hughythomas Posted April 6, 2009 Share Posted April 6, 2009 Hi guys! I have seriously borked my weather somehow in Oblivion. Any help would be greatly appreciated! Used fw command aboot 3 weeks ago on my save and now if I go into a menu or look at the inv for more than 5 seconds the weather changes randomly and really quickly. Suffice to say its f*cking annoying! I started a new char and the weather is fine so it is a problem unique to my main. I'm tearing my hair out here. Have tried the "ReleaseWeatherOverride" command to no avail. Also I should mention that I am running various mods (including Natural Environments). Reinstalling the game and mods did not help either! Must be a console command to reset it all surely??!!! P.S Tried a new oblivion.ini to! Thanks again Tom Link to comment Share on other sites More sharing options...
dezdimona Posted April 6, 2009 Share Posted April 6, 2009 please list all your mods and your loader. Link to comment Share on other sites More sharing options...
hughythomas Posted April 7, 2009 Author Share Posted April 7, 2009 http://i308.photobucket.com/albums/kk341/hughythomas/Untitled-1.jpg OBSE Loader Thanks Link to comment Share on other sites More sharing options...
dezdimona Posted April 7, 2009 Share Posted April 7, 2009 General Load-Order GuidelinesHere are the guidelines that I adhere to, personally. ~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later. ~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN) ~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through. Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later). So basically, it stacks up like this... Oblivion.esmUnofficial Oblivion Patch<Minor Mods / DLC's (Post-Completion)><Major Overhaul Mod/Mods><Mods that specifically conflict with overhauls and need to take precedence><DLC's (Pre-Completion)> Expanded Load-Order Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial Oblivion Patch<Weather/Environment/Sound Mods><Minor Mods/New Items/Houses/DLC's (Post-Completion)><Major Overhaul Mods><Mods that specifically conflict with overhauls and need to take precedence><DLC's (Pre-Completion)><Quests><Compatibility Patches/UOMP/Merged Leveled Lists> And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example). That's basically the structure I use and I have 140+ mods working well together. Another way of describing this (posted by DMan77):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod................................................................................................... Link to comment Share on other sites More sharing options...
hughythomas Posted April 7, 2009 Author Share Posted April 7, 2009 Thanks for the informative reply mate - really appreciated! I am still however, in need of some sort of console command to rest the weather back to default parameters. I will try loading the mods in the order you have mentioned although after lots of messing around I found my particular order to be the only one which doesnt cause ctds. I am of course willing to keep an open mind though! Just to clarify the weather is fine in new games it is just the 3 saves I have of my main character which are affected. I started a new char and used the "advlevel" to take my new one up to previous level of my mnain char but now the major skills do not progressslowly and cause a level up like in the normal way - so I really need to get my main fixed so I can play on! Thanks again Link to comment Share on other sites More sharing options...
Deleted269910User Posted April 7, 2009 Share Posted April 7, 2009 You can use the "player.setav [attribute/skill/health/magicka/fatigue] [1-255{or1-40000 for health/magicka/fatigue}]" to set your skills/health/magicka/fatigue and attributes to the same as your old main character, now as for the main problem you were having; I've seen/heard reports of weather mods causing some unnaturally fast weather changes without encountering them myself, but if used with weather console commands, I don't even want to think about it. What you could check is what your timescale is on your main character, as if it's been meddled with, that could be one source of the problem. You could also try and remove the weather mod you're using from the save game, by removing it from the masters used in your save, with Wrye Bash and then see if the problem occurs when there aren't any weather mods effecting the save game. If the problem disappears, you could try re-adding the weather mod again to this "cleaned" version of the save. Link to comment Share on other sites More sharing options...
hughythomas Posted April 7, 2009 Author Share Posted April 7, 2009 Thank you everyone! I have finally fixed it!!!! I am so happy I cannot tell you how relieved I am this is finally over. Here is what I did: 1. Unchecked all natural evironments mods from OBMM2. Started Oblivion and the messed up save game3. Saved it fresh4. Quit5. Loaded OBMM and re-checked Natural Environments6. Started Oblivion and re-loaded my 'clean' save7. Voila! Now the weather does not change randomly every time I load a menu or go into console It does still actually reload the sky for some weird reason but its very negligible and compared to what I had before where it went from blistering snow storms to sunny paradise within a flash - well this is much better! I can live with it switching from Clear sky to slightly cloudy now as the differences are only noticeable if you were looking for them! Thanks again to you guys (especially Kiyoshi for the 'clean' save idea) and look forward to seeing if I can help any of the rest of the community on here in the future! Tom Link to comment Share on other sites More sharing options...
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