Duthos1 Posted August 30, 2008 Share Posted August 30, 2008 Thought I had it nearly figured. But suddenly crazy bats are invisible. Using detect life I see nothing, but my skeleton summon can put arrows in them and the arrows fly around. Also there are a pair of arrows suspended in the air in the mage university. There are a couple other little things as well, telling me there is something slightly... off with this setup. Such as tokens. An example is the "process token" looks like a ring and seems to drop on the ground during combat. There were other tokens as well. Wierd. All I've added since I had it working right (I think it was) was alchemists alcove and life detection shader. But I'm not certain. Anyway, I have read alot of documentation trying to resolve this myself, as well as using FCOM helper, but I am at a loss. This list is, I think, pretty much all I want to add to the game, and I know it is smaller than many, so hopefully easir to troupbleshoot. And once I get it working I can play. I have spent longer trying to get this right than I have playing the game. Except for two files I marked, they are all green, if that matters. Any help wouold be very much appreciated. 00 Oblivion.esm01 ScreenEffects.esm02 Francesco's Leveled Creatures-Items Mod.esm03 Francesco's Optional New Items Add-On.esm04 EnhancedWeather.esm [Version 1.2]05 Cobl Main.esm [Version 1.44]06 Armamentarium.esm07 Oscuro's_Oblivion_Overhaul.esm [Version 1.34Beta3]08 Mart's Monster Mod.esm [Version 3.6beta]09 TamrielTravellers.esm [Version 1.36]0A FCOM_Convergence.esm [Version 0.9.9a7]0B Kvatch Rebuilt.esm0C ArmamentariumFran.esm++ HrmnsOblivionScriptOptimizationv1.0.esp0D Visual Enchantments v1.0.esp0E Visually Enchanted Drains 1.esp0F Visually Enchanted SoulTrap 1.esp++ Faction_Rank_Fix-5862.esp++ ArmamentariumLLVendors.esp++ LifeDetectShaderPurple.esp10 Quest Award Leveling_v1_6.esp** Armamentium female.esp11 Enchantment-and-Spellmaking-Unlocker-Balanced.esp - FCOM helper wanted this lower in the list, but screwed up mighty magic. I put it here.** TNR - ALL RACES FINAL.esp12 Unofficial Oblivion Patch.esp13 DLCShiveringIsles.esp14 Unofficial Shivering Isles Patch-MOBS.esp [Version 1.3.0]++ Shivering OOO.esp15 Oblivion.esp - This was made using the instructions on FCOM's homepage to avoid fran problems16 Francesco's Optional Chance of Stronger Bosses.esp17 Francesco's Optional Chance of Stronger Enemies.esp18 Francesco's Optional Chance of More Enemies.esp++ FCOM_Francescos.esp [Version 0.9.9]++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]19 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]1A Fran Armor Add-on.esp1B Natural_Habitat_by_Max_Tael.esp1C Natural_Water_by_Max_Tael.esp1D EnhancedWeather.esp [Version 1.0.9]1E EnhancedWeather - SI.esp [Version 1.1.7]1F Book Jackets Oblivion.esp20 MoveQuestItems - OBSE.esp21 Update My Statue.esp [Version 1.30]22 Expanded Hotkeys and Spell Delete v1.0.esp23 DLCHorseArmor.esp24 DLCOrrery.esp25 DLCVileLair.esp26 DLCMehrunesRazor.esp27 DLCSpellTomes.esp28 ArmamentariumArtifacts.esp++ ArmamentariumLL4OOO.esp - This shows up orange it my list, thinks its the wrong version but came with armamentorium complete package29 Lich King's Helm v1_0.esp2A New Frostmourne Sword by Jojjo v1_0.esp2B Slof's Oblivion Robe Trader.esp2C Slofs Elaborate Robe Exnemized - EV.esp2D ExnemEyeCandy.esp** StockClothingArmor-forExnems.esp2E Slof's Horses HA Essential.esp2F DLCThievesDen.esp30 KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]31 Cobl Glue.esp [Version 1.44]32 Cobl Si.esp [Version 1.32]** Cobl Tweaks.esp [Version 1.44]33 AlchemistsCave-COBL.esp34 OOO 1.32-Cobl.esp [Version 1.41]++ FCOM_Cobl.esp [Version 0.9.9]35 Bob's Armory Oblivion.esp36 FCOM_BobsArmory.esp [Version 0.9.9]37 Loth's Blunt Weapons for Npcs.esp++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]38 Oblivion WarCry EV.esp39 FCOM_WarCry.esp [Version 0.9.9]3A Oscuro's_Oblivion_Overhaul.esp [Version 1.34Beta3]3B OOO-Water_Weeds.esp [Version 1.33]3C FCOM_Convergence.esp [Version 0.9.9]++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]3D FCOM_RealSwords.esp [Version 0.9.9]3E FCOM_DurabilityAndDamage.esp [Version 0.9.9]++ FCOM_SpawnRatesReduced.esp [Version 0.9.9]++ Mart's Monster Mod - Less Bone Loot.esp3F Mart's Monster Mod - Vindasel.esp40 Mart's Monster Mod - Extra Wounding.esp++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]++ FCOM_BobsGuardUnity.esp [Version 0.9.9]++ FCOM_HungersUnitySI.esp [Version 0.9.9]++ FCOM_Archery.esp [Version 0.9.9]++ FCOM_ArcheryArmamentarium.esp [Version 2]41 FCOM_MoreRandomSpawns.esp [Version 0.9.9]42 FCOM_MoreRandomItems.esp [Version 0.9.9]++ TamrielTravellerAdvScript.esp [Version 1.36]43 TamrielTravellers4000.esp [Version 1.36]++ TamrielTravellersItemsNPC.esp44 TamrielTravellersItemsCobl.esp [Version 1.36]45 ShiveringIsleTravellers.esp++ Fransfemale.esp++ OOO-Armor.esp46 OOO-Ayleid Coin Add-on.esp47 DLCFrostcrag.esp48 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.3]++ FCOM_SlofsRobeTrader.esp [Version 0.9.9]49 Kvatch Rebuilt.esp++ Kvatch Rebuilt - OOO Compatibility.esp4A Kvatch Rebuilt - Leveled Guards - FCOM.esp++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]4B Harvest [Flora].esp [Version 3.0.0]++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]4C Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]4D Birthsigns Expanded.esp [Version 2.]++ Francesco's Dark Seducer Weapons Patch.esp4E Oblivion Gate Map Marker Remover.esp [Version 1.1.0]4F P1DKeychain for COBL.esp [Version 4.21]++ P1DkeyExtraMouseButton.esp50 P1DmenuEscape.esp51 Salmo the Baker, Cobl.esp [Version 3.07]52 Quest Award Leveling SI.esp53 RealisticFatigue.esp54 RealisticForceMedium.esp55 AFLevelMod.esp56 MidasSpells.esp57 Midas OscuroGems.esp58 Mighty Magick - Settings.esp59 Mighty Magick - Spells and Creatures.esp5A Mighty Magick - Shivering Isles.esp5B Mighty Magick - Skills.esp5C Mighty Magick - Races.esp++ Mighty for Midas - Rational.esp - This also shows up orange, though it seems to work, and they are the versions reffered to in the documentation5D OOO Skill Rates-MM FIX.esp++ DLCSpellTomes MM Patch.esp [Version 1.3]5E StealthOverhaul.esp5F RenGuardOverhaul.esp60 RenGuardOverhaulShiveringIsles.esp61 CuteElf11.esp [Version 1.1.2]62 Beautiful People.esp63 Bashed Patch, 0.esp Link to comment Share on other sites More sharing options...
tyreil829 Posted September 2, 2008 Share Posted September 2, 2008 have you used FCOM helper it should sort your list out Click Here For Link Col John Sheppard Link to comment Share on other sites More sharing options...
MrCooper2006 Posted September 2, 2008 Share Posted September 2, 2008 Now you sound like me...! Link to comment Share on other sites More sharing options...
Duthos1 Posted September 3, 2008 Author Share Posted September 3, 2008 As I said in my first post, yes I used fcom helper. And I only moved one file from where it was placed by it, which I noted in my list. I get strange things that I think are slightly off, usually subtle. Such as fish spawining on land, or enemies outside of walkable terrain. In one dungeon (just a standard monster den somwhere) there was a room seperated from the rest of the cave with black widows and hatchlings that fell in a loop (found via console command tcl, wanted to find out why I couldn't rest) well, actually the room was behind the spiders, which makes me think there was a passage deleted or something. So, may I have an opinion from someone who knows more about mods than I, and has the time to read my post, please? Edit - I have gotten rid of the orange on the two files listed by putting armamentorium.esm after ooo.esm, and moving midas.esp to just after mighty magic spells and creatures. I doubt that it fixed it, but am just rebuiding my patch now and will test. Link to comment Share on other sites More sharing options...
thomasv333 Posted September 3, 2008 Share Posted September 3, 2008 Now you sound like me...! LOL Link to comment Share on other sites More sharing options...
thomasv333 Posted September 3, 2008 Share Posted September 3, 2008 As I said in my first post, yes I used fcom helper. And I only moved one file from where it was placed by it, which I noted in my list. I get strange things that I think are slightly off, usually subtle. Such as fish spawining on land, or enemies outside of walkable terrain. In one dungeon (just a standard monster den somwhere) there was a room seperated from the rest of the cave with black widows and hatchlings that fell in a loop (found via console command tcl, wanted to find out why I couldn't rest) well, actually the room was behind the spiders, which makes me think there was a passage deleted or something. So, may I have an opinion from someone who knows more about mods than I, and has the time to read my post, please? Edit - I have gotten rid of the orange on the two files listed by putting armamentorium.esm after ooo.esm, and moving midas.esp to just after mighty magic spells and creatures. I doubt that it fixed it, but am just rebuiding my patch now and will test. I have had a few of the glitches you describe from time to time. I'm not sure how to help you other than to suggest replacing all of your vanilla core game files (All *.bsa files and your oblivion.esm including all expansion pack files) with good vanilla backup files. (Asuming you backed up your game files before you modded your game.) This has helped my game recover from some weird graphics problems in the past. Thats all I got. :confused: Link to comment Share on other sites More sharing options...
Duthos1 Posted September 4, 2008 Author Share Posted September 4, 2008 The closest thing to a backup I have is an ISO I made of my gamedisc. If I uninstall, and re-install, what would happen to my mods? And thanks thanks, it is something different than the standard FCOM rhetoric. Link to comment Share on other sites More sharing options...
thomasv333 Posted September 4, 2008 Share Posted September 4, 2008 The closest thing to a backup I have is an ISO I made of my gamedisc. If I uninstall, and re-install, what would happen to my mods? And thanks thanks, it is something different than the standard FCOM rhetoric. Depends upon how you installed all of your mods, I ALWAYS create OMODs and install with OBMM, just in case I run into problems like this.If you did install with OMODs, backup your "...\Oblivion\obmm\mods\" folder and your "...\My Games\Oblivion" folder, and also put all of your DLed mod archive files some where safe. Then wipe the game, reinstall, re activate OMODs, etc.... (I am writing a beginners level "FCOM install guide" that actually covers all of the steps to do this.) You sound like your not a beginner but it has all the file DL links and steps required, which would could be helpful if you are considering the re-install route. If you manually installed your mods they would most likely be lost, you could try backing up your entire main "...\Oblivion\" directory and "...\My Games\Oblivion" directory. Then reinstall oblivion, copy and paste EVERYTHING from the new install into your old oblivion backup, then copy your old oblivion backup (with new main files) back into the main "...\Oblivion\" directory and copy back your "...My Games\Oblivion" folder. This might work it's pretty risky. :unsure: Link to comment Share on other sites More sharing options...
Duthos1 Posted September 5, 2008 Author Share Posted September 5, 2008 Hmm.... A bit to chew on. The only mods I installed via omods are the graphic ones (exnem, and maybe one more) and I have the zips for those still. The rest of my mods are esps which I should be able to back up fairly easily (if not I haven't cleaned out my 'unsorted' folder yet so I likely still have all those zips as well) But you got me thinking, I followed the steps on fcom's page to rename my shiveringisles.esm (esp?) to oblivion.esm and renamed one of the mods (i think it was francesca) to oblivion.esp (or bsa, I don't remember) . Actually I have no idea what I did, except for following the instructions to the letter (excepting the part about making backups. For some stupid reason I never do that) Anyway, question being, could that have caused some of this wierd behavior? And I am a beginner, a n00b I suppose, insofar as I haven't made a single mod and have only been installing/using mods for about four weeks. Still I do try to be less stupid than your average internet lurker. Link to comment Share on other sites More sharing options...
thomasv333 Posted September 5, 2008 Share Posted September 5, 2008 But you got me thinking, I followed the steps on fcom's page to rename my shiveringisles.esm (esp?) to oblivion.esm and renamed one of the mods (i think it was francesca) to oblivion.esp (or bsa, I don't remember) . Actually your game wouldn't start if you did that, but yes renaming files like that would defiantly screw up you game pretty bad. You cannot just rename .esp files to .esm files or visa versa by renaming the file extension. There are only a few programs that can do this like TES4Gecko and Wyre Bash, one method they use is "bit flip" algorithm to change the file. (Their is another method that is used also but I can't remember what it is called.) Some Oblivion Lingo:*.ESM = Elder Scrolls Master file*.ESP = Elder Scrolls Plug-in file*.BSA = Bethesda Softworks Archive (contains textures, meshes, distantLod, etc.. files, all packed into one *.bsa file ) I don't remember seeing anything on the FCOM sight that tells you to change file names.But you might need to reinstall if your Oblivion.esm got messed up, thats the #1 most important file of the game. If you do wish to use a full FCOM setup I would HIGHLY recommend using my guide (v0.5), it is a VERY long process but it adds ALOT of (in my opinion enhancements to the game) plus a TON of new monsters and items. Good Luck :thumbsup: Link to comment Share on other sites More sharing options...
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