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Unwanted Effect from Mod...


MuayWarrior7

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So I just dusted off an old Oblivion Installation with 100+ mods, and I am getting a horrendous buzzing sound when there is an enemy in the area. The sound gets louder as the enemy gets closer or as I face the direction in which the enemy is...

 

Not only is the sound annoying but I dont really like being alerted to an enemy that I dont physically see,

 

Does anyone happen to know what mod this is and if it is possible to disable just this function of said mod...

 

Just taking a shot in the dark here! Thanks to any ahead of time!

 

(PS wanted to go back and play/finish "fully" modded Oblivion before I get Skyrim!)

 

Here is a list of the mods I am using:

 

oblivion.esm
morrowind_ob.esm
enhanced daedric invasion.esm oscuro's_oblivion_overhaul.esm
knights - revelation.esm
cm partners.esm
cls-craftybits.esm
dej harvest - flora.esm
crafting skill engine.esm
horsecombatmaster.esm
enhanced daedric invasion.esp
edi - aggression fix.esp šoscuro's_oblivion_overhaul.esp
unofficial oblivion patch.esp
uops additional changes.esp
oblivion citadel door fix.esp
uop vampire aging & face fix.esp
renguardoverhaul.esp
knights.esp WâÁ'Ȉknights - revelation.esp
knights - unofficial patch.esp
battlehorncastle.esp
battlehorncastleenhanced.esp
dlcbattlehorncastle - unofficial patch.esp
ˆdlcorrery.esp
dlcorrery - unofficial patch.esp
dlcthievesden.esp
dlcthievesden - unofficial patch.esp
dlcthievesden - unofficial patch - sssb.esp
dlcvilelair.esp
dlcvilelair - unofficial patch.esp
retros fletching and imbueing.esp
dlcmehrunesrazor.esp
dlcmehrunesrazor - unofficial patch.esp
dlcspelltomes.esp
dlcspelltomes - unofficial patch.esp
dlcfrostcrag.esp
dlcfrostcrag - unofficial patch.esp
dlchorsearmor.esp ö³>flȈ$dlchorsearmor - unofficial patch.esp
dlcshiveringisles.esp
unofficial shivering isles patch.esp
usips additional changes.esp
cls-craftybits.esp
cm partners.esp R])ê±Èˆ
1em_vilja.esp
1em_vilja_as_custom_by_xtudo.esp
thieves arsenal.esp
midasspells.esp
quest award leveling.esp
quest award leveling - finger of the mountain.esp
quest award leveling si.esp
blackpowder_bombs
assassin tripwires.esp
300_killthedb.esp
ancienttowers.esp
shadow ranger.esp
shadow steed.esp
lost spires.esp
malevolent.esp
mountaintower.esp
vhbloodlines 1.2.esp
haunted_house_v1.5.esp
hoarfrostcastle.esp
scarletmonastery.esp
ff7 blades complete.esp
300_white stallion 4.esp
300_akaviri_stronghold.esp
lost paladins of the divines.esp
glenvarcastle.esp
mannimarcorevisited.esp
mannimarcorevisitedooo.esp
mythsandlegends.esp
theforgottenshields.esp
c&c - the blackwood company.esp
c&c - the blackwood company - ooo.esp rshalchemy.esp6w¦+Ɉrshalchemyrecipes.esp
gardening.esp
wd's auto harvest.esp
blackmarket.esp
allinonebasement.esp
em_compinnsleeping.esp
ssee-ooo.esp
sigilstonesalwaystranscendent.esp
sigil stone fuser v2 - easy.esp
sigil stone chest-5050.esp
unlimited weapon recharge.esp
all spells avalible for enchanting and spell making.esp
resurrect.esp
bedrollsanyone.esp
magic quiver.esp
blacksoulmodv1.3.esp
rise of a samurai.esp
invisibility ring.esp
pale_rider's paladin equipment_enchanted_eng.esp
tyrael armor.esp
oblivion_character_overhaul.esp
morrowind_ob.esp ¨|°Dˈmorrowind_ob - ucwus.esp
morrowind_ob - conversation.esp
morrowind_ob - morrobliviontreereplacer.esp
morrobliviontreereplacer.esp
morroblivion_chargen_and_transport_mod_v10.esp
morrowind_ob - morroblivion maps.esp
clothingreplacer.esp
morroblivionwater.esp
morrowind_ob - armored skeletons.esp
morrowind_ob - hlaalu.esp
firemoth & misc additions.esp
ash creatures as races.esp
morroblivion - silt striders.esp
oblivionized enchants.esp
morroblivion - buyable houses.esp
sp1stplegs.esp
deadly reflex 6 - timed block with no damage or durability changes.esp
mounted_spellcasting_deadly_reflex_compatible.esp
deadlyreflex 6 - combat moves.esp
oblin_war_party.esp
100% harvest chance.esp
100% harvest chancesi.esp
p1dkeychainsi merged.esp
oblivion gate markers.esp
guild map markers.esp
addmapmarkers.esp
3xmercantile.esp
better training.esp
magicka regen x2.esp
triple magicka-7315.esp
retroactive_health.esp
carry all you want-5118.esp
increased sneak damage-8187.esp
nirnrootpermpotions.esp
docksmapmarker.esp
wayshrinemapmarkers.esp
toggleable quantity prompt.esp
lockpicking spells.esp
callsteed1.5.esp
exnemruneskulls.esp
creeperjones.esp
minimap.esp
tf_timemod1-1.esp
all+5attributemodifiers.esp
24hourarena.esp
short grass v3.esp

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Sounds like the infamous Scripted Spell casting sound to me. One of your mods uses Scripted Spells for some advanced scripting approaches, like spamming the surrounding with AoE spells all the time, and due to Oblivion by default having a casting sound for these, also spamming you with the noise effects now. That's what so-called "Script Effect Silencers" were made for. Only with those the Scripted Spells won't make an annoying sound anymore every time a script spams them in order to 'scan' the surroundings, for actors and such, everything a spell can hit will get a script running on it this way.

 

Midas Magic, as it is inside your load order, should have one of these in place on its own already, but it's very easy for those to become undone by other mods also changing spell effects loading later. Other magic overhauls have their own ones usually as well, perhaps even the Unofficial Oblivion Patch, an otherwise absolutely inevitable mod anyways, you can use a stand-alone approach like Duke Patrick's famous "Basic Script Effect Silencer", or there should be a setting in Wrye Bash's "bashed patch" configuration for doing the same. (Using that many conflicting plugins without a bashed patch would be suicidal anyways.)

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Sounds like the infamous Scripted Spell casting sound to me. One of your mods uses Scripted Spells for some advanced scripting approaches, like spamming the surrounding with AoE spells all the time, and due to Oblivion by default having a casting sound for these, also spamming you with the noise effects now. That's what so-called "Script Effect Silencers" were made for. Only with those the Scripted Spells won't make an annoying sound anymore every time a script spams them in order to 'scan' the surroundings, for actors and such, everything a spell can hit will get a script running on it this way.

 

Midas Magic, as it is inside your load order, should have one of these in place on its own already, but it's very easy for those to become undone by other mods also changing spell effects loading later. Other magic overhauls have their own ones usually as well, perhaps even the Unofficial Oblivion Patch, an otherwise absolutely inevitable mod anyways, you can use a stand-alone approach like Duke Patrick's famous "Basic Script Effect Silencer", or there should be a setting in Wrye Bash's "bashed patch" configuration for doing the same. (Using that many conflicting plugins without a bashed patch would be suicidal anyways.)

 

Thank you very much for the reply, I am downloading DP's Script Silencer now! Seriously, thank you.

 

Also, yeah I read the bashed patch is a must, but when I ran Wrye Bash and made one my Oblivion crashed as soon as I loaded it with the Bashed Patch... It unchecked the "used" mods and created the Bashed Patch, I loaded it last and crashed... so I gave up on it... ?

 

If you have any advice on the Bashed Patch I would be grateful!

 

Again thank you for the information!

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