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Mod/OBSE Problems


TheEvanBob

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I have been having problems with Mods that require OBSE. When I install OBSE (v15) and follow the directions in the "Read-me" and put the components of the OBSE into the Oblivion Directory, Then I start it using the "obse_loader.exe". After all of that I try loading a game and it comes up with "Oblivion has encountered a problem and needs to close" or if I try to start a new game it doesn't do anything it just sits there.

 

Comp. Info: I have a Windows Xp Home Edition, Oblivion GOTY Edition with the patch 1.2.0416, (when I installed the patch it sat there for a second then came up with "Old file not found' then went on and finished and then came up with Patch complete or something like that, I don't know if thats relevant or not.) I also had to reinstall Oblivion several times trying to get it to work.

 

Please Help, Thanks!

 

PS: Don't be too complicated with the explanations. I probably won't answer your questions right away so please try to be patient.

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  • 1 month later...

I have the same game version as yours, same Windows. Please see also the topic "Obse woes" on page one.

 

Everytime I try to save my game, I have a 50 % chance to create a corrupt savegame after having a CTD. Also sometimes in action I have this CTD.

 

This problem started when I installed OBSE (tried different versions, also 0015a) I simply removed it and the game ,including dozens of mods are working fine again if you start from a save game, made before installing OBSE.

 

I know, this is not solving your problem but maybe in the future the developpers of OBSE can fix this problem?

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I have been having problems with Mods that require OBSE. When I install OBSE (v15) and follow the directions in the "Read-me" and put the components of the OBSE into the Oblivion Directory, Then I start it using the "obse_loader.exe". After all of that I try loading a game and it comes up with "Oblivion has encountered a problem and needs to close" or if I try to start a new game it doesn't do anything it just sits there.

 

Comp. Info: I have a Windows Xp Home Edition, Oblivion GOTY Edition with the patch 1.2.0416, (when I installed the patch it sat there for a second then came up with "Old file not found' then went on and finished and then came up with Patch complete or something like that, I don't know if thats relevant or not.) I also had to reinstall Oblivion several times trying to get it to work.

 

Please Help, Thanks!

 

PS: Don't be too complicated with the explanations. I probably won't answer your questions right away so please try to be patient.

That message means the patch failed and so OBSE will not work.

 

The reasons for the failing are commonly one of these:

 

A - You got the wrong patch for your version - like a patch for Oblivion and you have SI, or you have the patch for SI and don't have the expansion, or the locale isn't the correct (US? European?)

 

B - Your game is already patched, but don't seems to be your case since the issue you report is really wrong patch

 

You have a cracked .exe, if so you need the original one before patching

 

Edit: OBSE will refuse to work with cracked exe too.

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The GOTY version of the game is already patched when you buy it. It was bought in Europe.

I also patched the game with the both unofficial SI and Oblivion patches. I didn't create the OBSE folder myself.

I just put all the OBSE items in the oblivion's general folder.

I'm using a no DVD patch, but I already tried the original loader again, it also resulted in the same problem ( CRTD, in most of the cases when I try to save the game) Bizar that everything seems to work except the saving?

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YOu are required to manually make that folder because that is where OBSE looks for mods that need OBSE to run.

I think there is a mistake here. In the "plugins" folder goes plugins to OBSE, like Pluggy or TSFC...

mods that just uses the script functions instead creating yet more functions to be used in scripting are treated as common vanilla mod and installed like the vanilla ones.

 

Maybe I missed something in the start of the thread, verifying...

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YOu are required to manually make that folder because that is where OBSE looks for mods that need OBSE to run.

I think there is a mistake here. In the "plugins" folder goes plugins to OBSE, like Pluggy or TSFC...

mods that just uses the script functions instead creating yet more functions to be used in scripting are treated as common vanilla mod and installed like the vanilla ones.

 

Maybe I missed something in the start of the thread, verifying...

Well nosisab, I think I am correct, as I quote Elys here for his Description of Elys Uncapper:

 

==============

3. INSTALLING

==============

 

Copy OBSE_Elys_Uncapper.dll to your "<Oblivion installation folder>\DATA\OBSE\Plugins\"

( by default "C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\" )

 

admin note:

 

You have to make a new folder in data file named OBSE and then a file inside of that named Plugins.

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The mods that require OBSE do not need the OBSE sub folder in the data folder. Only the plug ins such as Elys uncapper require it. I have been using OBSE for a long time and do not have that folder installed as I have not needed the plug ins yet.

 

OBSE is not a mod and does not install like a mod. It is a separate program and must be started before Oblivion every time. The OBSE loader should start OBSE, then Oblivion automatically. You should not have to start Oblivion separately. If you use OBMM, there is a built in OBSE launcher in it also. It will automatically launch OBSE if it is installed when you use the 'Launch Oblivion' button.

 

To install OBSE, read the readme and follow the instructions. Only copy the files that it says to copy. And only copy them where it says to copy them. The other files are there for developers to use, not players who just want to use the mods.

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YOu are required to manually make that folder because that is where OBSE looks for mods that need OBSE to run.

I think there is a mistake here. In the "plugins" folder goes plugins to OBSE, like Pluggy or TSFC...

mods that just uses the script functions instead creating yet more functions to be used in scripting are treated as common vanilla mod and installed like the vanilla ones.

 

Maybe I missed something in the start of the thread, verifying...

Well nosisab, I think I am correct, as I quote Elys here for his Description of Elys Uncapper:

 

==============

3. INSTALLING

==============

 

Copy OBSE_Elys_Uncapper.dll to your "<Oblivion installation folder>\DATA\OBSE\Plugins\"

( by default "C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\" )

 

admin note:

 

You have to make a new folder in data file named OBSE and then a file inside of that named Plugins.

Good opportunity to trade info and don't turn it a contest of sorts. I see now about what you were talking. This dll is indeed an OBSE plugin and not an end user mod, it seems, and so it goes in the plugins folder. Maybe that mod is even a mix of the two: one part that creates it's own script functions and another were it uses them. I'll take a look at this mod.

 

But we mustn't let doubts about the installation procedure of mods. Doesn't matter if a scripted mod is an "OBSE" mod (Inaccurate saying so yet not wrong since it "depends" on the OBSE presence to work), such mods are treated alike any other mod and like any other mod may have tis own directory structure the user must follow and yet this is nothing OBSE imposes.

 

Resuming: The better is the user getting used to read the READMEs so he isn't sorry latter. But installing "normal OBSE" mod in nothing differs installing vanilla ones.

 

PS: Indeed "OBSE mods" should be called "Oblivion Mods" that depends on OBSE and OBSE plugins are the ones that could be named OBSE mods with reason (yet calling it plugin is more fitted). If one stop to think, the commonly called "OBSE mod" in nothing modifies OBSE.

 

Edit: The reason I'm stressing this is because I feel that naming misunderstanding leads to wrong concepts about the real role of OBSE in mods, making it seems the guilt of all and any user/modder errors.

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