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mod works on laptop but not on my other computer


mccrab

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I'm making a mod with my friend and I was going to take some screen shots. With my laptop I can't get good pictures so I installed the mod to my table top computer. I went to the world space but half of the buildings are not there and some parts of the terrain is missing :wallbash: . This happens with my town and town my friend build. The mod has an .esm and .esp file. First I tought it was the .esm land bug but I think it is not that because the land doesn't disappear when I get closer. I also disabled all other mods but it didn't help. I opened it with cs and it looks just like it is supposed to. I used wrye bash to install it because making an OMOD takes so long with 194 megs file.

Both computers have the same resource files, same .esp and same .esm. But why doesn't it work. :confused:

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Lots of possibilities

Same patch level?

same OBSE version?

Same mods in same load order?

Shivering Isles on one and not the other?

Something in video card - they will not be the same.

And just disabling a mod does not remove the textures and meshes - so even a disabled mod can cause it.

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Patch level is same. My laptop doesn't have OBSE. I don't have any other mod on my laptop except SI. The thing I was just wondering that it shouldn't conflict with anything since it only adds a new world scpace and modifies nothing in Tamriel.
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You say "I don't have any other mod on my laptop except SI."

 

You are making mods with SI, and expecting them to work in a game without the SI enhancements. That is one difference.

How about patch level?

Other mods on the target computer?

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I mean both computers have SI and same patch and same patch level. The target gomputer has 80-90 mods. I can post the load order later today when I get to that computer.
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This might save you some time

How to post a Load order list article

http://www.tesnexus.com/articles/article.php?id=295

 

You also may try the OBMM or Wrye Bash conflict detectors to see what mod is doing it.

 

If mod A changes some landscaping, then Mod B is installed that changes landscaping in the same cell, then mod B will take precedence. However - if not every tiny piece of landscape is not changed by B then those changes made by A will bleed through, as well as possibly some of the vanilla landscape. This leads to floating rocks and trees, buildings in the air or buried and holes in the landscape to fall through.

 

To fix this you must first find the mod that conflicts, then try swapping them in the load order - sometimes works sometimes not. Then either make a compatibility patch for those who want to use Both A and B. Or let people know that your mod is not compatible with the other one and they will have to decide on which one to use.

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I ran the OBMM conflict detector and it said that there were only very minor conflicts. But there shouldn't be any mods that conflict with ours since this mod (Newblivion.esm and newblivion.esp) is its own world space and doesn't edit any other cells than cells in that world space. Where in bash is conflict detector?

Load order:

Oblivion.esm

Cybiades.esm

Windfall.esm

All Natural Base.esm

Cobl Main.esm

Kvatch Rebuilt.esm

CM Partners.esm

Toaster Says Share v3.esm

HorseCombatMaster.esm

TamRes.esm

Newblivion.esm

DLCShiveringIsles.esp

All Natural - Real Lights.esp

All Natural.esp

All Natural - SI.esp

Akatosh Mount By Saiden Storm.esp

Cryptic Lake View Ayleid Dining Set.esp

Buyable Ayldeid Dishes.esp

ImprovedSigns.esp

Harvest[Containers].esp

Map Marker Overhaul.esp

HouseMapMarkers.esp

Adonnays Elven Weaponry.esp

Armory of the Silver Dragon.esp

tkRapiers.esp

AncientTowers.esp

Cobl Glue.esp

Cobl Si.esp

Ivellon.esp

Amajor7 Imperial Furniture.esp

ArmoryLab.esp

Artefacts of the Ancestors.esp

Dwemer_Skyship_1_1_0.esp

HeartOftheDead.esp

Kvatch Rebuilt.esp

Muffin Display Rooms.esp

Museum.esp

Nascosto Isles 3.esp

The Ayleid Steps.esp

treasure maps captus demus.esp

Viking Village.esp

Windfall.esp

Cybiades.esp

CybiadesDungeon.esp

Damarask.esp

TOTF.esp

The Lost Spires.esp

ElsweyrAnequina.esp

bartholm.esp

P1DkeyChain.esp

Quest Item Tag Remover.esp

Salmo The Baker v2.0.esp

Alternative Start by Robert Evrae.esp

MidasSpells.esp

Alchemical Formulas.esp

RshAlchemy.esp

EnchantmentRestore.esp

Enhanced Grabbing.esp

DeadlyReflex 5 - Combat Moves.esp

Oblivion XP.esp

TSS Custom Companion Template.esp

Toaster Says Share Faction Recruitment.esp

GB_Oblivion Tournament.esp

Console Command Books.esp

DaedricCrescentBlade.esp

AridRegionsGenerator.esp

AkaviriSamuraiShop.esp

Chinese Weapons.esp

eeks Smithing Mod.esp

Guards.esp

PoleWeaponsv1.1.esp

Tamriel's Glittering Geology- No Gold Weight.esp

MyMuseum.esp

Vvardenfell_Imports.esp

TamRes.esp

Map Marker Overhaul - SI additions.esp

SSA.esp

Farleum V 1.2.esp

RealitySpectre'sBetterPotions.esp

Fort Akatosh Redux.esp

DecoratorAssistant with OBSE v1.1.esp

Lutherane.esp

Rosethorn Display.esp

newblivion.esp

Dasocksjunkdesert.esp

Bashed Patch, 0.esp

Colored Map for Elsweyr 1.1.esp

 

At this point it is not yet that serious that it doesn't work because our mod is only on its early stages but to be able to do more play testing (it is pain on laggy laptop) it would be nice to find the solution.

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