MaXiMiUS Posted May 19, 2010 Share Posted May 19, 2010 This is my BOSS output: http://paste.pocoo.org/show/215757/I have 150/185 mods listed there enabled (can post a screenshot from Wrye Bash if needed, though it seems pointless to me). Almost (but not quite) all of the disabled ones are Mart's Monster Mod config options. http://img571.imageshack.us/img571/4554/doubledoorsbruma2.gif I suspect it has something to do with "Better Cities Full - B&M Edition.esp" but I'm really not sure. Link to comment Share on other sites More sharing options...
MaXiMiUS Posted May 19, 2010 Author Share Posted May 19, 2010 Still haven't found the mod responsible. I think I can narrow down the list of possible mods from 150/185 to a more reasonable number though =X From my latest save statistics:49 Object Ref 13527 Oblivion.esm 2 You Are Here.esm 6 Cobl Main.esm 1745 Oscuro's_Oblivion_Overhaul.esm 55 Enhanced Daedric Invasion.esm 2 Artifacts.esm 468 Better Cities Resources.esm 8 Unofficial Oblivion Patch.esp 1 MIS Low Wind.esp 76 Storms & Sound.esp 142 Crowded Roads Revisited.esp 6 DLCHorseArmor.esp 1 DLCOrrery.esp 48 DLCVileLair.esp 169 DLCMehrunesRazor.esp 103 DLCThievesDen.esp 208 Cobl Glue.esp 1 Bob's Armory Oblivion.esp 1 ArmamentariumArtifacts.esp 115 Mart's Monster Mod - More Wilderness Life No Gates.esp 1 Mart's Monster Mod - Extra Wounding.esp 98 Mart's Monster Mod - Dungeons of MMM.esp 13 Mart's Monster Mod - Hunting & Crafting.esp 10 Mart's Monster Mod - Farm Animals.esp 54 OOO-WaterFish.esp 106 DLCBattlehornCastle.esp 773 DLCFrostcrag.esp 11 FrostcragRebornCobl.esp 166 Knights.esp 194 RTT.esp 936 The Lost Spires.esp 580 Blood&Mud.esp 94 Mart's Monster Mod - City Defences.esp 12 Salmo the Baker, Cobl.esp 7 Storms & Sound - Better Cities.esp 155 Alternate Start Revamped.esp 5 SupremeMagicka.esp 1 SM_EnchantStaff.esp 16 RenGuardOverhaul.esp 1 ProgressRBSP.esp 8 Better Cities - Full City Defences.esp 1682 Better Cities Full - B&M Edition.esp 1856 Better Imperial City.esp 1 Streamline 3.1.esp 116 Save 293 - Max Lothrik - Bruma, Level 11, Playing Time 22.03.10.ess 23580 Total Edit: I checked Better Cities Full - B&M Edition.esp (BrumaExterior04) by hand in TES:CS, couldn't find the duplicate door. Also.. I just loaded my save from last night (where I took these screenshots)... the duplicate door is GONE, and I didn't delete it or change any mods, LOL O_O Link to comment Share on other sites More sharing options...
Fonger Posted May 19, 2010 Share Posted May 19, 2010 for next time http://www.tesnexus.com/downloads/file.php?id=21862 requires OBSE Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 20, 2010 Share Posted May 20, 2010 You can usually fix this problem by doing a clean save. Launch and save without BC, and then launch with it. This procedure is required for various updates. Link to comment Share on other sites More sharing options...
Megatarius Posted May 20, 2010 Share Posted May 20, 2010 I have the same problem. I simply assumed it was a mistake in the mod. I just disable the extra doors. I did a clean save and the problem persisted. I think it's either a mistake in the mod itself (I know, I know, they would never release it like that), or is caused by a conflict. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 20, 2010 Share Posted May 20, 2010 I have the same problem. I simply assumed it was a mistake in the mod. I just disable the extra doors. I did a clean save and the problem persisted. I think it's either a mistake in the mod itself (I know, I know, they would never release it like that), or is caused by a conflict.Maybe there are multiple issues being discussed here then. Clean save always worked for me when upgrading to later BC versions. In that case, the duplicate doors were old data left in the save. It sounds as though this was the case for the OP as well. Rolling back to a save before the data for the (potential) duplicate was saved, seems to have remedied this issue. Of course, a clean save will not work if the duplicate doors actually exist. That sounds like a release mistake or conflict, for sure. When (updating) installing BC patches for various mods, (potential) duplicates can be avoided with clean saves (of the mod being patched and the patch). I wonder if cell respawning would work too...hmmm... Link to comment Share on other sites More sharing options...
MaXiMiUS Posted May 20, 2010 Author Share Posted May 20, 2010 I've actually had "duplicate doors" show up 3 times now (each time with a different door in a different location, all in Bruma). Reloading my save does NOT remove them. Restarting Oblivion, however, does. I'm getting the impression it has something to do with OBSE, but I'm not entirely sure. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 20, 2010 Share Posted May 20, 2010 I've actually had "duplicate doors" show up 3 times now (each time with a different door in a different location, all in Bruma). Reloading my save does NOT remove them. Restarting Oblivion, however, does. I'm getting the impression it has something to do with OBSE, but I'm not entirely sure.Reloading your save and making a CLEAN SAVE are not the same... Edit: This is not an OBSE issue... Link to comment Share on other sites More sharing options...
MaXiMiUS Posted May 20, 2010 Author Share Posted May 20, 2010 I'm not entirely sure how my save could be "dirty". I spent 4 days installing mods to a fresh install of Oblivion before I even started playing, I've had Better Cities installed since before I started this character. Using RefScope, the "duplicate" doors are from Oblivion.esm, and the "proper" doors are from Better Cities - B&M Edition. Encountered a few more duplicate doors in other cities, save -> restart oblivion -> load save removes them =X Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 20, 2010 Share Posted May 20, 2010 It seems that you do not know what the phrase clean save means... I ...never mind... Updating Saves - http://sites.google.com/site/oblivionpoinfo/runoblivion/updatesaves <-- If it is not clear after reading this, I will explain it, if you want to know. That procedure is required in order to properly upgrade mods on occasion. You would see it mentioned in some mods' Read Me files with certain releases. Link to comment Share on other sites More sharing options...
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