Balakirev Posted August 27, 2011 Share Posted August 27, 2011 Which problem is it? I don't know what I did, I really didn't do anything. For some reason Oblivion refuses to run when IDKRRR_C_race.esp(Corean race) is active. or Ok, it's not just that. I ticked a new quest mod and it refuses to run with that. It doesn't even require anything but the patch. or I deactivate GrabLifeNPC_OBSE and activate Geekchan's Hooves, the game runs. It runs the other way around. But it refuses to run when I have both, as if I have 1 mod too many. With the best of intentions, it's kind of hard to help out if you can't name a specific problem. Link to comment Share on other sites More sharing options...
bben46 Posted August 27, 2011 Share Posted August 27, 2011 The hard cap does include esms as well as esps.There is also another less well known cap of somewhere around 400 mods allowed in your data folder - whether they are active or not. It seems that the game engine reads everything in the data folder when it is loading, including any mods that are not being used at all. :rolleyes: Wrye Bash hides any unused mods with it's ghosting function (be sure you have that active if you use Wrye Bash) otherwise, try moving some unused mods out of the data folder. Be sure to remove the mesh and texture files also. Link to comment Share on other sites More sharing options...
Ghoulz Posted August 27, 2011 Author Share Posted August 27, 2011 The experimental has been working fine for me, and it's been out for quite a while so I'd go with it as it's the most recent version. Eh, I don't even know how to use it. No instructions are specific enough or tell you want you need to know. Link to comment Share on other sites More sharing options...
MShoap13 Posted August 28, 2011 Share Posted August 28, 2011 (edited) The experimental has been working fine for me, and it's been out for quite a while so I'd go with it as it's the most recent version. Eh, I don't even know how to use it. No instructions are specific enough or tell you want you need to know. DERP! I'm sorry, you need TES4Gecko to merge mods. Here's a tutorial as well. Edited August 28, 2011 by MShoap13 Link to comment Share on other sites More sharing options...
Ghoulz Posted August 28, 2011 Author Share Posted August 28, 2011 The experimental has been working fine for me, and it's been out for quite a while so I'd go with it as it's the most recent version. Eh, I don't even know how to use it. No instructions are specific enough or tell you want you need to know. DERP! I'm sorry, you need TES4Gecko to merge mods. Here's a tutorial as well. Clean with TES4Edit. They mean change IDs if they're the same..? Ok, now im getting lazy and paranoid. Link to comment Share on other sites More sharing options...
MShoap13 Posted August 28, 2011 Share Posted August 28, 2011 Cleaning with TES4Edit deletes duplicate entries found in mod plugins that exactly match Oblivion.esm (Or you can use it to clean duplicate entries from the relevant master file). Make sure you make backups before cleaning because sometimes when a mod refers to an object added by DLC or another .esp the scripts won't function properly if you delete the reference. Link to comment Share on other sites More sharing options...
Ghoulz Posted August 29, 2011 Author Share Posted August 29, 2011 (edited) Cleaning with TES4Edit deletes duplicate entries found in mod plugins that exactly match Oblivion.esm (Or you can use it to clean duplicate entries from the relevant master file). Make sure you make backups before cleaning because sometimes when a mod refers to an object added by DLC or another .esp the scripts won't function properly if you delete the reference. That shouldn't be much of a case should it? Aren't most mods cleaned already? :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: Try to merge mods and get some cannot find oblivion\data\gecko.index..... :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: :psyduck: Edited August 29, 2011 by Ghoulz Link to comment Share on other sites More sharing options...
Balakirev Posted August 29, 2011 Share Posted August 29, 2011 That shouldn't be much of a case should it? Aren't most mods cleaned already? Many aren't, surprisingly. There are mods out there that have over 200 "dirty" entries, though most have considerably less. These don't typically have any impact on the game, though the more dirty mods you have running, the more chance there is of a crash. If you've some interest in this, consider checking the TES4Edit Cleaning thread. complete with list of mods that need cleaning, and why. :) Though there are far more likely reasons for a crash at game start or during gameplay, such as incompatible mods, mods that put too great a strain on an individual system, merged mods that shouldn't be merged, mods lacking a required mod to run, etc. Link to comment Share on other sites More sharing options...
Ghoulz Posted August 30, 2011 Author Share Posted August 30, 2011 Well I can't get the merge to work so there's nothing to worry about so far.... Link to comment Share on other sites More sharing options...
MShoap13 Posted August 30, 2011 Share Posted August 30, 2011 Have you ever moved your Oblivion install to a different location, and if so, are you sure you got all of the old registry entries referring to the old location? To check if you have registry keys pointing to the wrong (old) location try this:Go to RunType in "regedit" and click runEdit>FindType in your old Oblivion install path "C:\Program Files\Bethesda\Oblivion" for examplesee if it finds anything. Link to comment Share on other sites More sharing options...
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