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Uninstalling Better Cities


JTG2003

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So.. I installed better cities. I have a solid computer (6gb ram, geforce 285 video card, i7 2.67ghz) and I figured I could still run better cities with max settings without losing too much FPS. However, the only way I could get it to run smoothly is by letting Streamline 3.1 dumb down my settings so that all traces of lighting were removed. It looked very poor. I installed the FPS patches. The city still looked terrible. Yes, there were new shops and places to go.. but at the cost of the game looking anywhere near decent.

 

I'm done with better cities. But after I de-activate the mod, Oblivion wont even start! If I re-activate it, Oblivion starts like normal. I don't mean loading a game.. I click the icon and it crashes to desktop immediately. It's ridiculous. Any thoughts?

 

Thanks

 

Edit: My load order works fine with better cities there

 

Oblivion.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Qarls_Harvest.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

FCOM_Convergence.esm

Kvatch Rebuilt.esm

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Chance of More Enemies.esp

Francesco's Optional Leveled Guards.esp

FCOM_Francescos.esp

FCOM_FrancescosItemsAddOn.esp

FCOM_FrancescosNamedBosses.esp

_Real_Lights.esp

Natural_Weather_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

ImprovedSigns.esp

Qarls_Harvest.esp

Spell Delete.esp

Crowded Roads 15.esp

DLCHorseArmor.esp

DLCOrrery.esp

DLCVileLair.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

DLCThievesDen.esp

ExnemRuneskulls.esp

FCOM_ExnemRuneskulls.esp

Bob's Armory Oblivion.esp

FCOM_BobsArmory.esp

Loth's Blunt Weapons.esp

Loth's Blunt Weapons- Mobs.esp

Loth's Blunt Weapons for Npcs.esp

FCOM_LothsBluntWeapons.esp

Oblivion WarCry EV.esp

FCOM_WarCry.esp

Oscuro's_Oblivion_Overhaul.esp

Mart's Monster Mod - Fran's leveled quests.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp

FCOM_Convergence.esp

FCOM_RealSwords.esp

FCOM_DurabilityAndDamage.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Spawn Rates - Increased.esp

Mart's Monster Mod - Zombies for Body Meshes.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Farm Animals.esp

Mart's Monster Mod for Fran.esp

Mart's Monster Mod - Durzog Addon.esp

TIE In.esp

TIE In - ExnemRuneskulls.esp

TIE In - FCOM Convergence.esp

TIE In - RealSwords.esp

TIE In - MMM Gems.esp

TIE In - MMM Craft.esp

Mart's Monster Mod - Shivering Isles.esp

OOO-WaterFish.esp

Capsized Ship.esp

Kvatch Rebuilt.esp

Kvatch Rebuilt - OOO Compatibility.esp

Kvatch Rebuilt - Leveled Guards - FCOM.esp

Servant of the Dawn.esp

DLCBattlehornCastle.esp

DLCfrostcrag.esp

Knights.esp

Knights - Unofficial Patch.esp

Mart's Monster Mod - Knights.esp

TIE In - Knights.esp

The Lost Spires.esp

Mart's Monster Mod - City Defences.esp

FCOM_Knights.esp

xuldarkforest.esp

xulStendarrValley.esp

xulTheHeath.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp

xulColovianHighlands_EV.esp

xulChorrolHinterland.esp

xulBeachesOfCyrodiilLostCoast.esp

xulBravilBarrowfields.esp

xulLushWoodlands.esp

xulAncientYews.esp

xulAncientRedwoods.esp

xulCloudtopMountains.esp

xulArriusCreek.esp

xulPatch_AY_AC.esp

xulRollingHills_EV_withoutWheat.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulBrenaRiverRavine.esp

xulImperialIsle.esp

xulBlackwoodForest.esp

xulCheydinhalFalls.esp

xulAspenWood.esp

xulSkingradOutskirts.esp

Natural_Vegetation_by_Max_Tael.esp

ANB_No_FastTravel.esp

Birthsigns Expanded.esp

Compass-Disable_POIs.esp

Compass-Disable_QuestMarkers.esp

Compass-Disable_Both.esp

P1DkeyChain.esp

TIE In - QarlsHarvest.esp

TIE In - Kvatch Rebuilt.esp

RealisticForceMedium.esp

RealisticMagicForceMedium.esp

MidasSpells.esp

RealisticLeveling.esp

Mart's Monster Mod - Resized Races.esp

BCBravilFULL-Barrowfields patch.esp

BCCheydinhalFULL-CheydinhalFalls patch.esp

Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

Visual Enchantments v1.0.esp

Bashed Patch, 0.esp

 

 

Nevermind. I posted this and saw I still had

BCBravilFULL-Barrowfields patch.esp

BCCheydinhalFULL-CheydinhalFalls patch.esp

 

Removed and its fine. I'd delete this post but apparently I can't.

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_Real_Lights.esp <-- The version included in All Natural is better. By using AN, you could use the Natural Weather option as well, which would help since you are using a bugged version of NW.

Popular Outdated Mods - http://sites.google.com/site/oblivionpoinfo/stabilization/outdatedmods <-- About NW and Natural Vegetation...

 

TIE In.esp <-- These are not truly compatible with FCOM. You should wait until Corepc releases the revamped TIE4MODs.

TIE In - ExnemRuneskulls.esp

TIE In - FCOM Convergence.esp

TIE In - RealSwords.esp

TIE In - MMM Gems.esp

TIE In - MMM Craft.esp

TIE In - QarlsHarvest.esp

TIE In - Kvatch Rebuilt.esp

 

Mart's Monster Mod - Gems & Gem Dust.esp <-- Do not use this with OOO or FCOM. OOO already includes G&GD. If you want the more advanced version, grab the OOO OBSE rewrite. (There is a link on the Downloading Mods page of the site linked in my sig.)

 

Compass-Disable_POIs.esp <-- You are already using the "both" version. Remove this. In fact, you should just use the Bashed Patch tweak for these.

Compass-Disable_QuestMarkers.esp

 

Crowded Roads 15.esp <-- The latest and least buggy version is Crowded Roads Revisited.

http://www.tesnexus.com/downloads/file.php?id=20575

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something just doesn't look right about that load order

 

have you run it through BOSS?? (available on tesnexus)

I can't believe I did not notice that. It is completely wrong.

 

Loth's Blunt Weapons.esp <-- These should not be used with FCOM, nor should you use three versions of the main plugin for ANY mod.

Loth's Blunt Weapons- Mobs.esp

 

Finishing the Installation - http://sites.google.com/site/oblivionpoinfo/finishinstall <-- Fix your LO and your bashed patch

Load Ordering - http://sites.google.com/site/oblivionpoinfo/finishinstall/loadorder <-- Use the template on this page to place any of the plugins BOSS does not recognize in the correct locations.

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Only the NPCs version should be used with FCOM. The problem is also that you have installed multiple versions of the main plugin. You should not do that when installing any mod. If you read the Read Me for those mods, they would point that out.
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Only the NPCs version should be used with FCOM. The problem is also that you have installed multiple versions of the main plugin. You should not do that when installing any mod. If you read the Read Me for those mods, they would point that out.

 

 

I'm pretty sure I've read the readme for every single mod I install. There have been some cases where the mod had a main version and a shivering isles version. Sometimes, it says install both. Sometimes it says only do one. The problem with LOTH's is the readme conflicts with FCOM's instructions and you never really know if, for example "FCOM_Loth'sBluntWeapons" is meant to PATCH the original mod or replace it.

 

I removed the mods suggested. I don't really know how the bashed patch works, or even what it does. I only have it there because the FCOM instructions told me to do it.

 

I left TIE-in alone in an effort to not render my savegames useless. I haven't noticed any bugs with it.

 

One thing that has REALLY been bothering me though. Messing with all these texture mods and performance mod (OSR, streamline, etc) is now I'm not sure if my graphics are working as intended. I removed all performance mods. I keep my graphics at absolute max, but for some reason the lighting seems.. wrong. Everything seems to have uniform lighting during the day. At night, the lights and torches seem to be working fine. Maybe I'm just not used to Oblivion's dated graphics, but a part of me is worried that I tampered with too much. Screenshot to follow (when I don't have to be up in 5 hrs)

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Only the NPCs version should be used with FCOM. The problem is also that you have installed multiple versions of the main plugin. You should not do that when installing any mod. If you read the Read Me for those mods, they would point that out.

 

 

I'm pretty sure I've read the readme for every single mod I install. There have been some cases where the mod had a main version and a shivering isles version. Sometimes, it says install both. Sometimes it says only do one. The problem with LOTH's is the readme conflicts with FCOM's instructions and you never really know if, for example "FCOM_Loth'sBluntWeapons" is meant to PATCH the original mod or replace it.

The FCOM Convergence page tells you which one to install, so does the FCOM Basic Load Order, as does the FCOM Expanded Load Order, as does the First-Time Users Install guide... You should be following FCOM's instructions to install FCOM's components. In general, however, you need to follow the Read Me in order to properly install your mods. You should not EVER install multiple versions of the main plugin. You know you should not install multiple versions of the main plugin, and you know FCOM requires a specific version of the main plugin to be installed.

 

Fix your LO if you want...

Installing Mods - http://sites.google.com/site/oblivionpoinfo/installmods <-- You can use this as a guide for future reference.

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