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Posts posted by Surilindur
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Does it work if you close the character edit window completely, then toggle lighting effects off (well, the thing the A button does) and then reopen the character edit? I think the Skyrim CK does not allow changing it on-the-fly when the character edit is open, and instead uses the effects status at the time the window was opened.
Anyway, I hope someone else has a better idea. Good luck with your investigations! :)
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Does the 'A' key still work in the Fallout 4 Creation Kit for toggling that 'full bright lighting' thing? If so, you could try that one. There might also be some sort of a button in the toolbar, a light bulb or somesuch, that does the same thing. The feature toggles lighting effects as a whole on/off and is very handy in the Render View, but it also works in the character edit window. Well, as in, at least in the Oblivion Construction Set (and I think Skyrim CK). I suppose it still is there in the Fallout 4 CK.
If that does not work, or if the feature does not exist anymore, I hope someone else has a better idea. :thumbsup:
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<snip>Have you tried this:
- first copy the single record you actually want to copy, as a new record, to your plugin
- since the record will reference other records from the original plugin, your new plugin will need that other plugin as its master, which is okay, for now
- for every record that the new record in your plugin needs/references (that can be found in the original plugin, which is the reason why your plugin has the original plugin as its master), copy that required record as a new one to your plugin, and change the reference in the first copied record to point to the new copy in your plugin, as opposed to the original record in the original plugin - repeat until every required record has been copied as a new one to your plugin and the references in the first copied record(s) have been changed to point at the new copies, so that no record in your plugin references anything in the original one
- finally, remove the original plugin from the masters of your plugin
But that is just an idea. It requires some manual work and maybe a little bit of knowledge about things, but nothing drastic. Basically (in a short form) the idea would be to just copy all the relevant records from the original one to the new plugin, then change the references in the new plugin to point to the copies in the new plugin, so that every needed record is inside the new plugin and nothing in the original plugin is referenced in your new plugin, after which it would be possible to remove the master dependency (the original plugin). :thumbsup:
Edit: TES4Edit will inform of that "need to add X as a master to Y" when you do something that results in a record in plugin X referencing a record in plugin Y. While it might not exactly always be the thing you are after, you can still accept the new master, and work your way forward, later removing all references to anything in plugin Y, and finally removing the master dependency. However it is definitely very easy to break stuff that way, so make sure to keep backups, double-check everything, and you can also, in the end, open your mod in the CK (if you can), check that everything looks the way it should, and then save it. It might be safer to do things some other way, too, but I am not sure. I have used that method myself, but only for plugins for my own personal use, because if the game breaks, I will be the only one to suffer, and not some other poor person out there. :blush:
Edit 2: Also, as a side note, you probably should not try that on anything more complex than static items, activators, clothing/armour, etc. that are somewhat reasonable in complexity, scale and the number of referenced records. Anything that involves scripts, script fragments or somesuch are also probably something to think twice before using TES4Edit to copy-paste things.
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If I remember correctly, Extensible Follower Framework by Expired has a "force recruit" option somewhere in its MCM menu that works by placing the target NPC at the crosshair, opening the MCM menu, clicking the force recuit option and then waiting for a confirmation popup. Link: http://www.nexusmods.com/skyrim/mods/12933
Of course I have no idea if it has any side effects, force recruiting random NPCs, but at least the functionality is there. Hopefully that helps a bit. :thumbsup:
Edit: Oh wait. Hmm. Now that I think of it, I cannot remember if I ever tried the option on hostile NPCs. Maybe I did, maybe I did not. So I am not completely sure if it works on hostiles, but at least it works on non-hostile NPCs. Maybe someone else knows more. :ermm:
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Replacer mods of any kind do need archive invalidation, yes, as they do in Skyrim, as far as I know, and Fallout 4. There should also be a tickbox in the MO profiles list. Selecting the current profile in the list and then ticking the 'automatic archive invalidation' box might also have worked. Other than that, Wrye Bash already includes archive invalidation, I think, and you will probably be running Wrye Bash anyway to build a Bashed Patch.
Anyway, great to hear you got it sorted out. :dance: Just remember to keep an eye out for OBSE plugins in mods - the dll and ini files need to be in the actual game folder, and you can also rename the 'OBSE' folder in the mod folder to something else after copying the files to the game folder to make sure the ini files are never overwritten. I know I have repeated this OBSE plugin thing over and over but it really is probably the only major issue to keep in mind and forgetting it will result in broken functionality or some mods not just working at all. Installing OBSE plugins just does not work through MO. Even the UOP includes an OBSE plugin or two.
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Okay! Now that is already something. So none of the mods appear in-game or in the launcher? The launcher will not show any mods at all, because MO is only loaded when the script extender loads the plugins. You need to check in-game to see if the mods are there. The launcher is useless.
At least there has been some progress! :smile:
Maybe something to try next would be to see if OBSE is loaded at first. It should be, but just to check, you can launch the game, find an NPC (does not matter which one, for example the ones in the tutorial should also work), open the console, select the NPC, and use something like
GetRefEssential SetRefEssential 1 GetRefEssential SetRefEssential 0 GetRefEssential
since the Set and GetRefEssential commands are added by OBSE. If you do not get any errors about unrecognised commands, then OBSE is installed and working. If you get errors about the commands (and you have the NPC selected), then OBSE might not be working.
If OBSE is installed and working, you could try installing a simple, obvious mod to see if the mod is actually installed. And I really mean obvious, something that can be seen immediately by, for example, going somewhere, or a mod that adds something to player's inventory immediately on loading the game. That way you can check if the mods are actually in the game.
And remember to copy any OBSE plugins and their ini files into the actual game folder and then rename the 'OBSE' folder(s) in your mod folders to something else so that nothing in the game directory ever gets overwritten by those. For example the UOP includes at least one OBSE plugin.
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The popup that tells you to run the game from Steam? That is the one that remains? And you are launching Oblivion from your Steam Library? Odd.
Edit: So this is the error that persists? (in spoiler)

Even when you run the game from Steam? As in, open your Steam Library, find "The Elder Scrolls IV: Oblivion" and hit "play"? That is odd, never happened to me. The error popup should not appear when the game is run from Steam. The whole idea of the popup is to make people run the game from Steam... :psyduck:
Edit 2: I tried to replicate the issue but I have not managed to do it.
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No problem, happy to help. If you do not have any mods that would include a skeleton in them, then it does not matter when you install the skeleton. If you want to make sure absolutely nothing overwrites it, you can install it last. Neither HGEC nor OCO2 include a skeleton, as far as I know. For reference, I have Growlf's Universal Skeleton Nif installed immediately after the base game + unofficial patches. :thumbsup:
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Whenever I try launching the game through mod organizer I get a message that tells me to launch through steam, the message persists even if I change the load mechanism to say script extender in the workarounds tab, or clicking date back BSA's Removing steam overlay does not seem to help.
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:
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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
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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:
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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:
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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.
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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.nif
And 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.dds
You 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.nif
But 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).
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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:
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Super late i know but there is no plugins folder in my OBSE folder and i installed OBSE correctly, thoughts?
Have you tried creating a new folder under "OBSE" and naming it "Plugins"... ?
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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.
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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.
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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.
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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:
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You posted in the wrong forum.
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).
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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.
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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 YourPrefixSimpleGoldValue
But 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
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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.

Importing old Oblivion files
in Classic Discussion
Posted
One would assume the savegames work with both versions. It would make no sense to change savegame handling for another distribution system. I also loaded an ancient savegame back from when I used the disc version (still had a couple of them laying around, yay!) and it seems to work just fine. Well, except for the whole mod setup being different and the like, but the savegame loaded and the character and everything seemed to be fine.
Have you ever worked with virtual drives and disks? That would be one alternative: creating a virtual disk of the game and mounting it in a virtual drive for the game to check? For example I have virtual disks made of basically all my older games like Battlefield 1942 and such, so that I do not need to use the real physical disks. It will take some time, might work or might not, and is probably not the most straightforward process, though. But it is an option, if you have ever worked with virtual disks. It should be possible to make one out of the Oblivion one.
Also something to note might be that Steam has sales every now and then, and you could theoretically get Oblivion at a lower price, too, it if comes on sale. Summer sale should happen at some point, I cannot remember when, exactly, but at some point. :thumbsup: