more understated? Is there a mod that provides a way to have a variety of body types? I know there is for females, but does it work to make them NOT all be gorgeous? Gaunt, fat, average...? And is there a way to not have every male be Mr. Universe? Is there a gore mod that adds additional critical blows with visuals besides decapitation... like severed limbs and hands, etc? Is there a mod to prevent animals from reporting crimes and guards and other npcs from having "psychic" levels of detection for crime? -------------------------------------------------------------------------- Any utilities I don't have listed, must haves, or recommended stuff?
-
This is not a mod request, instead I hope some nice folks will offer their opinions on how to use existing mods in combination to accomplish what I'm trying to do. So I want to return to playing Oblivion and start a fresh build concept and I'm looking for some advice or pointers about how to make a completely unleveled world build suited to my taste. My end goal is that no matter how hard it is early on or easy it is late game, I want any creature or NPC to be able to spawn at a spawn point it is on the leveled list for, completely regardless of PC level. I want all creatures and NPCs to have a completely static level, or if that's not possible with existing mods, at least have them all have caps and not start from level 1 and scale forever with the PC. It would be nice if the higher the level of the creature/NPC the rarer it is throughout the game, and for rates and types of creatures to never change from PC level 1 and up. I want the loot to be the same, completely impossible to tell where good loot will be (unless you know the mod of course, which I won't), seemingly totally random, you can find the best stuff in the game at level 1, or the worst at level 50, and for better loot to be extremely rare. I am looking at Dynamic Leveled Lists, but it looks like it doesn't include items, only creatures. I figure I will definitely use that mod, but I'll need some pointers even after reading the guide on how to accomplish the completely unscaled settings I described above with it for creatures/NPCs. As for the items, I'm kind of at a loss as to how to do that myself since I just don't have the skill or patience to make my own item lists (I've tried in the past and man it is way too much work for me). My initial thoughts are to use TIE, as I love the non-PC centric nature of that mod, but I don't like the NPC/creature stats in it, many of them are WAY too high for my taste, especially sneak and speed stats. I also really like the monsters from Frans and MMM. So, I'm not sure how I can get TIE's item lists to govern items, but not have any of what it's done to creatures and NPC stats, just what Frans and MMM have done to the stats, but apply the non-scaling settings with DLL. I'm assuming this would be Wrye Bash, but I don't know what patches/filters or whatever I could use to make that happen. Any advice on how to make this work or completely different ideas on how to accomplish a totally unscaled world would be awesome.
-
The normals are facing out, at least that's what the draw normals graphic shows, blue lines leading away from the "outward" faces. I tried Ctrl + n just in case but nothing changed. I'm uncertain what is meant by "applying" the mirror modifier (as I said, I'm an amateur with blender). The object is a duplicate of another object (one half a pair of greaves). I built the right leg, then duplicated the mesh directly on top of the original. I then selected the new mesh, and mirrored the mesh on the local x axis. Nothing apparent to my level of knowledge seems wrong while in Blender when at this point in the process. It also exported the duplicated mesh without issue as far as the export itself was concerned, just with the inverted textures. Is there something specific you mean by "applying" the mirror?
-
I am attempting to mirror an object across the x axis to not have to duplicate work on each side. I selected the mesh in edit mode, did a mirror on the local x axis. In Blender, the texture still draws on the correct "outside" face of the mesh. Checking the normals shows all the normals are still facing "outward" the same way they were on the original mesh. When I export this and open it in Nifskope, the texture is still being drawn on the inside face of the mesh. I have attempted to set a -1.00 size on the x and y axes (one at a time) before exporting to see if it would correct the issue, but no luck. I have searched for the answer, but this only seemed to suggest trying the things I already tried, but then again I'm an amateur at Blender and perhaps I misunderstood something. Does anyone have any idea what else I can do to put the texture back on the outside of the mesh?
-
Drain/Fortify Effects are permanent!
dootdoot replied to dootdoot's topic in Oblivion's Mod troubleshooting
So, if I am not willing to give up RL because I like everything else it does so much... what do I do if I end up with a ruined save game? It hasn't happened yet, because I noticed it quickly enough that I could go back a save without worry, but if I did end up with a messed up game way to many saves back to want to load back that far, would uninstalling RL, respawn wait, and then reinstalling it get rid of those effects and recalculate the levels/attributes correctly based on the current skills? If it ever came down to that? -
CTDs only at very specific locations
dootdoot replied to dootdoot's topic in Oblivion's Mod troubleshooting
Ok, I was mistaken... not fixed. I was able to go past the road to Bruma and the road at the North East end of the Imperial City loop after redoing things with BOSS, turning off Streamsave, and rebatching. I then ran into a predictable crash after a few more hours later at the Shrine of Namira, and I'm still having the crash at where the road ot Chorol starts from near Weye. Still haven't seen a single bandit. Sad. This game is unplayable without heavy modification imo, but with it, unplayable for a different reason. -
As soon as I fixed one problem with my newly loaded modded OB... another one appears. :wallbash: I dranks some potions and beverages, and the drain and fortify effects from them are now permanent. I am using Realistic Leveling, but I'm not sure that has anything to do with it or not because everything still adds up correctly from the save prior to obtaining the effects. Is this a common bug? And how can I reset this?
-
CTDs only at very specific locations
dootdoot replied to dootdoot's topic in Oblivion's Mod troubleshooting
Fixed... not by BOSS or TES4Edit though. I turned off Streamsave option in Streamline. No more crashes anywhere. -
CTDs only at very specific locations
dootdoot replied to dootdoot's topic in Oblivion's Mod troubleshooting
Thanks for suggesting BOSS. I had FCOM running in another life once without any CTDs, so I thought I could do it again. Maybe I just got lucky the first time (and I don't think there was a BOSS or I didn't know about it the first time). I saved my load order pre boss, and used BOSS. It moved all but 8 mods, which I put back where they were relatively before BOSS. Rebatch... cross fingers... and I'll try it out. I also used TES4EDIT to view if there were conflicts... and it said everything was white... not sure what that means. I'll post later if it worked or not. Thank you for your suggestions. :) -
CTDs only at very specific locations
dootdoot replied to dootdoot's topic in Oblivion's Mod troubleshooting
Hmm, thanks for the info on the idea it may be bandits. Come to think of it, I've seen Raiders, Barbarians, and Outlaws, but have not actually come across a bandit yet. Maybe because they are in this crash dimension... I am using FCOM though, and I think I've followed the load order guide correctly... but I do have other non-FCOM mods. I don't know how to "check" things for clashes. Wrye Bash doesn't display any red or purple items. Everything is green. What do I do specifically to check? -
It isn't a computer performance issue, because I can run around and fight stuff all day long in the wilderness for hours and no crashing. And, the results are 100% repeatable in the exact same spot over and over. On the road north to Bruma, near the Reman stone... crash. If I go out of my way to avoid the area with the stone, give it a wide berth, no crash. On the road from IC to Chorrol at the interesction there, crash. If I go out of my way to avoid the intereseciton... no crash. On the road around IC on the North East corner of the loop, crash. If I go out of my way to avoid this area... no crash. So far these are the only locatoins this happens in. No crashes anywhere else yet, and I've been playing for many hours. Oblivion.esm Francesco's Leveled Creatures-Items Mod.esm Francesco's Optional New Items Add-On.esm Cobl Main.esm Oscuro's_Oblivion_Overhaul.esm Mart's Monster Mod.esm Enhanced Daedric Invasion.esm FCOM_Convergence.esm EnhancedWeather.esm CyrodiilUpgradeResourcePack.esm TamRes.esm TamrielTravellers.esm HorseCombatMaster.esm Better Cities Resources.esm Unofficial Oblivion Patch.esp Unofficial Shivering Isles Patch.esp Francesco's Optional Chance of Stronger Bosses.esp Francesco's Optional Chance of Stronger Enemies.esp Francesco's Optional Leveled Guards.esp Francesco's Optional Leveled Quests-SI only.esp FCOM_Francescos.esp FCOM_FrancescosItemsAddOn.esp FCOM_FrancescosNamedBosses.esp EnhancedWeather.esp EnhancedWeather - Darker Nights, 80.esp DLCHorseArmor.esp DLCFrostcrag.esp DLCBattlehornCastle.esp DLCThievesDen.esp DLCVileLair.esp DLCOrrery.esp DLCMehrunesRazor.esp Cobl Glue.esp Cobl Si.esp FCOM_Cobl.esp DLCShiveringIsles.esp Oblivion WarCry EV.esp FCOM_WarCry.esp Oscuro's_Oblivion_Overhaul.esp FCOM_Convergence.esp FCOM_RealSwords.esp Mart's Monster Mod - More Wilderness Life.esp FCOM_HungersUnitySI.esp Mart's Monster Mod - Extra Wounding.esp Mart's Monster Mod - Resized Races.esp Mart's Monster Mod - Zombies for Body Meshes.esp Mart's Monster Mod - Fran's leveled quests.esp Mart's Monster Mod - Knights.esp Mart's Monster Mod - Less Bone Loot.esp Mart's Monster Mod - Shivering Isles.esp TamrielTravellers4OOO.esp ShiveringIsleTravellers.esp FCOM_TamrielTravelers.esp Knights.esp EVE_KnightsoftheNine.esp TOTF.esp RTT.esp Mighty Umbra.esp Blood&Mud.esp Origin of the Mages Guild.esp FCOM_MightyUmbra.esp FCOM_Blood&Mud.esp FCOM_Knights.esp FCOM_OMG.esp FCOM_Ruin.esp Enhanced Daedric Invasion.esp FCOM_EnhancedDaedricInvasion.esp Fransfemale.esp EVE_StockEquipmentReplacer4FCOM.esp playable golden saint and dark seducer armour.esp MaleBodyReplacerV4.esp SupremeMagicka.esp SM_ShiveringIsles.esp SM_SigilStone.esp SM_Scrolls.esp SM_EnchantStaff.esp SM_NoSpellLights.esp SM_OOO.esp SM_MMM.esp SM_COBL.esp TamRes.esp TheElderCouncil.esp ImpeREAL Empire - Unique Forts.esp The Lost Spires.esp xulAncientRedwoods.esp xulAncientYews.esp xulArriusCreek.esp xulAspenWood.esp xulBlackwoodForest.esp xulBravilBarrowfields.esp xulBrenaRiverRavine.esp xulCheydinhalFalls.esp xulChorrolHinterland.esp xulCloudtopMountains.esp xulColovianHighlands_EV.esp XulEntiusGorge.esp xulFallenleafEverglade.esp TheElderCouncil-FallenleafEverglade patch.esp Region Revive - Lake Rumare.esp xulImperialIsle.esp RegionReviveLakeRumare-ImperialIsle patch.esp xulBeachesOfCyrodiilLostCoast.esp xulLushWoodlands.esp xulPantherRiver.esp xulRiverEthe.esp xulStendarrValley.esp xuldarkforest.esp xulTheHeath.esp xulRollingHills_EV.esp xulPatch_AY_AC.esp Fort Akatosh Redux.esp Harvest [Flora].esp Harvest [Flora] - DLCFrostcrag.esp Harvest [Flora] - DLCVileLair.esp Harvest [Flora] - Shivering Isles.esp Visually Enchanted Fire 1.esp Visually Enchanted Frost 1.esp Visually Enchanted SoulTrap 1.esp Visually Enchanted Shock 2.esp Dark Dungeons.esp Dark Dungeons - SI.esp EH_ReverseVampire1.2.esp Ahtata Arquamer spike4hair.esp Ahtata_Khabaxi.esp No psychic guards harder v1.2.esp Toaster Says Share.esp RealisticLeveling.esp Syc_AtHomeAlchemy.esp Quest Award Leveller.esp Quest Award Leveller - Mehrunes Razor.esp Quest Award Leveller - Vile Lair.esp Quest Award Leveller - Knights of the Nine.esp Quest Award Leveller - Battlehorn Castle.esp Streamline 3.1.esp LostSpiresImpeREALFortsPatch2.esp Better Cities - Full City Defences.esp Better Cities ANVIL.esp Better Cities BRAVIL - Blood & Mud.esp Better Cities BRUMA.esp VaultsofCyrodiilBC.esp Better Cities CHEYDINHAL.esp Better Cities CHORROL.esp Better Cities LEYAWIIN.esp Better Cities SKINGRAD.esp Better Cities IC Arcane University.esp Better Cities IC Arena.esp Scribe Supplies.esp Better Cities IC Elven Gardens.esp Better Cities IC Green Emperor Way.esp Better Cities IC Market.esp Better Cities IC Prison.esp Better Cities IC Talos Plaza.esp Better Cities IC Temple.esp Better Cities IC Waterfront.esp Better Cities IC Arboretum.esp Better Cities - Unique Landscape Chorrol Hinterland.esp Better Cities - Unique Landscape Barrowfields.esp Better Cities - COBL.esp Better Cities - Tears of the Fiend.esp Better Cities - Ruined Tail's Tale.esp Better Cities - Unique Landscape Cheydinhal Falls.esp Better Cities Anvil FPS Patch.esp Better Cities Bravil - Blood & Mud FPS Patch.esp Better Cities Bruma FPS Patch.esp Better Cities Cheydinhal FPS Patch.esp Better Cities Chorrol FPS Patch.esp Better Cities Leyawiin FPS Patch.esp Better Cities Skingrad FPS Patch.esp Better Cities IC Arcane University FPS Patch.esp Better Cities IC Arena FPS Patch.esp Better Cities IC Elven Gardens FPS Patch.esp Better Cities IC Green Emperor Way FPS Patch.esp Better Cities IC Market FPS Patch.esp Better Cities IC Prison FPS Patch.esp Better Cities IC Talos Plaza FPS Patch.esp Better Cities IC Temple FPS Patch.esp Better Cities IC Tunnel FPS Patch.esp Better Cities .esp TearsOfTheFiend-CheydinhalFalls patch.esp LostSpires-Everglade patch.esp BCChorrol-ChorrolHinterland fix.esp LostSpires-DarkForest patch.esp BarrowFields-Blood&Mud-Patch.esp MMMMWL-RollingHills patch.esp MMMMWL-TheHeath patch.esp EnchantmentRestore.esp EnchantmentRestore_Wells.esp ScriptIcon_Replacer.esp FashionAnvil.esp Dungeon Actors Have Torches 1.6 CT.esp Exterior Actors Have Torches 1.3 CT.esp RealisticFatigue.esp 77_Umpa_Sexy_walk.esp Bashed Patch, 0.esp Deadly Reflex - Timed Block no other changes.esp Mounted_Spellcasting Deadly Reflex Compatible.esp DeadlyReflex - Combat Moves.esp
-
Error message in Wrye Bash, game plays fine?
dootdoot replied to dootdoot's topic in Oblivion's Mod troubleshooting
Hey thanks so much for the solution. That was pretty easy to do, I just didn't know that option existed or where. Thanks again! -
I recently started reinstalling OB plus many mods. I'm not experiencing any crashes, and things seem stable when playing. I had all of this down last time I had it installed on my old machine and it was all fine. Now I'm getting this error in Wrye Bash even though the game seems to run fine: "A file that shares a modification date/time with another file"... basically a few of the files necessary for FCOM how have the same date/time listed and are marked with red highlight (but the checkmark is still green). Those are in bold in the posted load order. I know the game SEEMS to play fine... but I don't want to run into major issues down the road after having played a file for hours so I'd rather fix this red highlight now before continuing to install more or play. BTW I also installed Robert's replacers for all the Clothes and Armors for stock, mmm, ooo, fran, and si (there is no esp, it just has you overwrite all the meshes). Any help would be great :) Oblivion.esm Francesco's Leveled Creatures-Items Mod.esm Francesco's Optional New Items Add-On.esm Cobl Main.esm Oscuro's_Oblivion_Overhaul.esm Mart's Monster Mod.esm Enhanced Daedric Invasion.esm FCOM_Convergence.esm Better Cities Resources.esm Unofficial Oblivion Patch.esp Unofficial Shivering Isles Patch.esp Francesco's Optional Chance of Stronger Bosses.esp Francesco's Optional Chance of Stronger Enemies.esp Francesco's Optional Leveled Guards.esp Francesco's Optional Leveled Quests-SI only.esp FCOM_Francescos.esp FCOM_FrancescosItemsAddOn.esp FCOM_FrancescosNamedBosses.esp Cobl Glue.esp Cobl Si.esp FCOM_Cobl.esp DLCShiveringIsles.esp Oblivion WarCry EV.esp FCOM_WarCry.esp Oscuro's_Oblivion_Overhaul.esp FCOM_Convergence.esp FCOM_RealSwords.esp FCOM_HungersUnitySI.esp Mart's Monster Mod - Extra Wounding.esp Mart's Monster Mod - Resized Races.esp Mart's Monster Mod - Zombies for Body Meshes.esp Mart's Monster Mod - Fran's leveled quests.esp Mart's Monster Mod - Knights.esp Mart's Monster Mod - Less Bone Loot.esp Mart's Monster Mod - Shivering Isles.esp Enhanced Daedric Invasion.esp FCOM_EnhancedDaedricInvasion.esp Knights.esp EVE_KnightsoftheNine.esp FCOM_Knights.esp Fransfemale.esp EVE_StockEquipmentReplacer4FCOM.esp playable golden saint and dark seducer armour.esp MaleBodyReplacerV4.esp Better Cities ANVIL.esp Better Cities BRAVIL.esp Better Cities BRUMA.esp Better Cities CHORROL.esp Better Cities CHEYDINHAL.esp Better Cities ICMarket.esp Better Cities LEYAWIIN.esp Better Cities SKINGRAD.esp WBA Arboretum.esp SupremeMagicka.esp SM_ShiveringIsles.esp SM_SigilStone.esp SM_Scrolls.esp SM_EnchantStaff.esp SM_NoSpellLights.esp SM_OOO.esp SM_MMM.esp SM_COBL.esp Streamline 3.1.esp Bashed Patch, 0.esp