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Surilindur

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Everything posted by Surilindur

  1. Did you launch the game through Steam after you changed the load mechanism? As I wrote, if you have a Steam version, you can change load mechanism to "script extender" and launch the game through Steam. If you have a retail version, then you can use "obse_loader.exe" for launching the game, but not with the Steam version. Hopefully that helps. :thumbsup:
  2. If you are seeing the Oblivion Launcher, it sounds like you have a Steam version. Otherwise you would be using obse_loader.exe to launch the game, and if I remember correctly, not see the launcher at all. If you do have a Steam version, you could go to the settings section of MO, and in the "workarounds" tab, change load mechanism to "script extender". That should create two files - hook.dll and mo_path.txt - in your OBSE plugins folder. Now, when you launch the game through Steam, the launcher will appear, and will not show anything (obviously). However when you click "play", the game launches, OBSE is loaded, and MO is also loaded, which in turn loads all your mods from MO. It would also be worth a note that MO cannot install OBSE plugins - at least not with the Steam version of the game. I cannot remember how it was with the disc version (been a while since I used it). You need to copy all the .dll and .ini file pairs from your OBSE plugins into the actual game folder, and then maybe rename the "OBSE" folder(s) inside your mod folders to something else (like "aaaaOBSE" or something) to prevent MO from overwriting anything related to the plugins in the actual game folder by the things in your mods. I think I had some issues with the default ini for an OBSE plugin in a mod overwriting something in the actual game folder ini file, but I am not sure. Better safe than sorry. :tongue: Also, last I checked (as in, a couple of days ago), the last MO version to work with Oblivion was the 1.3.11 one - not the 2.x ones, none of them have worked for me. At least not with the Steam version anyway, not sure about the retail one (again, been a few years since I used it, although I might try again at some point). And another thing: if you have a Steam version of the game, remember to click the "date-back BSAs" button in the same workarounds tab, to make sure the base game BSA files get their dates reverted to something old, so that any replacer mods can work. It might also be worth checking the profile section in MO and tick the boxes about "automatic archive invalidation" and the other one. Edit: Ooops, slow to type. So indeed, if you have a disc version of the game, you can add "obse_loader.exe" as an executable in MO and run that one. If you have a Steam version, you can set load mechanism to "script extender" and run the game from Steam (assuming you have OBSE installed correctly). The launcher will not show anything, but it does not matter, the launcher is just another nuisance to click through. And remember to use MO version 1.3.11 from Skyrim Nexus, for now at least, it is the latest one that works with Oblivion from what I have been testing: http://www.nexusmods.com/skyrim/mods/1334
  3. The description of the mod you linked mentions that the mod requires a compatible skeleton. Have you tried installing, for example, Growlf's Universal Skeleton Nif, to see if it helps? According to the description (and dates), the one by Growlf seems to be an extended and updated version of the skeleton by Coronerra. Link: http://www.nexusmods.com/oblivion/mods/37596 The normal "controllable skeleton" (not the "total controllable" one) should be enough, as far as I know. Hopefully that solves the issue. :thumbsup:
  4. No problem, happy to help. :) And yes, moving meshes works in Windows Explorer. Modders resources usually come as loose files, as in, not packed in a BSA archive. You can use Windows Explorer to create, rename, delete and move folders and then cut+paste the meshes to the new folders. The meshes are just normal files. The only potential issue is that when creating a new object in the CS, one needs to select the file path for the mesh the object will be using. So when the path has been selected, and saved in the object (each object has its path saved separately), one would need to update the path for every object that uses a mesh if one were to move the mesh to another path. If you have other questions, just ask, I am sure someone might be able to answer (I think my limited mesh/texture knowledge might prove insufficient at some point). :thumbsup:
  5. If you have a Steam version of the game, have you remembered to reset the base game BSA timestamps to something older? The Steam version BSA files have too recent timestamps on them and that seems to prevent any replacer mods (meshes, textures, UI, etc.) from working. I know Mod Organizer and OBMM both have a single buttom somewhere for a fast timestamp change (in MO it is in settings -> workarounds -> date-back BSAs, I have no idea where it is in OBMM). If you have a file date changing tool at hand, you can also use that one. It is just file dates that need to be changed. If you do not have a Steam version, or if that does not fix the issue, then it is obviously not about BSA file dates.
  6. The path of the mesh itself inside the meshes folder already translates to the path in the object window tree, if I remember correctly. You can use something like BSAopt to inspect, for example, the Oblivion - Meshes.bsa and compare the mesh file paths to the locations of the corresponding game objects in the object window tree. BSAopt (Beta 2.0.0, 16 December 2012 works fine): http://www.nexusmods.com/skyrim/mods/247 Once you get the idea of how mesh paths correspond to the object window tree for the game objects - it is basically a 1:1 match with the 'meshes' folder as the tree root, if I remember correctly - it is only a matter of arranging the meshes in the correct directory paths to have them grouped the way you want. Do not touch the texture paths, though, because the meshes use the texture paths to 'find' the correct textures, so if you change the texture paths, you would need to edit each mesh that uses the moved textures to reflect that change. As far as I know, you can move the meshes around freely. Hopefully that helps. :thumbsup: I know there are others around with more knowledge of meshes and textures around, too, so if there is something else to keep in mind, I would also love to hear it. However that should help you get started at least. Edit: As in, you can move meshes around (if they are new meshes, for example from modders resources). Like if you have meshes: ...\Data\meshes\somedir\subdir\knife.nif ...\Data\meshes\somedir\subdir\stove.nif ...\Data\meshes\somedir\subdir\bucket.nif ...\Data\meshes\somedir\subdir\window.nifAnd textures: ...\Data\textures\some\path\here\wood.dds ...\Data\textures\some\path\here\wood_n.dds ...\Data\textures\some\path\here\metal.dds ...\Data\textures\some\path\here\metal_n.ddsYou can restructure the meshes so that the game objects that use them will be grouped differently in the CS object window tree: ...\Data\meshes\somedir\subdir\kitchenware\knife.nif ...\Data\meshes\somedir\subdir\kitchenware\bucket.nif ...\Data\meshes\somedir\subdir\tilesets\kitchen\stove.nif ...\Data\meshes\somedir\subdir\tilesets\kitchen\window.nifBut you should not touch the textures. Meshes are the 3D models, and textures are just textures. If that is what you were after, that is. Edit 2: Also, you should not restructure meshes that are already in the game - that will break every object in the game that uses those meshes. You can freely restructure modders resources and other new meshes (unless the author has specifically requested not to restructure the mesh path, I have come across one resource that had that request in the readme).
  7. If you have Steam, you can leave Steam itself inside the default installation directory under Program Files (x86). There is absolutely no need to move it, as far as I know. You can create a new Steam library folder outside Program Files (or even on another disk) and move the games into that one. For reference, I use Windows 10 too, and my Steam is inside the Program Files (x86) folder but all the games are installed on a separate 300GB HDD (internal HDD, my second-largest disk in the whole computer :tongue: ). So to reiterate: you do not need to move Steam itself! There should be absolutely no need whatsoever to move Steam. I use Windows 10 and Steam works just fine in the default location under Program Files (x86). Just create a new Steam library folder somewhere else (you can create a new one in the Steam settings menu somewhere) and move the game there. If you move the game by cut+paste, then you also need to move the appmanifest or somesuch file for the game that is located one level up from the 'common' folder (as in, Oblivion is in "...\steamapps\common\Oblivion" and the appmanifest is in "...\steamapps\appmanifest_with_some_numbers" and you need to move both the game and the manifest file in the new Steam library path for Steam to find the game immediately without the need to redownload or rediscover the game files). I think the number in the manifest file name matches the Oblivion Steam app ID number so you could check that, to make sure you move the correct manifest file (edit: with the Steam app ID being the number that appears if you right-click the Oblivion game in your Steam library, choose to create a new desktop shortcut in the context menu, open the shortcut for editing, and the url in the shortcut is something like "steam applaunch some_number", cannot remember exactly, but the some_number in the url is the app ID). Hopefully that helps. Just wanted to correct that Steam part of Striker's post. You do not need to move Steam, but you definitely should consider moving the game elsewhere, especially if you mod it (who doesn't?). :thumbsup:
  8. Have you tried creating a new folder under "OBSE" and naming it "Plugins"... ?
  9. If you are fine without Mod Organizer, then you are fine without it. Tannin has moved on to work on the new NMM, and Mod Organizer might not necessarily be too straightforward with Oblivion (it can involve quite a bit of manual restructuring and other, not necessarily too much but some). I use MO because I love the truly virtual installation system, but if the new NMM also has virtual installation option somehow, and if it turns out to be powerful enough, high enough quality, good-looking (NMM interface looks frightening) and easy to extend, then I definitely will switch over to that one as soon as they have something that works! If you have the disk version, then it should not be about file dates, I think. If you have the textures in the right place and archive invalidation actually working then... well... hmm. If you feel like trying, you could also just use Wrye Bash to install one single texture replacer outside NMM and see if that works - just one small replacer, not every mod you have, to see if that one replacer works. Other than that, hopefully someone more experienced with NMM knows what the issue might be.
  10. If you have a Steam version of Oblivion, have you tried back-dating the BSA archives from the base game? The Steam version's BSA archives have too recent file dates on them so the game uses those and not replacers for some reason. I know Mod Organizer has a button in settings -> workarounds -> date-back BSAs, but I have never used NMM so I do not know if it has something equivalent.
  11. I made a quick image about the "load order vs. plugin's internal master oder" and the orange boxes, if it helps (feel free to grab the image and run): In case A, the box next to Bashed Patch.esp in the load order is orange. In case B, it is green.
  12. Do you have all the master esp/esm files activated? I know this is a dumb question, but if the master list for the esp file in question (in the right side panel in Wrye Bash) shows some masters as missing even though you have them all installed, then that would be it. Other than that, are you sure the colour is red and not orange? Orange means the masters have a different order in your current load order than defined in the esp file itself. Just checking. And this is for Wrye Bash, right? Other than that, if at all possible, it might be handy to indeed start adding one mod at a time - starting with the unofficial patches. That way you would also have a chance to figure out what it is, exactly, that is going on with the KotN and such, before even trying to add anything more to the game. I know it sounds a bit slow, but common sense dictates that it can end up being the faster way. Even if you had modded Oblivion before, it is possible that something small has changed and that something small is causing all sort of issues when you load up all the mods that worked, for example, two years ago together (or maybe some configuration file or an install order is a bit different than it was last time). But if you think it is something small and that you can crack it without uninstalling and re-installing everything one by one, then go for it! :thumbsup:
  13. There is at least one mod named Myths and Legends Weapons 2 for Oblivion with someone reporting finding the Blade of Loss in the comments section: http://www.nexusmods.com/oblivion/mods/5902 Edit 2: But if the 'wrong forum' means that the comments section of the mod in question might have been a better place to ask, then maybe that would indeed make sense. I need to get some coffee, the brain stops working... :huh: Also, there might be some sort of a spoiler document somewhere with the item locations, if the mod is intended to be a puzzle. Other than that, opening the mod with TES4Edit might help locate the item somewhat fast (although that will obviously not be too much of a puzzle anymore).
  14. Ouch. Okay, no problem. However without OBSE that script is actually probably not a good starting point at all, being of a new 'script type' of sorts added by OBSE (function script, an object script by type, but not treated as one), using a loop structure of sorts and structured in a way that will never compile without OBSE. :blush: Are you running the game under WINE on Linux or something... ? Or an older version of Windows like Win 2000? OBSE should not really be impossible to get working, and you cannot use some of the more complex mods without it. :confused: Oh well. I hope you will find a solution somewhere - or hopefully someone will end up pointing you to one, whichever happens first.
  15. One of the simple and also 'dumb' methods might be to use OBSE to calculate the value of all items. A foreach loop using individual item refs (sort of) might make it possible to adjust price on an item-by-item basis according to, for example, the damage sustained by weapons and such. However a GetItems call would be faster at times. The example below is dumb, uses base price set in the Construction Set (plus enchantment additions to price by using GetFullGoldValue instead of GetGoldValue) and only looks at the base price (however it may be named): scriptname YourPrefixSimpleGoldValue array_var TempArr ; temporary array iterator float TotalValue ; total gold value of items begin _Function {} ; initialise the TotalValue of items to 0 (probably already is 0, though) let TotalValue := 0 ; loop over each base item returned by GetItems, using TempArr as interator ; TempArr = { "key": <int>, "value": <ref> } foreach TempArr <- ( GetItems ) ; add the gold value of each base item, multiplied by the number of items the container has let TotalValue += ( ( GetFullGoldValue TempArr["value"] ) * ( GetItemCount TempArr["value"] ) ) loop ; set the OBSE user-created function return value that will be returned when the function exits setfunctionvalue TotalValue endI have not tested that, but something like that would be simple using OBSE. Calling it on a container would work like: let YourGoldValue := SomeContainerRef.call YourPrefixSimpleGoldValueBut it has been a while since I did anything much with Oblivion scripting, so there might be a small issue somewhere there. But hopefully it can give you an overall idea of what the script could look like when implemented one (simple and dumb) way. :thumbsup: The commands can be found in the OBSE Command Documentation. If someone knows of an existing solution (or has a better solution, an improved solution, ideas, anything really) feel free to chime in. If there already exists a working solution, then reinventing the wheel is probably somewat futile. :P
  16. If it really actually is Realistic Leveling, then did you also make sure to remove the menu file (xml) when removing the mod? The menu file is responsible for the levelup menu, and works a bit like a texture replacer, in that it does not need an .esp file to function - it will overwrite the menu by just sitting in your data folder. Realistic Leveling does indeed replace the levelup menu, because the mod itself automatically handles everything in a meaningful (and configurable) way so the attribute selection menu is redundant. Which actually reminds me... if you want to use the attribute selection popup, why would you install Realistic Leveling? I use Realistic Leveling myself, but only because I am tired of all that leveling micromanagement (of which the popup is one part). Judging by the download preview popup on the Realistic Leveling page, the file should be somewhere in "...\menus\levelup_menu.xml" or somesuch. Of course the culprit could be something else, too, but Realistic Leveling would probably be something to check.
  17. Messages such as the following (quoted from the Papyrus log in the initial post) only mean that the Game.GetFormFromFile function failed to find the plugin in question - as in, it basically equals "the plugin named X is not currently in the user's load order": The GetFormFromFile function can be used to both fetch a form from a plugin, as well as to check if a plugin exists in load order (when fetching a known form from a plugin, and the function returns None, then it means that the plugin is not loaded, because if it were, the function would have returned the form). However the way Bethesda implemented it, an error is printed in the Papyrus log when the plugin does not exist. For example that quoted error message means that USLEEP_VersionTrackingScript apparently used GetFormFromFile to check if the "Unofficial Skyrim Patch.esp" exists in a user's load order. It does not, so the function (because it works that way) printed an error message in the Papyrus log. This is fine, and is exactly the way it should be. If the user actually did have USKP esp file active and USLEEP installed, there would not have been an error message, but the whole setup would be wrong (USKP and USLEEP are not supposed to be used together), and I assume the function is used by USLEEP to make sure no one tries to use both USKP and USLEEP at the same time. More info on the Game.GetFormFromFile wiki page for that function. And there is also a wiki page with some instructions on how to read the most common Papyrus errors in the log: Papyrus Runtime Errors. This one from AFK Mods might also help: [skyrim] Interpreting Papyrus Log Errors. Generally, though, the Papyrus log is intended for people who write scripts for the game so that they can debug their scripts. Because when a script encounters an error, it will most likely get logged in the Papyrus log (when logging is enabled), so that when nothing happens (the script processing encounters an error, Papyrus stops processing it, nothing happens in-game) the one who wrote the script can open the pause menu, close the game, open the Papyrus log and check which part of the script failed and why. Calling it a "crash log for the game" is misleading, because it is not one. But then again, I might be mistaken - would not be the first time. :tongue: Happy Easter! And enjoy the Spring. :smile:
  18. Not exactly 1.1.0 RC6, but there seems to be at least 1.1.3 on the Github page in the releases section, in addition to some new versions, as well: https://github.com/niftools/nifskope/releases As a disclaimer, I have no idea how to work with meshes at all. Just posting that link in case someone stumbles across this thread in the future, looking for a NifSkope download. Other than that, the NifTools site might be a good place to start looking: http://www.niftools.org/
  19. This one might be relevant, if it helps: https://forums.nexusmods.com/index.php?/topic/5454912-the-nexus-site-isnt-a-safe-place/page-2&do=findComment&comment=48496477
  20. My own load order is a lot smaller and completely different, so I cannot comment on that itself. However Unique Landscapes might be one of the somewhat demanding mod collections out there, and also Oscuro's Oblivion Overhaul as well as Martigen's Monster Mod might be somewhat large and comprehensive (I only ever tried OOO once when first starting to mod, never tried the other two). If you also have a decent (or excessive) amount of texture replacers, you might be placing some strain on the game itself. However that does not (necessarily) mean you could not use all those mods, as far as I know (never used that much everything myself :tongue: ). There are things like ENBoost, Oblivion Stutter Remover, Oblivion Reloaded and others that can help make the game a bit more stable even with a large number of mods, but they can only do so much, and they need to be configured properly for everyone from what I have noticed. One thing might work for someone, but might not work for someone else. Using Oblivion Stutter Remover, ENBoost and Oblivion Reloaded, I have managed to achieve a somewhat stable game for now (at least it seems so), and while I do use a lot less everything, those tools might also be useful to people not unlike yourself with a lot of mods installed. Every little counts. But on the other hand, they all might require some work get them all sorted out and installed, and even more work to configure the Oblivion Stutter Remover, and everyone's results may vary. Just remember to check all the documentation, use sense both common and uncommon, and everything should be doable in one's lifetime. :sweat: About the red colour codes in Wrye Bash: a red means (if I remember correctly) a missing master. With a missing master, you would not even get to the main menu. An orange one means that the plugin expects its masters to be ordered differently than in your current load order, and green means everything seems to be fine when it comes to relative load order from a plugin's perspective. Or something like that. Looking at the load order again, you seem to have some "Mart's Monster Mod - Spawn Rates" plugins that look like they might have been intended as alternatives of whoch you could pick one. At least the names would suggest that. The same goes for the "Less Reavers in Gates" and "No Reavers In Gates" plugins. While it might not necessarily cause any crashes, you could still double-check any installation instructions to make sure which plugins you would be intended to use. It does not hurt to check, and it might help you shorten your load order, as well? When installing mods, the recommended way - unless you have been modding for years and are doing your twentieth reinstallation of approximately the same modest amount of mods - would seem to be to install a few mods at a time (one being the recommended amount) and testing after every batch to make sure everything works. If something is broken, then the issue might have something to do with the most recent batch of installed mods (something in the mods themselves, in the installation, or in a mod conflict) and troubleshooting those issues would be easier than when adding in all hundred mods at once. Also remember to do some testing before adding in any mods at all, to establish a general idea of what to expect from the base game itself, so that you know what to expect when cramming more content on top of that and hoping it does not break. :tongue: Adding in a mod or two at once, testing, then repeating again might be slow, but it usually can pay off. For example if it would take you three days to install all your mods with that slow method, it would still be faster than spending six hours slapping all one hundred mods in the game, then realising something does not work, asking on some forum about it, waiting two days for an answer only to end up starting the mod setup all over again, this time with the slow method. Striker should know more about how to install mods in a reasonable manner. In fact, that slow method is something I remembered him recommending not too long ago to someone else. Those would be my first thoughts on your crashes. It is the middle of the night here so it something does not make sense, it is probably me typing things half asleep. Maybe someone else with more knowledge can help you more. Generally, though, it might be both easier and faster to install mods one my one and testing. It is also extrmely close to impossible for someone to tell you the cause of your crashes by a load order, since a load order is only one part of it all. And even full access to all the info on your system would not solve it. There are just so many moving parts to consider and all that, also outside anything with the game or mods themselves at times. Maybe I am an ungrateful little pessimist, but sometimes things really can take quite a bit of time and effort from oneself and sometimes the only way to fix an issue is for that someone who has that issue to learn how things work and then use that knowledge to fix that issue. The more complicated the system, the closer to impossible it is to write step-by-step instructions or even point out a specific cause of issues let alone a solution. Oh well, enough rambling. I need to go to sleep now. :blush:
  21. Have you tried disabling Streamline altogether to see what happens? As in, removing Streamline and then enabling+configuring both the framerate manager and purger from Oblivion Reloaded (...Data\OBSE\Plugins\OblivionReloaded.ini) and testing to see if you actually need Streamline? Assuming those "streamsmooth", "streamsight" and "streamview" have something to do with object or LOD draw distance management, then the framerate manager from Oblivion Reloaded should also provide somewhat similar functionality, I think? The installer is an exe for the new version on the Nexus (not going to run it), and the old one has no info on those "streamsmooth", "streamsight" and "streamview" in the download, at least none that I could find. :unsure: You probably know what those are and what they do, so you can check the Oblivion Reloaded page and manual (the html file) to see if there is any overlapping functionality? The main things Oblivion Reloaded has are the memory purger and the framerate manager (NOT framerate capper, it only manages/decreases object draw distance dynamically to achieve a target framerate).
  22. The example script snippet on the OnObjectEquipped page does handle weapons with a cast, so it should work. To be honest I have not done anything with races, so I have no idea how they work. :blush: If there exists a system to prevent a race from equipping some items, then that one should definitely be used as long as it works. If it works for races already in-game, it probably should also work for custom races? As for the scripting solution, the IsLightArmor and IsHeavyArmor functions apparently (according to the wiki) use the HasKeywordString function internally. So maybe you could even use a direct check for actual keywords if they would somehow magically be faster? Unless the HasKeywordString commands itself is faster. I have no idea. If you want to prevent any weapon from being equipped, and only armour items that have a heavy or light armour keyword, then maybe something like the following would be a decent starting point? If some out there knows a better way to do equip prevention with Papyrus, I would also appreciate any tips or tricks on how to better achieve it. I am still not sure if InObjectEquipped is the best way, it seems a bit... suspicious. ScriptName _YourPrefix_EquipPreventionHandler Extends ActiveMagicEffect ; properties to fill with the appropriate keywords in the property editor in CK Keyword Property HeavyArmourKW Auto Keyword Property LightArmourKW Auto ; if ActiveMagicEffect receives events from Actor script, then it should receive this event as well? Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If ( (akBaseObject as Weapon) || ( (akBaseObject as Armor) && ( akBaseObject.HasKeyword(HeavyArmourKW) || akBaseObject.HasKeyword(LightArmourKW) ) ) ) (Self as Actor).UnequipItem(akBaseObject, False, True) EndIf EndEvent That one extends ActiveMagicEffect, and assumes Self refers to the actual actor the effect is running on. The wiki says that ActiveMagicEffect should receive events from the actor it is attached to, so if you manage to find a way to attach an ActiveMagicEffect to an effect that runs on the actor, then a script like that might work for preventing armour and weapon equips as long as the effect is active. But again, if there is a system already in the game to prevent a race from equipping some items, then that one might be a better solution. Hopefully someone else can help you more. Especially with that Creation Kit race part. :thumbsup: Edit: I am not sure of OnObjectEquipped is the best event, either, assuming it really filters every single equip event. If you have other ideas, feel free to use them. Everything I wrote here is just the first thing that came in mind. There seem to be so many ways to do the same thing in Skyrim that there might even be a better event somewhere. But again, the game-managed system for races that you mentioned (for preventing them from using items) would probably be something better than anything that involves scripting. At least it might be faster. Oh well. Hopefully someone with more knowledge will chime in and save the day. :happy:
  23. At least it would seem as if replacers in BSA archives would not necessarily work. If you feel like giving it a try, Mod Organizer can help keep your data folder clean, as well. The 1.3.11 one from Skyrim Nexus works fine with Oblivion, however with the only major downside being that all OBSE plugins need to be manually installed to the data folder, at least when using the Steam version of Oblivion. And to have MO launch with a Steam version of Oblivion, one would need to set the launch mechanism in the MO workarounds tab to "script extender". Other than that, it should be pretty straightforward. It also seems like you should not have any issues manually "installing" (restructuring) mods so that they can be moved to the MO mods folder. I have not tried installing OMODs or BAIN-targeted archives with MO myself yet, though, but at least manually restructuring always works. I use Mod Organizer myself at the moment, and while it does mean a bit more manual work to get some mods installed and such, it still helps keep the data folder (excluding the OBSE plugins folder) clean. It is a nice way to use loose files while keeping the data folder clean. Also mod development is extremely easy, when each mod is contained in its own dedicated folder! And the overwrite folder from MO also works, as long as one remembers to run every single tool through MO. When using MO, and manually unpacking and restructuring mods, MO can be used to "install" all mods. OBMM might be needed to unpack some OMODs (unless MO handles OMOD archives, never tried it), but other than that, OBMM is not really needed for anything anymore when manually restructuring mods for MO. MO also has the back-date BSAs option in its workarounds tab, as well as some form of archive invalidation apparently (and Wrye Bash also has archive invalidation, right-click the column headers in the plugins tab, there should be an option there I think). Wrye Bash can be used to create a Bashed Patch, but MO can be (again) used to install manually restructured BAIN-targeted mods as well. Also, BSAopt seems to work just fine for creating Oblivion BSA archives (I use the beta 2.0.0 - not the 'risky' one, the other - from the Skyrim Nexus). But then again, Tannin & Compnay might release the new mod manager at some point, so I am not really sure how long MO will remain relevant, especially if the new Nexus mod management tool also features virtual installation possibility (again, if someone in that project happens to read this, I would not want to nag, but virtual installation really is a godsend... :whistling: ).
  24. How would something like OnObjectEquipped work, combined with UnequipItem? A completely untested idea: ScriptName _YourPrefix_ArmourEquipPrevention Extends Actor Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If ( akBaseObject as Armor ) ; fails if the item is not armour, assuming clothing is not armour UnequipItem(akBaseObject, False, True) EndIf EndEvent However an actual game-managed solution like a tickbox in the Creation Kit would always be better if there exists one. Papyrus should be the last resort if there are other solutions available, at least when trying to keep the amount of scripting to a minimum. Also, if an actor equips a hundred items (or, for some reason, if there exists another script that keeps spamming an equip command), then the Papyrus event might be called quite a few times, so avoiding that sort of things would usually be best. A state could be used to prevent Papyrus overload (if tha happens), but it would also result in the script skipping some items. At least that is what I would think. If someone has a better idea, I would love to hear it. :smile: Is clothing also classified as Armour in Skyrim? If so, thet that will obviously not work (oops! :blush:). However you could then try adding in a keyword check and assume every piece if armour would have a specific keyword on it. But that would add a bit more to the amount of script processing, and would make an actual game-managed solution even better in comparison?
  25. When I last tried to pack my (edit: to clarify, not made by me, the ones I use) mesh and texture replacers into BSA archives, I could not make it work at all. Even renaming the BSA archives after the Bashed Patch did not help. They just did not replace anything. Using loose files worked flawlessly. So there has to be some differences between Oblivion and Skyrim indeed. :thumbsup: Also, out of curiosity, I tested using an archive and loose files with Mod Organizer (MO version 1.3.11 from Skyrim Nexus) just now, and again loose files worked when files packed in a BSA archive did not. If someone figures out a way to solve this, I would love to hear it. The MO BSA management actually does allow loading loading, for example, the Shivering Isles BSA archives without using the dummy .esp file, but even that one does not seem to help with replacers packed in a BSA archive. Or at least that is how it would seem. :huh:
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