Vreivai Posted May 13 Share Posted May 13 (edited) As far as I can tell, I've installed OBSE properly. I get the message in the console when opening it that OBSE loaded properly, and it is creating both .ess and .obse saves. It has created the OBSE folder in the my Oblivion\Data folder, and there is an obse.ini file present. However, no mods that require OBSE are functioning, and I've tried a number of them. I don't think it's that I installed the mods that require OBSE improperly, as I've installed a number of other mods and every single one that doesn't require OBSE works, and I did check the installation multiple times of the ones that require OBSE. I have obse_1_2_416.dll, obse_editor_1_2.dll and obse_loader.exe in the main Oblivion folder and am launching it from obse_loader.exe. The game is patched to 1.2.0416. The settings in the obse.ini file are: [Loader] bCheckForUpdates=0 [Compiler] bWarningUnquotedString=1 bWarningUDFRefVar=1 [Runtime] bCreateCrashDump=0 bDeallocateReferences=1 bQueueEnabledRef=1 bTestExprComplainsOnError=0 bWriteAllRefInventoryReference=1 This is on retail version, and with no DLC. Oblivion is installed on a drive other than the SSD my OS is on. I don't know if that would cause issues. EDIT: Can't post in this thread for some reason, so I'll edit in what I want to post here until I can post. There is no obse.log in my Oblivion folder. I have checked every mod or plugin I've tried for the requirements, and I've avoided ones that say they require Knights of the Nine or Shivering Isles. I am talking about both plugins (.dll files) and mods (.esp files). There are .esp mods that should be giving spells when loading a save file or starting a new game, but don't. I've also tried Blockhead, which I know is supposed to create a .ini file in the Oblivion\Data\OBSE\Plugins folder when I launch the game, and it does not (and Blockhead is in the location that the mod's page says to put it). I tried the "print" command, and got the expected response ("This command can not be called from the console"). So again, something that points towards OBSE working properly. I know that Blockhead specifically, though, says if I get the problem it says that is a problem with OBSE. I guess I'll try reinstalling, and try OBSE and Blockhead first. I had installed Midas Magic and HGEC Body Replacer before OBSE. I don't think that should cause an issue and those mods are working properly, but maybe I did something incorrectly that's causing an issue. Tried the fresh install, only OBSE added so far, every indication is that it's working fine, though there's no obse.log file. Is there something specific I need to do to get it to create that file? Also after the previous line here, I tried Blockhead, still not creating the .ini file that it's supposed to. Ok, tried running the OBSE launcher as admin, this time it created the obse.log file, and created obse_loader.log Contents of obse.log OBSE: initialize (version = 22.9 010201A0) oblivion root = C:\Program Files (x86)\Bethesda Softworks\Oblivion\ config path = C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\obse.ini plugin directory = C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\ patched loading from C:\Users\Greg\Documents\My Games\Oblivion\Saves\Save 2 - a - Imperial Prison, Level 1, Playing Time 00.00.37.obse Reading mod list from co-save Loading strings Loading array variables DoLoadGameHook: C:\Users\Greg\Documents\My Games\Oblivion\Saves\Save 2 - a - Imperial Prison, Level 1, Playing Time 00.00.37.ess loading from C:\Users\Greg\Documents\My Games\Oblivion\Saves\Save 2 - a - Imperial Prison, Level 1, Playing Time 00.00.37.obse Reading globals OBSE: deinitialize Contents of obse_loader.log config path = C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\obse.ini crc = 7934C86C dll = C:\Program Files (x86)\Bethesda Softworks\Oblivion\obse_1_2_416.dll hookBase = 00BB0000 loadLibraryAAddr = 75280E70 hook thread complete launching oblivion Still not creating blockhead.ini Going to test if the mods that are not plugins work as long as I run as admin. The .esp mods are still not working despite running as admin. Tried an older version of OBSE (-OBSE 0021-). One of the mods that I had tried worked, but others still don't. Blockhead, my main concern here, still does not appear to be working. Moved install from Program Files. No change. Edited May 13 by Vreivai editing in responses since I can't post Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted May 13 Share Posted May 13 There should be a log file called "obse.log" in your Oblivion folder (where you have oblivion.exe). May be there is something useful in it? Link to comment Share on other sites More sharing options...
RomanR Posted May 13 Share Posted May 13 Just for sure - all OBSE plugins need to be installed to Data\OBSE\Plugins\ directory to be recognised by OBSE. Most of their authors give a hint by path created in the archive, but sometimes not. Viewing obse.log file can give you a hint if something went wrong, as LenaWolfBravil said. Another reason for plugin not working is it can need extra libraries or frameworks to be installed, like Oblivion Reloaded or Construction Set Extender, but such extra needs should be mentioned in their docs. Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted May 13 Share Posted May 13 7 hours ago, Vreivai said: This is on retail version, and with no DLC. No DLC may be an issue. Shivering Isles is pretty much a standard requirement these days. Perhaps it is rather that and not OBSE that breaks those mods. Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted May 13 Share Posted May 13 4 minutes ago, RomanR said: Another reason for plugin not working is it can need extra libraries or frameworks to be installed, like Oblivion Reloaded or Construction Set Extender, but such extra needs should be mentioned in their docs. I don't know of a single mod that would require Construction Set Extender. That's a library for a stand alone application (the CS), not needed in game. Oblivion Reloaded is a different matter, of course. I believe the author is not talking about OBSE plugins (DLLs) not working but rather about ordinary mods (ESPs) not working when they require OBSE. Of course some mods come both with ESPs and DLLs but I think the main issue the author is having is with ordinary ESPs that are based on OBSE. For that no further OBSE plugins should be required (unless stated otherwise in the mod description!). Link to comment Share on other sites More sharing options...
RomanR Posted May 13 Share Posted May 13 @LenaWolfBravil: Yes, but sometimes there is a confusion and beginners often mistaking OBSE plugins for regular mods, as various mod managers are in wide use now. Unfortunately without more info I can't give more answers. In theory he also can try if OBSE is working this way - by entering "print" command into a console. After hitting an enter a console should respond with "This command can not be called from the console." If he get this, his OBSE is working and problem lies elsewhere. Still, even if regular mod needs OBSE only, all requirements such this or another ones should be mentioned on description page of the mod. Also for me it's very strange - sure there are mods requiring newer xOBSE and its functions, but not be able to run single one? Link to comment Share on other sites More sharing options...
AndalayBay Posted May 13 Share Posted May 13 14 hours ago, Vreivai said: oblivion root = C:\Program Files (x86)\Bethesda Softworks\Oblivion\ config path = C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\obse.ini plugin directory = C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\ Well one of your problems will be that you installed Oblivion to Program Files. Mods need to write to the installation directory and Windows will prevent that, so you need to install Oblivion somewhere else. Link to comment Share on other sites More sharing options...
RomanR Posted May 15 Share Posted May 15 Is it content of obse.log you show before install of Blockhead or after? It seems it doesn't detect any plugins installed, the rest seems OK. For now it's look like insufficient rights to access files in Oblivion directory, as AndalaBay mentions. Here is mine log file: Spoiler OBSE: initialize (version = 21.4 010201A0) oblivion root = G:\Hry\Oblivion\ config path = G:\Hry\Oblivion\Data\OBSE\obse.ini plugin directory = G:\Hry\Oblivion\Data\OBSE\Plugins\ checking plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\AveSithisEngineFixes.dll plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\AveSithisEngineFixes.dll (00000003 AveSithisEngineFixes 00000001) loaded correctly checking plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\BA_EngineFixes.dll plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\BA_EngineFixes.dll (00000002 BA_EngineFixes 00010000) loaded correctly checking plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\Blockhead.dll SetOpcodeBase 000027F0 RegisterCommand SetBodyAssetOverride (27F0) RegisterCommand GetBodyAssetOverride (27F1) RegisterCommand ResetBodyAssetOverride (27F2) RegisterCommand GetFaceGenAge (27F3) RegisterCommand SetFaceGenAge (27F4) RegisterCommand SetHeadAssetOverride (27F5) RegisterCommand GetHeadAssetOverride (27F6) RegisterCommand ResetHeadAssetOverride (27F7) RegisterCommand RefreshAnimData (27F8) RegisterCommand SetAgeTextureOverride (27F9) RegisterCommand ResetAgeTextureOverride (27FA) RegisterCommand ToggleAnimOverride (27FB) RegisterCommand RegisterEquipmentOverrideHandler (27FC) RegisterCommand UnregisterEquipmentOverrideHandler (27FD) plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\Blockhead.dll (00000002 Blockhead 0B014C55) loaded correctly checking plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\EngineBugFixes.dll SetOpcodeBase 00002860 RegisterCommand EBFGetVersion (2860) RegisterCommand EBFGetEnableState (2861) plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\EngineBugFixes.dll (00000002 EngineBugFixes 000000DE) loaded correctly checking plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\ListMissingModsOnLoad.dll plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\ListMissingModsOnLoad.dll (00000002 List Missing Mods On Load 00000064) loaded correctly checking plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\SkyBSA.dll plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\SkyBSA.dll (00000002 SkyBSA 01010000) loaded correctly checking plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll plugin G:\Hry\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000002 sr_Oblivion_Stutter_Remover 00004125) loaded correctly patched loading from G:\Uživatelé-Win7\Kdokoliv\Dokumenty\My Games\Oblivion\Saves\Save 3523 - Karsst - Sewers, Level 1, Playing Time 01.29.33.obse Reading mod list from co-save Loading strings Loading array variables DoLoadGameHook: G:\Uživatelé-Win7\Kdokoliv\Dokumenty\My Games\Oblivion\Saves\Save 3523 - Karsst - Sewers, Level 1, Playing Time 01.29.33.ess loading from G:\Uživatelé-Win7\Kdokoliv\Dokumenty\My Games\Oblivion\Saves\Save 3523 - Karsst - Sewers, Level 1, Playing Time 01.29.33.obse Reading globals The yellow lines show what you must see for Blockhead plugin (I installed version 11.1). Link to comment Share on other sites More sharing options...
Vreivai Posted May 15 Author Share Posted May 15 I did get Blockhead working. Needed to move it to a different directory than the one that installation instructions in a post on the mod's page placed it in. Still having problems with a few of the faces in OCOv2, but that's a different problem than the one I was having here. And yes I did already get SkyBSA and also tried archive invalidation via OBMM. Started using MO2 for Skyrim last night, might try that for Oblivion, too, and see if I have better results there. Link to comment Share on other sites More sharing options...
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