Tomlong54210 Posted May 13, 2010 Share Posted May 13, 2010 18 Natural_Weather_HDR_with_darker_Nights_by_Max_Tael_RD.esp <-- Is this the fixed version? (link on "Popular Outdated Mods page")B3 Natural_Vegetation_by_Max_Tael.esp <-- replace with Enhanced Vegetation (link on "Popular Outdated Mods page")E1 Visual Enchantments LessFire.esp <-- shouldn't this be deactivated and merged? This is not from the mod I linked to you. That mod has a number of options too by the way.DF Francesco's 10 days respawn time - 1-20 day lenght rescale.esp <-- Replace with equivalent Bashed Patch tweaks (Globals > Timescale, Tweak Settings? > Respawn)E5 EtInArkay-CheydinhalFalls patch.esp <-- Start of plugins that need to be placed into a more appropriate location. (Use the template on the "Load Ordering" page.)D4 Smarter Mercantile Leveling - Multi.esp <-- You could use the Progress merchantile mod. (Available as a separate download on the Progress Nexus page.)E6 Project Spartan.espE7 New worlds, Giant arena.esp Your load order is full of script and magic mods that may conflict with each other. It looks chaotic, and I do not use enough of them to give you any hard advice. Remember to rebuild your bashed patch after making changes to our LO. Link to comment Share on other sites More sharing options...
Rlburgendy Posted May 13, 2010 Author Share Posted May 13, 2010 18 Natural_Weather_HDR_with_darker_Nights_by_Max_Tael_RD.esp <-- Is this the fixed version? (link on "Popular Outdated Mods page")B3 Natural_Vegetation_by_Max_Tael.esp <-- replace with Enhanced Vegetation (link on "Popular Outdated Mods page")E1 Visual Enchantments LessFire.esp <-- shouldn't this be deactivated and merged? This is not from the mod I linked to you. That mod has a number of options too by the way.DF Francesco's 10 days respawn time - 1-20 day lenght rescale.esp <-- Replace with equivalent Bashed Patch tweaks (Globals > Timescale, Tweak Settings? > Respawn)E5 EtInArkay-CheydinhalFalls patch.esp <-- Start of plugins that need to be placed into a more appropriate location. (Use the template on the "Load Ordering" page.)D4 Smarter Mercantile Leveling - Multi.esp <-- You could use the Progress merchantile mod. (Available as a separate download on the Progress Nexus page.)E6 Project Spartan.espE7 New worlds, Giant arena.esp Your load order is full of script and magic mods that may conflict with each other. It looks chaotic, and I do not use enough of them to give you any hard advice. Remember to rebuild your bashed patch after making changes to our LO. For natural Weather HDR darker nights i followed the BOSS sugestitions to find a updated version. Cant find " popular outdated mods page " if u could post a link please. Turning off fransiscos times because i found out i can do the same thing with cobl. BASH patch works on everything i check mostley exept for on the tweak page that modifrys horse turning / arrow speed and lots others something there crashes game as soon as u load a game so i turned that part off. For some reason Progress Mercantile leveling didnt work for me ( probley because i used before BOSS ) but i like the way this plugin handles the leveling more any way.. ( levels on how mutch u sell not how many ). Gonna put those mods in the bottom in better load order spots. Visual Enchantments looks like it has to be active outside of bash patch and it tells me if i try to mark mergable that it isnt.. ( it works well though ). Another question after merging all my things i noticed the change in game from the wep damege change.. ( optional plug in i used ) my elven dagger damege went from 3 to 7 ( witch i think is normal ) but on Chillrend ( sword u get from a quest in chorrol ) the damege is 6.. im sure its supposed to be higher for a enchanted glass short sword then a elven dagger.. is leveled quest items conflicting with OOO.. do i even need that plugin ( is it included in OOO ). Also BOSS is saying that my Unofficial Oblivion Patch needs to be the MOBS version if im using FCOM ... ive looked for a while and cant find it. ( it does say that they have the same name tho does that mean there the same plugin)? - any idea why Streamline's Streamsight will not turn off?- also BOSS says to use Silverware Weapons - FCOM.esp instead, cant find this either, is it still out there or not needed anymore? Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 13, 2010 Share Posted May 13, 2010 Popular Outdated Mods - http://sites.google.com/site/oblivionpoinfo/stabilization/outdatedmods Streamline - you need to use the Init from INI funciton in the SL menus, or go into the SL menu and turn it off there. Progress Mercantile may not work if you did not change the appropriate setting in the Progress INI. I cannot remember what that was, but you should be able to find it. You need to set the merc setting in the main Progress.ini to 0. It should mention, if you use merc mod do such and such... Progress Merc works the same way as the plugin you described, but it is more configurable of course. Visually Enchanted: No, it should just be merged and deactivated or imported under graphics and deactivated, I do not remember which. Check the BOSS log, and remember to deactivate mods before rebuilding the bashed patch. There is no reason to have mods that will be deactivated active at all. You do not need the MOBS version of the UOP. Grab the stand alone OMOBS files. And no, if two plugins have the same name, that only means they have the same name. They would not be the same plugin because that does not make sense.Downloading Mods - http://sites.google.com/site/oblivionpoinfo/downloadmods <-- Make sure to grab the OMOBS stand alone and not MOBSThe OMOBS plugins should be deactivated and imported only under stats. The optional combat plugin should be active. Make sure you rerun BOSS before rebuilding the bashed patch. Otherwise, things will be screwy. For example, plugins loading after the bashed patch should not be merged. If you happened to have the visually enchanted plugins loaded after the bashed patch, they will not even show up in the bashed patch's merge section. Link to comment Share on other sites More sharing options...
Rlburgendy Posted May 13, 2010 Author Share Posted May 13, 2010 Popular Outdated Mods - http://sites.google.com/site/oblivionpoinfo/stabilization/outdatedmods Streamline - you need to use the Init from INI funciton in the SL menus, or go into the SL menu and turn it off there. Progress Mercantile may not work if you did not change the appropriate setting in the Progress INI. I cannot remember what that was, but you should be able to find it. You need to set the merc setting in the main Progress.ini to 0. It should mention, if you use merc mod do such and such... Progress Merc works the same way as the plugin you described, but it is more configurable of course. Visually Enchanted: No, it should just be merged and deactivated or imported under graphics and deactivated, I do not remember which. Check the BOSS log, and remember to deactivate mods before rebuilding the bashed patch. There is no reason to have mods that will be deactivated active at all. You do not need the MOBS version of the UOP. Grab the stand alone OMOBS files. And no, if two plugins have the same name, that only means they have the same name. They would not be the same plugin because that does not make sense.Downloading Mods - http://sites.google.com/site/oblivionpoinfo/downloadmods <-- Make sure to grab the OMOBS stand alone and not MOBSThe OMOBS plugins should be deactivated and imported only under stats. The optional combat plugin should be active. Make sure you rerun BOSS before rebuilding the bashed patch. Otherwise, things will be screwy. For example, plugins loading after the bashed patch should not be merged. If you happened to have the visually enchanted plugins loaded after the bashed patch, they will not even show up in the bashed patch's merge section. If i try to mark Visually Enchanted mergable i get this Unmergable - Visual Enchantments LessFire.esp (New record 01004681 in block EFSH.) (its not the version u linked to me, its the version that includes effects for turn undead, abd everyother magic effect. ) It does work though. I have the OMOD regular version installed of UOP i dont know what u mean by stand alone OMOBS files ( i cant even find MOBS ) i checked the link and went to the unofficial patch didnt see that as a file option. If i deactivate Visual Enchantments it doesnt turn off the bash patch and there is no place i found in there to merge it in ( i did recreate the patch) and do u absalutley have to turn off every mod to remake a bash patch? I edited this but screwed it up see the bottom of the next post its different Link to comment Share on other sites More sharing options...
Rlburgendy Posted May 13, 2010 Author Share Posted May 13, 2010 Popular Outdated Mods - http://sites.google.com/site/oblivionpoinfo/stabilization/outdatedmods Streamline - you need to use the Init from INI funciton in the SL menus, or go into the SL menu and turn it off there. Progress Mercantile may not work if you did not change the appropriate setting in the Progress INI. I cannot remember what that was, but you should be able to find it. You need to set the merc setting in the main Progress.ini to 0. It should mention, if you use merc mod do such and such... Progress Merc works the same way as the plugin you described, but it is more configurable of course. Visually Enchanted: No, it should just be merged and deactivated or imported under graphics and deactivated, I do not remember which. Check the BOSS log, and remember to deactivate mods before rebuilding the bashed patch. There is no reason to have mods that will be deactivated active at all. You do not need the MOBS version of the UOP. Grab the stand alone OMOBS files. And no, if two plugins have the same name, that only means they have the same name. They would not be the same plugin because that does not make sense.Downloading Mods - http://sites.google.com/site/oblivionpoinfo/downloadmods <-- Make sure to grab the OMOBS stand alone and not MOBSThe OMOBS plugins should be deactivated and imported only under stats. The optional combat plugin should be active. Make sure you rerun BOSS before rebuilding the bashed patch. Otherwise, things will be screwy. For example, plugins loading after the bashed patch should not be merged. If you happened to have the visually enchanted plugins loaded after the bashed patch, they will not even show up in the bashed patch's merge section. If i try to mark Visually Enchanted mergable i get this Unmergable - Visual Enchantments LessFire.esp (New record 01004681 in block EFSH.) (its not the version u linked to me, its the version that includes effects for turn undead, abd everyother magic effect. ) It does work though. I have the OMOD regular version installed of UOP i dont know what u mean by stand alone OMOBS files ( i cant even find MOBS ) i checked the link and went to the unofficial patch didnt see that as a file option. If i deactivate Visual Enchantments it doesnt turn off the bash patch and there is no place i found in there to merge it in ( i did recreate the patch) and do u absalutley have to turn off every mod to remake a bash patch?Also are u completley sure i do not need MOBS UOP ... BOSS is pretty clear about it "Remember to use the 'MOBS' version when using Francesco's or FCOM." maybe its outdated or something tho. It also wants me to download a hotfix. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 13, 2010 Share Posted May 13, 2010 Plugins with new records are not mergeable. You just have to leave it active. I do not know what that is really, so I cannot help much with that. I think you should use the version I linked if you want frost, lightning and fire effects enhanced. I linked the Downloading Mods page. Just do a search (ctrl+f) for "OMOBS". Bashed Patch: I did not say turn off every plugin. I said leave plugins that are going to be deactivated deactivated. Those would be all green-text, purple-text and/or italicized-text plugins. You are not turning them off. You are LEAVING them deactivated. Deactivating those mods should not deactivate the bashed patch because there was no reason for them to be active in the first place. The bashed patch is not dependent on them. It just contains some of their records. I do not know what you are doing. Please post your load order after following these directions. I cannot speak for all random versions of Visually Enchanted. Just because some tags apply to one mod, that does not mean the same tags apply to another mod with a similar name. Link to comment Share on other sites More sharing options...
Rlburgendy Posted May 13, 2010 Author Share Posted May 13, 2010 Also on streamline i went to "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\Streamline\INI" Files and "set SLv.Streamsight to 0 ; Turn on Streamsight? (FPS enhancer)" to turn it off but i still get a fog and can not see the distance Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 13, 2010 Share Posted May 13, 2010 Did you reinitialize from the INI? Link to comment Share on other sites More sharing options...
Rlburgendy Posted May 13, 2010 Author Share Posted May 13, 2010 Plugins with new records are not mergeable. You just have to leave it active. I do not know what that is really, so I cannot help much with that. I think you should use the version I linked if you want frost, lightning and fire effects enhanced. I linked the Downloading Mods page. Just do a search (ctrl+f) for "OMOBS". Bashed Patch: I did not say turn off every plugin. I said leave plugins that are going to be deactivated deactivated. Those would be all green-text, purple-text and/or italicized-text plugins. You are not turning them off. You are LEAVING them deactivated. Deactivating those mods should not deactivate the bashed patch because there was no reason for them to be active in the first place. The bashed patch is not dependent on them. It just contains some of their records. I do not know what you are doing. Please post your load order after following these directions. I cannot speak for all random versions of Visually Enchanted. Just because some tags apply to one mod, that does not mean the same tags apply to another mod with a similar name. Here is the visual enchantments i used the author describes it as a update of the version ( original version not the fix ) that u linked to http://www.tesnexus.com/downloads/file.php?id=19396I left the ones deactivated like u said i was just confused on what u said earlier ill post my LO again... Also if u know were to find the FCOM version of silverwere weps please post.Read the 2 earlier post above this ( sorry about that ) for what going on with streamlineand the one 2 post above this is talking about the UOP thanks again for helping so mutch. 00 Oblivion.esm01 GTAesgaard_2.esm02 Cybiades.esm [Version 2.0]03 Windfall.esm04 Jog_X_Mod.esm05 Francesco's Leveled Creatures-Items Mod.esm06 Francesco's Optional New Items Add-On.esm07 Children Of Rourken.esm08 Cobl Main.esm [Version 1.72]09 Qarls_Harvest.esm0A Oscuro's_Oblivion_Overhaul.esm [Version 1.34]0B Mart's Monster Mod.esm [Version 3.7b1]0C TamrielTravellers.esm [Version 1.39c]0D FCOM_Convergence.esm [Version 0.9.9MB3]0E Kvatch Rebuilt.esm0F AFC v2 Core.esm10 Progress.esm [Version 2.0]11 DA Run Fatigue.esm12 HorseCombatMaster.esm13 Unofficial Oblivion Patch.esp [Version 3.2.6]14 Francesco's Optional Chance of Stronger Bosses.esp15 Francesco's Optional Chance of Stronger Enemies.esp++ FCOM_Francescos.esp [Version 0.9.9]++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]16 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]** LoadingScreens.esp17 LoadingScreensAddOn.esp18 Natural_Weather_HDR_with_darker_Nights_by_Max_Tael_RD.esp19 Natural_Habitat_by_Max_Tael.esp1A Enhanced Water v2.0 HD.esp1B Better Bell Sounds.esp++ Symphony of Violence.esp1C MIS.esp1D MIS Low Wind.esp1E Cities Alive At Night.esp1F WindowLightingSystem.esp20 AFC v2 Combo Chains.esp21 AFC v2 Combat Moves.esp22 AFC v2 Damage Text.esp23 Book Jackets Oblivion.esp24 ClocksOfCyrodiil.esp25 DaggerfallBooks.esp26 ES4_Alchemists Reference.esp27 Oblivion Collectible Cards.esp28 Qarls_Harvest.esp++ Regrowing Nirnroot - Dissappear Reappear.esp [Version 1.01]29 Reznod_Mannequin.esp2A Wyverex's - Runes.esp2B C&C - The Blackwood Company.esp2C Landmarks, w Wells.esp [Version 1.11]2D HouseMapMarkersOnlyBought.esp2E Expanded Hotkeys and Spell Delete V2.esp2F 1AzuSeraphimSet.esp30 Ancient Silver Armor.esp31 DMACArmor.esp32 Dreadweave Complete_Light.esp33 ElegantVests.esp34 HelmetCollection.esp35 KDDwemerSpectacles.esp36 M.O.E. - New Staffs, Blight and Ashstorms.esp [Version 2]37 New Frostmourne Sword by Jojjo v1_0.esp38 PTArtifacts.esp39 SentientWeapon.esp [Version 3]3A SilverwareWeapons.esp3B tda_ScytheModv1.2.esp3C Tyrael Armor.esp3D VA_UniqueKatana1.esp++ VA_UniqueKatana1Replace.esp3E Thieves Arsenal.esp3F Dude Wheres My Horse.esp40 ExnemRuneskulls.esp++ FCOM_ExnemRuneskulls.esp [Version 0.9.9]41 Cobl Glue.esp [Version 1.72]42 OOO 1.32-Cobl.esp [Version 1.72]++ FCOM_Cobl.esp [Version 0.9.9]43 Bob's Armory Oblivion.esp44 FCOM_BobsArmory.esp [Version 0.9.9]45 Oblivion WarCry EV.esp46 FCOM_WarCry.esp [Version 0.9.9MB3]47 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]48 FCOM_Convergence.esp [Version 0.9.9Mb3]++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]49 FCOM_RealSwords.esp [Version 0.9.9]4A FCOM_DurabilityAndDamage.esp [Version 0.9.9]++ FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9MB3]++ FCOM_NoReaversInGates.esp [Version 0.9.9]++ FCOM_NoAdventurersInGates.esp [Version 0.9.9]++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b1]4B Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1]4C Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1]4D TamrielTravellers4OOO.esp [Version 1.39c]++ FCOM_TamrielTravelers.esp [Version 0.9.9]++ FCOM_Archery.esp [Version 0.9.9]++ FCOM_FriendlierFactions.esp [Version 0.9.9]4E FCOM_MoreRandomSpawns.esp [Version 0.9.9]4F FCOM_MoreRandomItems.esp [Version 0.9.9]** LoadingScreens-OOO.esp50 C&C - The Blackwood Company - OOO.esp51 KnightlyArmory.esp52 Castle Ravenpride.esp [Version 1.01]53 Ivellon.esp [Version 1.8]54 Amajor7 Imperial Furniture.esp55 Artefacts of the Ancestors.esp56 AyleidArrows.esp [Version 1.8]57 Better Dark Brotherhood Sanctuary.esp58 BHC_Expanded.esp [Version 1.2]59 BravilSeaDomes.esp5A castleofnight.esp5B The Contented Prisoner V 2.esp5C COR-Episode1 Secret of Enourk.esp5D Demonhunter.esp5E DexwoodsHideout.esp5F Dwemer_Skyship_1_1_0.esp60 FuseFruitMachine.esp [Version 1.0]61 FuseSnailRacing.esp62 GB_Oblivion Tournament.esp63 GTAesgaard.esp64 GTAesgaard_2.esp65 Gates To Aesgaard 2 Delayer.esp [Version 1.0]66 HauntedHouse.esp67 Jagnot- Imperial City Library V1.3.esp68 JolardHome.esp69 Kvatch Rebuilt.esp++ Kvatch Rebuilt - OOO Compatibility.esp6A Kvatch Rebuilt - Leveled Guards - FCOM.esp6B EiAmod.esp [Version 1.1]6C OldCrowInn.esp6D GlenvarCastle.esp6E LetThePeopleDrink.esp [Version 2.5]6F LostSwordOfTheAylied.esp70 LostSwordOfTheAylied - OBSE Add-On.esp71 M.O.E. - Tools of Kagrenac - The Secret of White Gold Tower.esp [Version 6]72 MadMagesTower.esp73 Malevolent.esp74 ME_DAEDRIC_RECON.esp [Version 1.4]75 MountainTower.esp [Version 6.0]76 Museum.esp77 Nascosto Isles 3.esp78 Quest For The Elements.esp79 Region Revive - Lake Rumare.esp7A ScarletMonastery.esp7B Septim Mansion.esp7C Servant of the Dawn.esp7D The Ayleid Steps.esp [Version 3.3.2]7E TheForgottenShields.esp7F TheStorytellersBrotherQuest.esp80 Thievery.esp81 Trial of Achilles.esp82 VaultsofCyrodiil.esp83 VHBloodlines 1.2.esp [Version 1.4]84 WOTFH_1.3.esp85 Windfall.esp86 za_bankmod.esp87 24HrArenaAliveV2.esp88 Ash's DB Kah'Lil Quest.esp89 Cybiades.esp [Version 2.1]8A CybiadesDungeon.esp [Version 2.1]8B TOTF.esp8C The Lost Spires.esp8D Mighty Umbra.esp8E Ungarion1TheWelkyndSword.esp [Version 1.51]8F Blood&Mud.esp90 Lost Paladins of the Divines.esp91 MannimarcoRevisited.esp92 MannimarcoRevisitedOOO.esp [Version 0.1]93 Shadowcrest_Vineyard_COBL.esp++ FCOM_MightyUmbra.esp [Version 0.9.9]++ FCOM_WelkyndSwordBlood&Mud.esp [Version 0.9.9]94 BrewHouse.esp95 ElsweyrAnequina.esp96 Reaper's Esmeralda's Desert Manor.esp97 xuldarkforest.esp [Version 1.0.5]98 LostSpires-DarkForest patch.esp99 xulTheHeath.esp9A XulEntiusGorge.esp9B xulFallenleafEverglade.esp [Version 1.3.1]9C LostSpires-Everglade patch.esp [Version 1.2]9D Anequina-Fallenleaf-Patch.esp9E mythsandlegends.esp9F xulLushWoodlands.esp [Version 1.3]A0 xulAncientYews.esp [Version 1.4.2]A1 SentientWeaponII-AncientYews patch.espA2 xulAncientRedwoods.esp [Version 1.6]A3 xulCloudtopMountains.esp [Version 1.0.3]A4 MadMagesTower-CloudtopMountains patch.espA5 xulRollingHills_EV.esp [Version 1.3.2]A6 NakedNord.espA7 xulImperialIsle.esp [Version 1.6.5]A8 Fuses Snail Racing Unique Landscapes Imperial Isle patch.espA9 xulCheydinhalFalls.esp [Version 1.0.1]AA Blood&Mud-CheydinhalFalls patch.espAB GiftOfKynareth-CheydinhalFalls patch.espAC TearsOfTheFiend-CheydinhalFalls patch.espAD KvatchRebuilt-CheydinhalFalls patch.espAE CastleRavenpride-CheydinhalFalls patch.espAF DungeonsOfIvellon-CheydinhalFalls patch.espB0 bartholm.espB1 Moriarcis.espB2 RegionReviveLakeRumare-ImperialIsle patch.esp [Version 1.3.3]B3 Natural_Vegetation_by_Max_Tael.espB4 Harvest [Flora].esp [Version 3.0.0]B5 Bag of Alchemy.espB6 Bottled_Explosions.espB7 M.O.E. - Travel Services.esp [Version 3]++ M.O.E. - Icons for Mythic Dawn Armour - Fix.esp [Version 1]B8 M.O.E. - Lycanthropy and Lichcraft.esp [Version 7]B9 Salmo the Baker, Cobl.esp [Version 3.08]BA Toggleable Quantity Prompt.esp [Version 3.1.1]BB Werewolf-Legends.espBC Quest Award Leveller.esp [Version 2.0.1]BD M.O.E. - Hunger Effects.esp [Version 1]BE DA Fatigued Running.espBF DA Sprint.espC0 M.O.E. - Vampire Clan Raelu.esp [Version 6]C1 M.O.E. - Vampire Players Scarier.esp [Version 2]C2 M.O.E. - Ethereal State Spell.esp [Version 1]C3 M.O.E. - Mythic Dawn Powers.esp [Version 1]C4 PJs Spell Compendium - Spell Requirements.espC5 SupremeMagicka.esp [Version 0.89]++ SM_OOO.esp [Version 0.89]++ SM_MMM.esp [Version 0.89]++ SM_COBL.esp [Version 0.86]C6 SM_EnchantStaff.esp [Version 0.80]++ SM_UnlockSpells.esp [Version 0.70]++ SM_NoSpellLights.esp [Version 0.70]++ SM_Scrolls.esp [Version 0.84]++ SM_SigilStone.esp [Version 0.83]C7 MidasSpells.espC8 Midas OscuroGems.esp++ Midas Betterholy.esp++ Mart's Monster Mod - Midas Creature Ingredients.esp++ Midas Tigernolevel OBSE.espC9 Midas BeastFortify Fix OBSE.esp++ LightSpellWhiteDimmer.espCA Faster Spells.espCB EnchantmentRestore.espCC StealthOverhaul.espCD M.O.E. - Realistic Law Enforcement - Part One.esp [Version 1]CE M.O.E. - Realistic Law Enforcement - Part Two.esp [Version 2]CF No psychic guards v1.2.espD0 JM's Bar Fights.espD1 Deadly Reflex 5 - Timed Block with no damage or durability changes.espD2 DeadlyReflex 5 - Combat Moves.esp++ SM_DeadlyReflex.esp [Version 0.86]D3 Deadly Reflex Bow Sway.espD4 Smarter Mercantile Leveling - Multi.espD5 ProgressMBSP.esp [Version 2.0]D6 ProgressSBSP.esp [Version 1.0]D7 ProgressRacial.espD8 ProgressArmorer.esp [Version 1.0]D9 RealisticLeveling.espDA All+5AttributeModifiers.espDB Legendary Abilities-Fortify Health MOJ.espDC Grandmaster of Alchemy.esp** Dark Dungeons.esp++ M.O.E. - Unlocked Hairstyles.esp [Version 1]DD Beautiful People.esp++ [GFX]_Initial_Glow-self.espDE Chameleon-NoRefraction-2411.espDF Detect Life Shader.espE0 Visual Enchantments LessFire.espE1 Bashed Patch, 0.esp++ CybBPcompatibility.espE2 Streamline 3.1.espE3 EtInArkay-CheydinhalFalls patch.espE4 Assassin's Creed 2 Revisited.espE5 Project Spartan.espE6 New worlds, Giant arena.esp Link to comment Share on other sites More sharing options...
Rlburgendy Posted May 13, 2010 Author Share Posted May 13, 2010 Im not sure what reintalizing the ini is but i have had it set like that for a few days now and the other changes ive made in the ini are working ( change streamsaves setting and works perftect in game ) Link to comment Share on other sites More sharing options...
Recommended Posts