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Are all of these mods compatable with eachother? If so, what am I doin


geoffparker88

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Okay, I want to be brief but as detailed as necissary here. I have quite a bit of mods. I take pains to read the readme's, particuarly concerning the installation and compatability. But I really don't know what I'm doing. Some mods show up, some don't, and some glitches have been showing up.

 

Before I continue, I have been using Wrye Bash, OBMM, and I have BOSS. I want to be able to just lay everything out on the table so that you guys can see what I have, see what's working, what's not done right, what's in the right load order, and point out and tell me how to fix the flaws.

 

Is there some sort of helpful tell-all list or group of lists that I can provide to help you guys help me? If so, what?

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Okay, here's Wrye Bash:

 

 

Active Mod Files:

 

00  Oblivion.esm
01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]
02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]
03  Cobl Main.esm  [Version 1.73]
04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]
05  Mart's Monster Mod.esm  [Version 3.7b3p3]
06  FCOM_Convergence.esm  [Version 0.9.9MB3]
07  Armamentarium.esm  [Version 1.35]
08  Artifacts.esm  [Version 1.1]
09  Bag of Holding.esp  [Version 1.5.0]
0A  Natural_Water_by_Max_Tael.esp
0B  Natural_Weather_by_Max_Tael.esp
0C  Natural_Habitat_by_Max_Tael.esp
0D  Natural_Vegetation_by_Max_Tael.esp
0E  MidasSpells.esp
**  DeadlyReflex 6 - Combat Moves.esp
0F  Unofficial Oblivion Patch.esp  [Version 3.2.0]
10  Oblivion Citadel Door Fix.esp
11  DLCShiveringIsles.esp
12  Unofficial Shivering Isles Patch.esp  [Version 1.5.0]
13  USIPS Additional Changes.esp
14  Francesco's Optional Chance of Stronger Bosses.esp
15  Francesco's Optional Chance of Stronger Enemies.esp
16  Francesco's Optional Chance of More Enemies.esp
17  Francesco's Optional Leveled Guards.esp
++  FCOM_Francescos.esp  [Version 0.9.9]
++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
++  Item interchange - Extraction.esp  [Version 0.76]
19  DLCHorseArmor.esp
1A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.7]
1B  DLCOrrery.esp
1C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.5]
1D  DLCVileLair.esp
1E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.7]
1F  DLCMehrunesRazor.esp
20  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]
21  DLCSpellTomes.esp
++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
22  DLCThievesDen.esp
23  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.10]
++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]
24  Cobl Glue.esp  [Version 1.73]
25  Cobl Si.esp  [Version 1.63]
26  Bob's Armory Oblivion.esp
27  FCOM_BobsArmory.esp  [Version 0.9.9]
28  Loth's Blunt Weapons for Npcs.esp
++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]
29  Oblivion WarCry EV.esp  [Version 1.09]
2A  FCOM_WarCry.esp  [Version 0.9.9MB5]
2B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]
**  OMOBS_SI.esp  [Version 2.0]
2C  ArmamentariumArtifacts.esp  [Version 1.35]
2D  OOO 1.32-Cobl.esp  [Version 1.72]
2E  FCOM_Convergence.esp  [Version 0.9.9Mb3]
++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]
2F  FCOM_RealSwords.esp  [Version 0.9.9]
30  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]
++  FCOM_SaferRoads.esp  [Version 0.9.9]
31  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]
32  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]
33  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]
34  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]
35  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]
36  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]
37  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]
++  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]
++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]
++  ArmamentariumLL4OOO.esp  [Version 2.01]
++  ArmamentariumLLMagicOOO.esp  [Version 1.35]
++  MMM-Cobl.esp  [Version 1.73]
38  Artifacts.esp  [Version 1.1]
++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]
39  DLCBattlehornCastle.esp
3A  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.6]
3B  DLCFrostcrag.esp
3C  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.6]
3D  Knights.esp
3E  Knights - Unofficial Patch.esp  [Version 1.1.2]
**  DLC_MOBS.esp
3F  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]
++  FCOM_Knights.esp  [Version 0.9.9Mb3]
**  Alternative Start by Robert Evrae.esp
++  Item interchange - Placement for FCOM.esp  [Version 0.76]
++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]
40  babehair_EV.esp
++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]
**  FCOM_Archery.esp  [Version 0.9.9]
++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]
41  Bashed Patch, 0.esp

 

 

And then just to be on the safe side (but probably extreamly redundant) here's what OBMM says:

 

 

Oblivion.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
FCOM_Convergence.esm
Armamentarium.esm
Artifacts.esm
Unofficial Oblivion Patch.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
USIPS Additional Changes.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_FrancescosNamedBosses.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
Cobl Glue.esp
Cobl Si.esp
Bob's Armory Oblivion.esp
FCOM_BobsArmory.esp
Loth's Blunt Weapons for Npcs.esp
Oblivion WarCry EV.esp
FCOM_WarCry.esp
Oscuro's_Oblivion_Overhaul.esp
ArmamentariumArtifacts.esp
OOO 1.32-Cobl.esp
FCOM_Convergence.esp
FCOM_RealSwords.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Zombies for Body Meshes.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Artifacts.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
Mart's Monster Mod - City Defences.esp
Bashed Patch, 0.esp
Natural_Habitat_by_Max_Tael.esp
Natural_Vegetation_by_Max_Tael.esp
Natural_Water_by_Max_Tael.esp
Natural_Weather_by_Max_Tael.esp
babehair_EV.esp
MidasSpells.esp
Bag of Holding.esp
Storms & Sound.esp

 

 

Also a few notes: I started to install Deadly Reflexes, but I got confused and put it on hold. I'd love to get that mod working somehow, if it's possible. I have all of the recommended/required mods on my computer that were listed in the detail section of Deadly Reflexes, I just haven't tried to install them, because I was afraid I'd mess everything up and I'd corrupt my save files, or worse, I'd make it to where Oblivion wouldn't even run.

 

Also, I have these mods that I wanted to install:

 

Sounds of Cyrodiil by Cliffworms

 

And these recommended mods for the best Sounds of Cryodiil experience:

 

Storms and Sound by Deathless Aphrodite

Oblivion Stereo Overhaul by Canderoc

Better Bell Sounds by Morbus

Atmospheric Oblivion by PirateLordX

Symphony of Violence by MigTheGreat

All Natural by Chong Li, WrinklyNinja, Arthmoor and Brumbek

Immersive Interiors by SomeWelshGuy

 

lol I kind of got confused at the Oblivion Stereo Overhaul part where it says in the readme:

 

-To install the new version: Simply decompress the 7zip archive into your Oblivion folder, then use some sort of archive invalidation technique (e.g. OBMM) to get the game to recognize the new files.

 

The bolded part is what threw me for a loop. I'm not sure what Canderoc is saying here, or how to do what he is saying.

 

Also, I downloaded the Elsweyr Anequina Mod... I haven't even opened that one up yet, as I was dealing with everything else, but knowing my dense self, lol, I'm sure I'll have some confusion when it comes to installing it.

 

And finally, a very annoying thing... my female character has the stereotypical monk hair, you know, the kind where it wraps around the head but the top is bald? It wasn't like that before... I was using one of Ren's hairs. But somehow, at sometime, I screwed something up, and I'm not sure what. All I know is that when I tried to fix it, it didn't make any difference what I did. And the really anoying thing is, when I type in the consol in-game showracemenu to attempt to manually fix it, the game goes black and crashes to desktop. But I noticed that when I start a brand new game, I CAN use Ren's hairs.

 

Lol I said finally before, but this is REALLY finally: all of the other character creation mods that I have seem to not be showing up, such as Capucine's Character Expansion and Django's Unique Features. And I have no clue as to what else is working and what isn't, because I've never played the game without any mods, so I don't know what is normal and what you would see with a mod, if that makes any sense.

 

Thank you guys SOOO much for helping a ignoranus like me!

Edited by geoffparker88
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I can explain on the archive invalidation issue. There have been several methods used over the years to get the game to recognize and use replacements for the vanilla resources that came with the game. Those vanilla resources are packed in the BSA files you'll see in your game's Oblivion\Data folder. They are compressed (similar to .zip or .7z) and within the compressed archive there is a folder structure that coincides with the folder structure hardwired into the game engine. Archive invalidation is the method of instructing the game to use resources outside of it's BSA files.

 

There have been various ways of achieving that over the years. Today's recommended method is called BSA Redirection. If you click on the 'Utilities' button on the right of Oblivion Mod Manager's (OBMM) window you'll see an option in the list 'Archive Invalidation'. That will bring up the dialogue where you can chose an archive invalidation method. Make sure the 'BSA Redirection' radio button is selected and leave the other check boxes etc. as they were. Close the Archive Invalidation dialogue and then close OBMM. You'll notice that OBMM doesn't have a save button or menu item. It saves when the program is closed, so it's important to close OBMM after you have used it for anything before you start your game (I don't recommend using the 'Launch Oblivion' button to start the game ... but then again I am an old school dinosaur).

 

The only thing in your mod list that I notice is that you are using Natural Weather. I have no personal experience, but Hickory (one of the local experts, who has been absent for quite some time now ... where are you old buddy, hope you're well) always advised to use Weather - All Natural instead (his reasoning was Natural Weather was old, buggy and unsupported vs Weather - All Natural is more current and supported).

 

- Edit - One other thing that came to mind ... never follow a mods recommendation to unzip a download directly into your game's Data folder. Always decompress the download into either a temporary folder or named folder (I use a named subfolder in my OblivionDownloads folder I created). That way you can examine the files and folders it includes and compare to your game install, checking for file overwrites. To install use the copy and paste manual method. The other alternative is to use Wyre Bash's BAIN installation method. It's intelligent enough to warn you of any overwrites, and will keep track of what is overwritten and restore the previous if you ever uninstall the offending mod in the future.

Edited by Striker879
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Instead of using Babehair, consider COBL Races. That should integrate better in your Bashed Patch, and may give your character their hair back.

 

The UOP should load first among your ESPs. Minor point, but still.

 

Few FCOM mavens, here, but a bunch hang around the official forums. Try posting your list, there. Getting all four of those giants to pull together is tough on its own, much less with other mods thrown in. (Only use Fran's and Mart's out of the group, myself.)

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Thank you everyone for your help. I've been a little busy, so it's not like I've blown this off. Striker879, your information on the archive invalidation issue is very helpful in clarifying what needs to be done. And Balakirev, I'll try and ditch Babehair. And what forums exactly should I post in? The FCOM official forums?
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Thank you everyone for your help. I've been a little busy, so it's not like I've blown this off. Striker879, your information on the archive invalidation issue is very helpful in clarifying what needs to be done. And Balakirev, I'll try and ditch Babehair. And what forums exactly should I post in? The FCOM official forums?

 

These. Search on FCOM, and you'll find several threads; your choice. Or start your own.

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