ArchNihil Posted November 16, 2011 Share Posted November 16, 2011 Once again I screwed up something without the slightest clue why it happened... I use 3 magic mods at the same time. L.A.M.E, Supreme Magicka and Fearsome Magicka. FM shouldn't affect anything done by the other two. Here's the problem : It doesn't work at all. I can see all spells, use them, I don't get CTDs or anything, but all spells cost waaay too much magicka and require ridiculous skill levels to be used... The Mysticism starting spell requires 75 in Mysticism... Summoning a Mud Crab (Which has been renamed Gluttonous Hunger for some reason...) requires 50 Conjuration. A Mud Crab. Come on. Since I installed the mod through OBMM I tried uninstalling them both then re-installing them, however, each time I do this, each spell ends up costing me even more. I really just can't figture out what to do and would greatly appreciate your help. Thanks. Cheeers,Arch. Link to comment Share on other sites More sharing options...
Balakirev Posted November 16, 2011 Share Posted November 16, 2011 I can't speak to OBMM, since I use Wrye Bash. It's easier to organize mods properly, make sure all parent mods are in place, etc. You might want to give it a try, and then run BOSS (Better Oblivion Sorting Software) to see how it rearranges your mods. Another thing to remember is that SM comes with its own INI file that lets you change a number of parameters. I know that some of these involve spell cost in magicka. Also, remember after you make a change like this to move to a new inner cell, save the game, and exit. Then and only then load that last save in order to test the mod changes. Link to comment Share on other sites More sharing options...
ArchNihil Posted November 16, 2011 Author Share Posted November 16, 2011 I can't speak to OBMM, since I use Wrye Bash. It's easier to organize mods properly, make sure all parent mods are in place, etc. You might want to give it a try, and then run BOSS (Better Oblivion Sorting Software) to see how it rearranges your mods. Another thing to remember is that SM comes with its own INI file that lets you change a number of parameters. I know that some of these involve spell cost in magicka. Also, remember after you make a change like this to move to a new inner cell, save the game, and exit. Then and only then load that last save in order to test the mod changes. Thanks for the answer. I always use BOSS to sort my mod. I also tried putting SM after LAME, but it still didn't work. In fact, it was even worse. I couldn't summon a scamp because it required 75 Conjuration and the Dremora required 100. ;S I never touched SM's ini. Did that. Lots of useful settings, however, nothing that could help with my problems. Also not sure I got what you said about the saving to a new inner cell... Link to comment Share on other sites More sharing options...
ArchNihil Posted November 16, 2011 Author Share Posted November 16, 2011 I tried putting SM just before the Bashed Patch and rebuilding it... I can now do all spells ! They now last a lot less, but tweaking the ini file a little will probably take care of that. My Mud crab still has the Ravenous Hunger spell name so not everything is alright... But it's getting better. Link to comment Share on other sites More sharing options...
Keirgarth Posted November 16, 2011 Share Posted November 16, 2011 LAME and SM both do things with magicka that are not compatible. The last one in the load order is going to be the one that shows in game. Anything that one changes that the other does not will be as you expect it. Anything else...... :)I realize that BOSS has an order that it prefers for those, but it will be up to you to sort the order to your preference. Link to comment Share on other sites More sharing options...
Balakirev Posted November 16, 2011 Share Posted November 16, 2011 I can't say I've ever had any problems using LAME and SM in tandem. Mostly they deal with different things, though Conjuration can cause them conflicts. Where conflicts occur, there are compatibility patches. For example, I load LAME first, so in order to keep LAME's shader and lightning bolt, I use patches LAME provides. Some people load SM first--and in that case, if you want to keep SM's summons, you'd load the "Conjuration for Supreme Magicka" ESP included with in the SM archive after LAME. I tried putting SM just before the Bashed Patch and rebuilding it... I can now do all spells ! They now last a lot less, but tweaking the ini file a little will probably take care of that. Sometimes it is as simple as moving files around. Glad to hear that's all it required, plus a little INI tweaking. Enjoy. :) Link to comment Share on other sites More sharing options...
ArchNihil Posted November 16, 2011 Author Share Posted November 16, 2011 (edited) I can't say I've ever had any problems using LAME and SM in tandem. Mostly they deal with different things, though Conjuration can cause them conflicts. Where conflicts occur, there are compatibility patches. For example, I load LAME first, so in order to keep LAME's shader and lightning bolt, I use patches LAME provides. Some people load SM first--and in that case, if you want to keep SM's summons, you'd load the "Conjuration for Supreme Magicka" ESP included with in the SM archive after LAME. I tried putting SM just before the Bashed Patch and rebuilding it... I can now do all spells ! They now last a lot less, but tweaking the ini file a little will probably take care of that. Sometimes it is as simple as moving files around. Glad to hear that's all it required, plus a little INI tweaking. Enjoy. :) In fact, it doesn't exactly work. My summons are still screwed up... Quite a few summons are called something else than they summon. All new summons added either by LAME or SM. Another thing... Isn't the "Conjuration for Supreme Magicka" esp for the exact apposite ? Keep LAME summons if you put SM after ? And in any case that'd help : Active Mod Files: 00 Oblivion.esm 01 GTAesgaard_2.esm 02 All Natural Base.esm [Version 1.3] 03 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI] 04 Francesco's Optional New Items Add-On.esm [Version 4.5bSI] 05 Cobl Main.esm [Version 1.73] 06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 07 Mart's Monster Mod.esm [Version 3.7b3p3] 08 FCOM_Convergence.esm [Version 0.9.9MB3] 09 Armamentarium.esm [Version 1.35] 0A Artifacts.esm 0B CM Partners.esm 0C ScreenEffects.esm 0D Unofficial Oblivion Patch.esp [Version 3.3.6] 0E Oblivion Citadel Door Fix.esp 0F DLCShiveringIsles.esp 10 Unofficial Shivering Isles Patch.esp [Version 1.4.3] ++ Shivering OOO.esp 11 Francesco's Optional Chance of Stronger Bosses.esp 12 Francesco's Optional Chance of Stronger Enemies.esp 13 Francesco's Optional Chance of More Enemies.esp 14 Francesco's Optional Leveled Guards.esp ++ Francesco's Dark Seducer Weapons Patch.esp ++ FCOM_Francescos.esp [Version 0.9.9] ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] 15 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 16 Fran_Lv30Item_Maltz.esp ++ LoadingScreens.esp 17 All Natural.esp [Version 1.3] 18 All Natural - SI.esp [Version 1.3] ++ All Natural - MMM Patch.esp [Version 1.3] 19 OBGE - Liquid Water.esp ++ Symphony of Violence.esp 1A Atmospheric Oblivion.esp 1B Diverse Voices.esp [Version 0.1a] 1C All Natural - Real Lights.esp [Version 1.3] 1D Ayleid Loot EXtension.esp 1E Ayleid Loot EXtension - OOO Dungeons.esp 1F Book Jackets Oblivion.esp ++ Item interchange - Extraction.esp [Version 0.78] 20 Torch Arrows.esp 21 VAs Better Gold with no Menu Icon.esp 22 Enhanced Economy.esp [Version 5.3] 23 Crowded Roads Revisited.esp [Version 1.1] 24 Display Stats.esp [Version 2.0.1] 25 Forward Motion Blur.esp 26 MotionBlur.esp 27 Oblivion Graphics Extender Support.esp [Version 0.42] 28 ScreenControls.esp 29 Dynamic Map.esp [Version 2.0] 2A DLCHorseArmor.esp 2B DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6] 2C DLCOrrery.esp 2D DLCOrrery - Unofficial Patch.esp [Version 1.0.4] 2E DLCVileLair.esp 2F DLCVileLair - Unofficial Patch.esp [Version 1.0.7] 30 DLCMehrunesRazor.esp 31 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5] 32 DLCSpellTomes.esp ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 33 DLCThievesDen.esp 34 DLCThievesDen - Unofficial Patch.esp [Version 1.0.9] 35 Slof's Oblivion Robe Trader.esp 36 Cobl Glue.esp [Version 1.73] 37 Cobl Si.esp [Version 1.63] 38 Bob's Armory Oblivion.esp 39 FCOM_BobsArmory.esp [Version 0.9.9] 3A Loth's Blunt Weapons for Npcs.esp ++ FCOM_LothsBluntWeapons.esp [Version 0.9.9] 3B Oblivion WarCry EV.esp [Version 1.09] 3C FCOM_WarCry.esp [Version 0.9.9MB5] 3D Oscuro's_Oblivion_Overhaul.esp [Version 1.34] ++ OOO-Water_Weeds.esp [Version 1.33] 3E OOO-No_Guild_Ownership.esp [Version 1.33] ++ OOO-DLT_Remover.esp [Version 1.33] 3F Alluring Potion Bottles v3.esp 40 Alluring Wine Bottles.esp ** OMOBS_SI.esp [Version 2.0] ++ ArmamentariumLLVendors.esp [Version 1.35] 41 ArmamentariumArtifacts.esp [Version 1.35] 42 OOO 1.32-Cobl.esp [Version 1.72] 43 FCOM_Convergence.esp [Version 0.9.9Mb3] ++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] 44 FCOM_RealSwords.esp [Version 0.9.9] 45 FCOM_DurabilityAndDamage.esp [Version 0.9.9] ++ FCOM_SaferRoads.esp [Version 0.9.9] 46 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 47 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] 48 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3] ++ FCOM_DiverseGuardUnity.esp [Version 0.9.9] ++ FCOM_BobsGuardUnity.esp [Version 0.9.9] ++ FCOM_HungersUnitySI.esp [Version 0.9.9] ** FCOM_FriendlierFactions.esp [Version 0.9.9] 49 FCOM_MoreRandomSpawns.esp [Version 0.9.9] 4A FCOM_MoreRandomItems.esp [Version 0.9.9] ++ ArmamentariumLL4OOO.esp [Version 2.01] ++ ArmamentariumLLMagicOOO.esp [Version 1.35] ++ FineWeapons for OOO.esp ** LoadingScreens-OOO.esp 4B KDCircletsOOOOptimized - Loot Only.esp [Version 1.2] ** RustyItems for OOO.esp 4C OOO-WaterFish.esp [Version 1.34] 4D TamrielTransportationNetwork.esp 4E Artifacts.esp ++ Artifacts - ArmaCompleteAddon.esp [Version 1.0] 4F Insanity's Pet Shop.esp 50 GTAesgaard.esp 51 GTAesgaard_2.esp 52 Gates To Aesgaard 2 Delayer.esp [Version 1.0] 53 DLCBattlehornCastle.esp 54 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.6] 55 DLCFrostcrag.esp 56 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5] 57 Knights.esp ** Knights - Book Jackets.esp 58 Knights - Unofficial Patch.esp [Version 1.1.1] 59 TOTF.esp 5A The Lost Spires.esp ++ FCOM_Knights.esp [Version 0.9.9Mb3] ++ FCOM_SlofsRobeTrader.esp [Version 0.9.9] 5B Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] 5C Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] 5D ANB_No_FastTravel.esp 5E Quest Award Leveling SI.esp 5F NoBackwardsRunning.esp 60 TeachSpell.esp 61 FearsomeMagicka.esp 62 Oblivion XP.esp ++ OOO-Level_Stock.esp [Version 1.33] ** Cava Obscura - Cyrodiil.esp ** Cava Obscura - SI.esp ** Cava Obscura - Filter Patch For Mods.esp ++ Item interchange - Placement for FCOM.esp [Version 0.78] 63 ElaborateEyes.esp 64 CM Partners.esp 65 CM Partners Special NPCs.esp 66 CM Partners NPC.esp 67 CM Partners More NPCs.esp 68 CM Partners Marker NPCs.esp 69 CM Partners Extra NPCs.esp ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] ++ Slof's Oblivion Better Beasts.esp ++ Cobl Races - Balanced.esp [Version 1.52] 6A bgIntegrationIntegratedEV.esp [Version 1.0an] 6B bgMagicEV.esp [Version 1.7EV] ++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV] ++ bgMagicEVStartspells.esp [Version 1.68EV] ++ bgMagicEVAddEnVar.esp [Version 1.68EV] ++ bgMagicShaderLifeDetect.esp [Version 1.68] 6C SupremeMagicka.esp [Version 0.90b] ++ bgMagicEV_Conjuration_for_Supreme_Magicka.esp [Version 1.7.7] 6D SM_ShiveringIsles.esp [Version 0.90] ++ SM_DLCSpellTome.esp [Version 0.90] ++ SM_OOO.esp [Version 0.90] ++ SM_MMM.esp [Version 0.90] ++ SM_COBL.esp [Version 0.90] 6E SM_EnchantStaff.esp [Version 0.90] ++ SM_Scrolls.esp [Version 0.90] ++ SM_SigilStone.esp [Version 0.90] ** FCOM_Archery.esp [Version 0.9.9] ++ Visually Enchanted 2.1.esp 6F SnArrowEffects.esp ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.3] 70 Bashed Patch, 0.esp Does install order matter ? Else I really can't see where the problem would be... EDIT : No matter which one I put in front of the other one, which plugin I use or whatever, I still get my summons messed up. I can buy a "Summon Skeleton Hero" spell in Chorrol, but in the spell description it says : "Summon Spectral Warrior for 80 seconds" and it actually summons a Spectral Warrior. Kinda lost now... Edited November 16, 2011 by ArchNihil Link to comment Share on other sites More sharing options...
Balakirev Posted November 16, 2011 Share Posted November 16, 2011 You're right about that Conjuration ESP--my apologies. Try putting it after all your SM files, and see if that makes a difference. Also, did you try rebuilding your Bashed Patch before running the game again? What about saving and cells is that info is stored with saved games that has to be cleaned out in order to test new conditions, when you move around, remove or add mods. What's called a "clean save" is caused by moving to an indoor cell--that's to say, go to someplace, any place indoors, where the room you're in has to load. In other words, if you walk from one room to another and there's no game loading between rooms, you're still in the same cell. You want to change cells. That removes old info from the saved game. Then save the game. Exit completely. Reload from Windows. That last save you made is now a clean save. Link to comment Share on other sites More sharing options...
ArchNihil Posted November 16, 2011 Author Share Posted November 16, 2011 You're right about that Conjuration ESP--my apologies. Try putting it after all your SM files, and see if that makes a difference. Also, did you try rebuilding your Bashed Patch before running the game again? What about saving and cells is that info is stored with saved games that has to be cleaned out in order to test new conditions, when you move around, remove or add mods. What's called a "clean save" is caused by moving to an indoor cell--that's to say, go to someplace, any place indoors, where the room you're in has to load. In other words, if you walk from one room to another and there's no game loading between rooms, you're still in the same cell. You want to change cells. That removes old info from the saved game. Then save the game. Exit completely. Reload from Windows. That last save you made is now a clean save. Haha, thanks for keeping up with my non-sense. ._. I tried removing LAME to see what would happen... And even Supreme Magicka all by itself doesn't work properly... I un-installed it through OBMM and re-installed it a few times... Still didn't work. If I put LAME back, all that changes (Except the fact I get more spells...) is the messed-up spells are messed up differently. The "Summon Skeleton Champion" which used to cast a Spriggan with Supreme Magicka will now cast a Spectral Warrior wit LAME and SM. Still nonsense. But a different kind of nonsense. The game is perfectly playable. But damn this is really an annoyance. Could it be the install order ? Bashed Patch setting ? =/ (I moved the file after as you suggested which made LAME summons show up in game. Thanks for that.) Link to comment Share on other sites More sharing options...
Keirgarth Posted November 16, 2011 Share Posted November 16, 2011 What is the "TeachSpell.esp" from? Could it be that this is causing the issue? I run a full uFCOM install with most of the mods you do and I don't see the issue you are having. I don't however run more than a single magic mod at a time. I might load up FM to see what happens on my install, and will post again if I see the same issue you have. Link to comment Share on other sites More sharing options...
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