brewzentea Posted August 15, 2009 Share Posted August 15, 2009 I would like to use Form ID Finder to see which of my mods is causing problems:http://www.tesnexus.com/downloads/file.php?id=16704 It requires that I install OBSE 18 beta 3 Instructions to install OBSE say "Copy obse_1_2_416.dll, obse_editor_1_0.dll, obse_editor_1_2.dll, and obse_loader.exe to your Oblivion directory" Despite downloading 18 beta 3 multiple times, the obse_editor_1_0.dll file never appears Do I install without it?If I install OBSE, do you know if FormFinder will actually help a medium-skill mod loader (me)? I have been having trouble with Cobl Races and some other "WTF" meshes and so would like to figure this out. Thank you! (This is turning into a game all in itself...the quest to try to get my mods to like each other) Link to comment Share on other sites More sharing options...
dezdimona Posted August 15, 2009 Share Posted August 15, 2009 perhaps if you list all your mods and your load order we can attemp to help you too. Link to comment Share on other sites More sharing options...
nosisab Posted August 15, 2009 Share Posted August 15, 2009 I would like to use Form ID Finder to see which of my mods is causing problems:http://www.tesnexus.com/downloads/file.php?id=16704 It requires that I install OBSE 18 beta 3 Instructions to install OBSE say "Copy obse_1_2_416.dll, obse_editor_1_0.dll, obse_editor_1_2.dll, and obse_loader.exe to your Oblivion directory" Despite downloading 18 beta 3 multiple times, the obse_editor_1_0.dll file never appears Do I install without it?If I install OBSE, do you know if FormFinder will actually help a medium-skill mod loader (me)? I have been having trouble with Cobl Races and some other "WTF" meshes and so would like to figure this out. Thank you! (This is turning into a game all in itself...the quest to try to get my mods to like each other)strange, that dll should be there. From where are you downloading OBSE? PS: If you do use any mod that need OBSE and do not have it, you are in dark waters... Link to comment Share on other sites More sharing options...
brewzentea Posted August 15, 2009 Author Share Posted August 15, 2009 perhaps if you list all your mods and your load order we can attemp to help you too. So, I've only played the beginning of the game so far b/c I'm trying to get my mods to work so, Here is my mod order... I am using BOSS so far:(also, a screenshot of OBMM for all the mods I plan on possibly activating - minus DLC patches which I have not downloaded yet)Better Oblivion Sorting Software Load Order Utility © Random007 & the BOSS development team, 2009 Some rights reserved. CC Attribution-Noncommercial-No Derivative Works 3.0 http://creativecommons.org/licenses/by-nc-nd/3.0/ v1.35 (23 June 09) -----------------------------------------------------------Master .ESM date: Mon Jan 01 23:23:08 2001FCOM not detected.------------------------------------Recognised and re-ordered mod files:-----------------------------------Oblivion.esmEnhancedWeather.esmCobl Main.esm . Note: Do not use Tamrielic Ingredients and COBL at the same time.Oscuro's_Oblivion_Overhaul.esmBathingMod_Base.esmBab.esmCobl Races.esp . Bashed Patch tag suggestion: {{Eyes, Hair, R.Relations, Voice-M, Voice-F}}Cobl Races TNR.esp . Note: Requires the Cobl Cosmetics Res 01 files installed.EnhancedWeather.espDLCOrrery.espDLCVileLair.espDLCSpellTomes.esp . Bashed Patch tag suggestion: {{BASH:Relev}}Bab.esp . Bashed Patch tag suggestion: {{BASH:Graphics}}DLCThievesDen.espCobl Glue.espCobl Tweaks.espOscuro's_Oblivion_Overhaul.espOOO-Armor_Perks_WearRate_Repair.espOOO-Birthsigns.espOOO-Combat_Skills_Perks_Marksmanship.espOOO-DaedraLord_Quests.espOOO-DLT_Immersion.espOOO-Magic_Effects+Enchantments.espOOO-Magic_Effects+Spells.espOOO-Magic_Game_Settings.espOOO-Potions.espBabShop.espDLCFrostcrag.esp . Bashed Patch tag suggestion: {{BASH:C.Owner}}Knights.espKnightsBabFemaleArmors.espSalmo the Baker, Cobl.esp . Note: MAY cause CTDs. Cause uncertain despite extensive debugging. Disable if experiencing a persistant crash.Alternative Start by Robert Evrae.esp . Bashed Patch tag suggestion: {{BASH:Relations}}BathingMod_Soap.espBathingMod_Bathroom_Upgrades.espBathingMod_Placeable_Bathtubs.espLevel_Rates_Modified_x2.espCobl Races - Balanced.esp . Bashed Patch tag suggestion: {{BASH:Body-F,Body-M,Eyes,Hair,R.Relations}}-----------------------------------------------------------------Unrecognised mod files: Reorder these by hand using your favourite mod ordering utility.----------------------------------------------------------------------------------------------------------------------------Done. Link to comment Share on other sites More sharing options...
brewzentea Posted August 15, 2009 Author Share Posted August 15, 2009 strange, that dll should be there. From where are you downloading OBSE? PS: If you do use any mod that need OBSE and do not have it, you are in dark waters... Downloading OBSE from http://obse.silverlock.org/ So far, I believe, none of the mods I've chosen required OBSE (except FormID), though COBL reccommends it. Link to comment Share on other sites More sharing options...
dezdimona Posted August 15, 2009 Share Posted August 15, 2009 I'm sure OOO requires it,you need to read the read me and discriptions if you do not before DLIng and adding mods 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)>Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM 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...
nosisab Posted August 15, 2009 Share Posted August 15, 2009 strange, that dll should be there. From where are you downloading OBSE? PS: If you do use any mod that need OBSE and do not have it, you are in dark waters... Downloading OBSE from http://obse.silverlock.org/ So far, I believe, none of the mods I've chosen required OBSE (except FormID), though COBL reccommends it.I had the v18beta, downloaded the beta3 now and it really don't have the 1.0 anymore or it's missing for mistake. Yet the first thing I notice was it have a major bytecode optmization that will force the use the beta2 or newer for all scripts compiled with those versions, EVEN if no functions exclusive to those versions are used. Need to test it, first removing that dll 1.0 to be sure it was not removed for mistake from the version. The documentation may be in need of an update too and I can't rely on it to certify the dll is not needed anymore. PS: I'm not sure but I think the 1.0 is for the previous TESCS and the 1.2 is for the newer... The game works without the 1.0 but is early to be sure, anyway I do know for sure I do have at least one mod that have the lipsynch and voice compiled with the former CS, but the mod itself was done and compiled with the newer and the resulting previous files just added afterwards, so it will not serve for 'testing' purposes. Until the issue is resolved you may simply use it without the 1.0. I could suggest you downloading a previous version and using the 1.0 from there but I think it's better wait for an official definition. Link to comment Share on other sites More sharing options...
brewzentea Posted August 15, 2009 Author Share Posted August 15, 2009 OK! ;D Thank you all for your help! I installed OBSE without said file and it seems to work just fine.... FormID is up and running and I found out that all my missing meshes were from OOO, just by using the FormID Alt+rightclick! What a useful tool! I re-installed OOO and now all the meshes I've seen so far are back. In other news, I now have FOUR active mods that do not appear in OBMM's load order (squares are blue) OR in the BOSS list - OOO, Patch OOO, UOP, and Patch UOP. I'll post something once I get further than the docks and ascertain they are working. Link to comment Share on other sites More sharing options...
LFact Posted August 16, 2009 Share Posted August 16, 2009 strange, that dll should be there. From where are you downloading OBSE? PS: If you do use any mod that need OBSE and do not have it, you are in dark waters... Downloading OBSE from http://obse.silverlock.org/ So far, I believe, none of the mods I've chosen required OBSE (except FormID), though COBL reccommends it.I had the v18beta, downloaded the beta3 now and it really don't have the 1.0 anymore or it's missing for mistake. Yet the first thing I notice was it have a major bytecode optmization that will force the use the beta2 or newer for all scripts compiled with those versions, EVEN if no functions exclusive to those versions are used. Need to test it, first removing that dll 1.0 to be sure it was not removed for mistake from the version. The documentation may be in need of an update too and I can't rely on it to certify the dll is not needed anymore. PS: I'm not sure but I think the 1.0 is for the previous TESCS and the 1.2 is for the newer... The game works without the 1.0 but is early to be sure, anyway I do know for sure I do have at least one mod that have the lipsynch and voice compiled with the former CS, but the mod itself was done and compiled with the newer and the resulting previous files just added afterwards, so it will not serve for 'testing' purposes. Until the issue is resolved you may simply use it without the 1.0. I could suggest you downloading a previous version and using the 1.0 from there but I think it's better wait for an official definition. It seems OBSE team dropped support for Construction Set 1.0. If you don't use CS 1.0 for making your mod, you won't need obse_editor_1_0.dll at all. Link to comment Share on other sites More sharing options...
brewzentea Posted August 19, 2009 Author Share Posted August 19, 2009 It seems OBSE team dropped support for Construction Set 1.0. If you don't use CS 1.0 for making your mod, you won't need obse_editor_1_0.dll at all. :thanks: Now THAT makes me breathe a little easier! :thumbsup: Link to comment Share on other sites More sharing options...
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