Hickory Posted September 15, 2010 Share Posted September 15, 2010 Yes, OOO just made your game unrecognizable from vanilla. Regarding the crash, would you post your mod list taken from Wrye Bash -- right click on 'File' and select 'List Mods...' Copy and paste everything in the resulting box, including the Spoiler and Code tags. Link to comment Share on other sites More sharing options...
Ziljan Posted September 15, 2010 Author Share Posted September 15, 2010 Active Mod Files: 00 Oblivion.esm 01 Cobl Main.esm [Version 1.72] 02 Oscuro's_Oblivion_Overhaul.esm [Version 1.33] 03 HorseCombatMaster.esm 04 DLCShiveringIsles.esp ++ Item interchange - Extraction.esp [Version 0.76] 05 Living Economy.esp 06 Living Economy - Items.esp 07 Cutthroat Merchants.esp 08 Cobl Glue.esp [Version 1.72] 09 Cobl Si.esp [Version 1.63] 0A OOO 1.32-Cobl.esp [Version 1.72] ++ Cobl Tweaks.esp [Version 1.44] 0B Oscuro's_Oblivion_Overhaul.esp [Version 1.33] 0C OOO-Map_Markers_Stock.esp [Version 1.33] 0D Knights.esp 0E Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] 0F kuerteeInventoryIsABackpack.esp 10 Salmo the Baker, Cobl.esp [Version 3.08] 11 RealisticFatigue.esp 12 Deadly Reflex 5 - Timed Block and 250% damage.esp 13 DeadlyReflex 5 - Combat Moves.esp ++ Item interchange - Placement.esp [Version 0.76] 14 Cobl Races.esp [Version 1.52] ++ Cobl Races - Balanced.esp [Version 1.52] ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] 15 Cobl Silent Equip Misc.esp [Version 01] 16 Bashed Patch, 0.esp 17 Duke Patricks - Combat Archery.esp [Version 3.2] Link to comment Share on other sites More sharing options...
Hickory Posted September 15, 2010 Share Posted September 15, 2010 Well, the only thing I can see out of place, is OOO 1.32-Cobl.esp is running before Oscuro's_Oblivion_Overhaul.esp and it should be after. Did you set Wrye Bash to 'Automatic' in the 'Bash Tags' window (bottom right)? This make it use the suggestions from BOSS without intervention. And did you check all of the appropriate sections when you rebuilt your patch? Link to comment Share on other sites More sharing options...
Ziljan Posted September 15, 2010 Author Share Posted September 15, 2010 Thank you! I thought the OOO 1.32 - Cobl.esp file was out of order, however that is where BOSS put it... <shrug>. I moved it below OOO and rebuilt the patch. I've been reading the wrye musings site, but I haven't figured out which sections are appropriate to check for the bash patch. Any tips? Update: looks like your suggestion was EXACTLY right. No more crashes at the exit grate, after I moved the ooo 1.32-Cobl.esp below OOO. Now you've got me confident enough, I think I'll try adding BBC. Thank you very much! Link to comment Share on other sites More sharing options...
ArmeniusLOD Posted September 15, 2010 Share Posted September 15, 2010 Pretty much everything that can be checked in the Bashed Patch should be. There are a couple of exceptions: Replace FormIDs and Morph Factions. Only check Globals Tweak ... if you want to change any of these settings. Right-click on any of these options to change its value. Don't check the Exhaustion features either unless you're using them. Make sure you grab the latest masterlist for BOSS from the Google Code page. Bashed Patch, 0.esp should almost always be the last plugin in the load order. Make sure Lock Times is unchecked in Wrye Bash when you BOSS your load order. Also, run BOSS from inside Wrye Bash using the button on the bottom of the screen to ensure all Bash tags get updated. Link to comment Share on other sites More sharing options...
Ziljan Posted September 16, 2010 Author Share Posted September 16, 2010 Thanks Armenius, it seems to run a bit smoother with the new bash patch. Seeing all the options in the tweak section has piqued my interest in modding. I wonder how hard it would be to make an accurate swimming/ drowning mod? Being able to tread water for several hours (in full armor) while convenient, does dampen the immersion. I am noticing a strange AI bug: the bandits will ignore me and instead attack mudcrabs if they notice them, even if the crabs are "far away" and I already initiated combat. Once the "mudcrab threat" is dealt with, they happily resume thier attempts to cave in my skull. It might have something to do with factions and AI in OOO. Maybe since I'm still lvl 1 the Mudcrabs actually constitute a graver threat in OOO than a half drowned wood elf? Link to comment Share on other sites More sharing options...
ArmeniusLOD Posted September 17, 2010 Share Posted September 17, 2010 Yeah, pretty sure OOO makes the enemy and animal factions enemies by default. Unfortunately OOO doesn't come with any friendlier factions-type plugins like MMM and FCOM do. You can try and leave OOO unchecked under "Import Relations" and "Import Faction" for the Bashed Patch, although I'm not sure this will make a difference. You can always dive into the OOO plugins with TES4Edit or the CS and edit the relations to your liking, or create your own plugins to make them friendlier. Link to comment Share on other sites More sharing options...
Hickory Posted September 17, 2010 Share Posted September 17, 2010 You can try and leave OOO unchecked under "Import Relations" and "Import Faction" for the Bashed Patch, although I'm not sure this will make a difference. This will make a huge difference, and will most likely be OOO quest breaking, at the very least. Not a good idea. Link to comment Share on other sites More sharing options...
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