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astr0wiz
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Posts posted by astr0wiz
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Weird problem here with missing hands. I'm using Roberts Female v12 and I have just created a female imperial character. With the wrist irons on, her hands are invisible. When I take them off, her hands show up..although they look a bit odd because they don't match the arms very well.
I'm thinking that I have a mesh problem, but I don't know where to look. I've been able to idenfity the mesh for the wrist irons, and they exist just fine. It's the hands that have me confused. The male models work just fine. Besides running the OBMM archive invalidator about 6 times, I also re-extracted the female hand NIFs from the roberts archive. I'm so confused.
Here is my mod list:
Masters for: Bashed Patch, 0.esp 00 Oblivion.esm 01 All Natural Base.esm [Version 1.0] 02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI] 03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI] 04 Cobl Main.esm [Version 1.72] 05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 06 Mart's Monster Mod.esm [Version 3.7b1] 07 TamrielTravellers.esm [Version 1.39c] 08 FCOM_Convergence.esm [Version 0.9.9a7] 09 Kvatch Rebuilt.esm 0A bookplacing.esm [Version 1] 0B ScreenEffects.esm 0C Unofficial Oblivion Patch.esp [Version 3.2.0] 0D Unofficial Shivering Isles Patch.esp [Version 1.4.0] 0E Francesco's Optional Chance of Stronger Bosses.esp 0F Francesco's Optional Chance of Stronger Enemies.esp 10 Francesco's Optional Chance of More Enemies.esp 11 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] 12 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 13 Fran Armor Add-on.esp ++ LoadingScreens.esp ** LoadingScreensSI.esp ++ Symphony of Violence.esp ** All Natural - Real Lights.esp [Version 1.1] 14 ClocksOfCyrodiil.esp ++ Item interchange - Extraction.esp [Version 0.76] 15 kalikuts_bracelets.esp 16 Enhanced Economy.esp [Version 5.2.1] 17 ScreenControls.esp 18 DLCOrrery.esp 19 DLCVileLair.esp 1A DLCMehrunesRazor.esp 1B DLCSpellTomes.esp ++ MaleBodyReplacerV4.esp ++ RTFemaleReplacerV12.esp 1C ExnemRuneskulls.esp ++ FCOM_ExnemRuneskulls.esp [Version 0.9.9] 1D Cobl Glue.esp [Version 1.72] 1E Bob's Armory Oblivion.esp 1F FCOM_BobsArmory.esp [Version 0.9.9] 20 Loth's Blunt Weapons for Npcs.esp ++ FCOM_LothsBluntWeapons.esp [Version 0.9.9] 21 Oblivion WarCry EV.esp [Version 1.08a] 22 FCOM_WarCry.esp [Version 0.9.9] ** Oscuro's_Oblivion_Overhaul.esp [Version 1.34] ++ OOO-Water_Weeds.esp [Version 1.33] ++ OOO-DLT_Remover.esp [Version 1.33] ++ OOO-Container_Trap_Instant_Effects.esp [Version 1.33] ** Alluring Potion Bottles.esp ** OOO 1.32-Cobl.esp [Version 1.72] ++ FCOM_Cobl.esp [Version 0.9.9] 23 Harvest[Containers].esp 24 FCOM_Convergence.esp [Version 0.9.9] ++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] 25 FCOM_RealSwords.esp [Version 0.9.9] ++ FCOM_SpawnRatesStronger.esp [Version 0.9.9] ++ FCOM_SaferRoads.esp [Version 0.9.9] ++ FCOM_NoReaversInGates.esp [Version 0.9.9] ++ FCOM_NoAdventurersInGates.esp [Version 0.9.9] 26 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b1] ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1] ++ Mart's Monster Mod - No Adventurers.esp [Version 3.7b1] ++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b1] 27 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1] 28 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1] ++ TamrielTravellerAdvscript.esp [Version 1.39c] 29 TamrielTravellers4OOO.esp [Version 1.39c] 2A ShiveringIsleTravellers.esp [Version 1.39c] ++ ShiveringIsleTravellersFriendlyFactions.esp [Version 1.39c] ++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c] ++ FCOM_TamrielTravelers.esp [Version 0.9.9] ++ FCOM_DiverseGuardUnity.esp [Version 0.9.9] ++ FCOM_BobsGuardUnity.esp [Version 0.9.9] ++ FCOM_HungersUnitySI.esp [Version 0.9.9] 2B TIE In.esp [Version 1.2b] ++ TIE In - Cobl.esp [Version 1.2b] ++ TIE In - RealSwords.esp [Version 1.2b] ++ TIE In - MMM Craft.esp [Version 1.2b] ++ TIE In - DiverseGuardUnity.esp [Version 1.2b] ++ TIE In - BobsGuardUnity.esp [Version 1.2b] ++ MMM-Cobl.esp [Version 1.69] 2C AdenseEpicDungeon.esp 2D ArmoryLab.esp 2E Feudal Empire 300.esp 2F Vampire Hunting - Order of the Virtuous Blood.esp 30 DLCFrostcrag.esp ++ DLCFrostcrag_MysticEmporiumPatch.esp 31 Mart's Monster Mod - City Defences.esp [Version 3.7b1] ++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9] 32 Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] 33 ROM Drop Lit Torches.esp 34 gardening.esp 35 Salmo the Baker, Cobl.esp [Version 3.08] ++ TIE In - DLCOrrery.esp [Version 1.2b] ++ TIE In - DLCFrostcrag.esp [Version 1.2b] 36 SupremeMagicka.esp [Version 0.89] ++ SM_DLCSpellTome.esp [Version 0.80] ++ SM_OOO.esp [Version 0.89] ++ SM_MMM.esp [Version 0.89] ++ SM_COBL.esp [Version 0.86] 37 SM_EnchantStaff.esp [Version 0.80] ++ SM_UnlockSpells.esp [Version 0.70] ++ SM_Scrolls.esp [Version 0.84] ++ SM_SigilStone.esp [Version 0.83] 38 MidasSpells.esp ++ Midas Betterholy.esp ++ Midas Reduced Costs Half.esp ++ Mart's Monster Mod - Midas Creature Ingredients.esp ++ Midas PowDur1.5x.esp ++ Midas Eldrich Power 2x.esp ++ Midas Tigernolevel OBSE.esp 39 FearsomeMagicka.esp 3A RshAlchemy.esp ++ OOO-Level_Normal.esp [Version 1.33] ++ OOO-Level_Stock.esp [Version 1.33] ** _darker_dungeons.esp ++ Item interchange - Placement for FCOM.esp [Version 0.76] ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b1] 3B bgBalancingEVCore.esp [Version 10.5EV-D] ++ bgBalancingEVNoSIVersion_Core_still_required.esp [Version 10.5DV-D] 3C bgMagicEV.esp [Version 1.7EV] ++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV] ++ bgMagicItemSigil.esp [Version 1.68EV] ++ bgMagicEVStartspells.esp [Version 1.68EV] ++ bgMagicEVAddEnVar.esp [Version 1.68EV] 3D bgMagicEVPaperChase.esp [Version 1.68EV] ++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U] ++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D] ++ bgBalancingEVOptionalMoreEyes.esp [Version 10] ** bgBalancingEVOptionalNPCDiversity, for Wrye Bash.esp [Version 10.0EV-D] ++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.] 3E bgBalancingEVLAMEAddition.esp [Version 10.51EV-D] ++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV] ** bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D] ** bgMagicEVShader.esp [Version 1.7EV] ++ bgMagicShaderLifeDetect.esp [Version 1.68] ++ OOO-Magic_Script_Effect_Fix.esp [Version 1.33] ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] ++ OOO Harvest Containers Filter patch for mods.esp [Version 1.03] ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.1]
I'm playing male characters now, which is ok, but I'd like to sometimes build a female character as well. Any help will be greatly appreciated.
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Here is my submission for the 4th class.
One of the filler NPCs just couldn't stay out of harm's way...
Thank you very much for the your time and efforts in this class. It has helped me immeasurably.
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Here is my submission for this class. A lot of pics here.
Melie
High Elf Book Merchant
I had one issue that you may want to mention for future classes. When I first ran the game, NPCs were getting stuck in the cart handles and walking next to boxes. I then revised the path markers in the cell underneath and immediately next to the new carts. This fixed things so that everyone acted as though the vendors were noticed by the public at large.
Path Issue
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Ooops bit late with my reply...
No worries there, my friend. We all have real lives that need attending.
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Here is my submission for Class #2. I had a few technical difficulties, but nothing that a good solid hammer couldn't solve.
Arlowe
Boots
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I'm definitely going to check various dark ambients, as well the one you're working on. Thank you for the suggestion.
FYI:
Zu, you probably found some dark ambient already, but if you haven't heard New Risen Throne before, check them out
The only problem I see here is if you use the music without permission, you may be in violation of copyright laws.. -
Well then, welcome to the NPC & AI Classes , Looks like you're almost there, just missing a couple of inventory items
Ah, the RTFM Syndrome strikes again.
Here's Boots with a more complete inventory:
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Here is my submission. I added my project as a release, and would eventually like to expand upon it:
Here are pictures of the project:
Outside
Going around the side, we see the stables and then the workshop in the distance
The wall as it meets the front plaza
The end of the wall and cobblestone path
Retreat Downstairs (the view is from the bottom...didn't know how else to show this)
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Edit: Reinstalling OOO worked. I also took the time to drop all unused esp files, and then reinstall a couple of other things that had updates. Thanks for the tip StarX.
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Must be something in OOO I think, as it has Harvest Containers integrated. You could try reinstalling OOO and see if that fixes your problem.
Thanks. I'll do just that.
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That horse problem sure was weird. I've had abomb issues myself -- after going through the same kind of detective work.
However, my current problem is different. I'm sure this has been seen before, but I cannot find anything in the forums with the search feature. My sacks rotate into the air after I look into them. Pics follow:
Sacks on the floor before looking into them...
Sacks floating in the air after looking into them:
I have no idea what is happening. Any help would be greatly appreciated.
Mod load order:
Active Mods
Oblivion.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Cobl Main.esm [Version 1.71]
Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
Mart's Monster Mod.esm [Version 3.7b1]
TamrielTravellers.esm [Version 1.39c]
FCOM_Convergence.esm [Version 0.9.9a7]
Kvatch Rebuilt.esm
bookplacing.esm [Version 1]
ScreenEffects.esm
Unofficial Oblivion Patch.esp [Version 3.2.0]
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp [Version 1.4.0]
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
Francesco's Dark Seducer Weapons Patch.esp
FCOM_Francescos.esp [Version 0.9.9]
FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
Fran Armor Add-on.esp
LoadingScreens.esp
LoadingScreensSI.esp
_darker_nights.esp
Symphony of Violence.esp
Book Jackets Oblivion - BP.esp
ClocksOfCyrodiil.esp
Portable Campsite.esp
Living Economy.esp
Living Economy - Items.esp
DropLitTorchOBSE.esp [Version 2.4]
Oblivion Graphics Extender Support.esp [Version 0.2]
ScreenControls.esp
Streamline 3.1.esp
Map Marker Overhaul.esp [Version 3.8]
Map Marker Overhaul - SI additions.esp [Version 3.5]
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
DLCSpellTomes.esp
MaleBodyReplacerV4.esp
RTFemaleReplacerV12.esp
ExnemRuneskulls.esp
FCOM_ExnemRuneskulls.esp [Version 0.9.9]
Bob's Armory Oblivion.esp
FCOM_BobsArmory.esp [Version 0.9.9]
Loth's Blunt Weapons for Npcs.esp
FCOM_LothsBluntWeapons.esp [Version 0.9.9]
Oblivion WarCry EV.esp
FCOM_WarCry.esp [Version 0.9.9]
Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
OOO-Water_Weeds.esp [Version 1.33]
OOO-DLT_Remover.esp [Version 1.33]
OOO-Container_Trap_Instant_Effects.esp [Version 1.33]
Alluring Potion Bottles.esp
FCOM_Cobl.esp [Version 0.9.9]
FCOM_Convergence.esp [Version 0.9.9]
FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
FCOM_RealSwords.esp [Version 0.9.9]
FCOM_SpawnRatesStronger.esp [Version 0.9.9]
Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b1]
FCOM_SaferRoads.esp [Version 0.9.9]
FCOM_NoReaversInGates.esp [Version 0.9.9]
FCOM_NoAdventurersInGates.esp [Version 0.9.9]
Mart's Monster Mod - Extra Wounding.esp [Version 3.7b1]
Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1]
Mart's Monster Mod - No Adventurers.esp [Version 3.7b1]
Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b1]
Mart's Monster Mod - Foxes.esp [Version 3.7b1]
Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1]
Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1]
TamrielTravellerAdvscript.esp [Version 1.39c]
TamrielTravellers4OOO.esp [Version 1.39c]
ShiveringIsleTravellers.esp [Version 1.39c]
ShiveringIsleTravellersFriendlyFactions.esp [Version 1.39c]
ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]
FCOM_TamrielTravelers.esp [Version 0.9.9]
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]
TIE In.esp [Version 1.2b]
TIE In - Cobl.esp [Version 1.2b]
TIE In - RealSwords.esp [Version 1.2b]
TIE In - MMM Craft.esp [Version 1.2b]
TIE In - DiverseGuardUnity.esp [Version 1.2b]
TIE In - BobsGuardUnity.esp [Version 1.2b]
LoadingScreens-OOO.esp
OOO-WaterFish.esp [Version 1.34]
AdenseEpicDungeon.esp
ArmoryLab.esp
Feudal Empire 300.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
DLCFrostcrag_MysticEmporiumPatch.esp
Mart's Monster Mod - City Defences.esp [Version 3.7b1]
FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
Harvest [Flora].esp [Version 3.0.0]
Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
Bag of Holding.esp [Version 1.5.0]
BFG's Open All the Gates.esp
fadingtorches v2.2b.esp
gardening.esp
TIE In - DLCOrrery.esp [Version 1.2b]
TIE In - DLCFrostcrag.esp [Version 1.2b]
TigerpawsGateCloser.esp
SupremeMagicka.esp [Version 0.89]
SM_ShiveringIsles.esp [Version 0.86]
SM_DLCSpellTome.esp [Version 0.80]
SM_OOO.esp [Version 0.89]
SM_MMM.esp [Version 0.89]
SM_COBL.esp [Version 0.86]
SM_EnchantStaff.esp [Version 0.80]
SM_UnlockSpells.esp [Version 0.70]
SM_Scrolls.esp [Version 0.84]
SM_SigilStone.esp [Version 0.83]
MidasSpells.esp
Midas OscuroGems.esp
Midas Betterholy.esp
Midas Reduced Costs Half.esp
Midas Reduced Costs Quarter.esp
Mart's Monster Mod - Midas Creature Ingredients.esp
Midas PowDur1.5x.esp
Midas PowDur2x.esp
Midas Eldrich Power 2x.esp
Midas Eldrich Power 4x.esp
Midas Tigernolevel OBSE.esp
Midas BeastFortify Fix OBSE.esp
FearsomeMagicka.esp
RshAlchemy.esp
Denock Arrows.esp
Kobu's Character Advancement System.esp
Kobu's Personality Enhancer.esp
Kobu's Health Modifier Mod.esp
Kobu's 4x Slower Jack-of-All-Trades Mod.esp
Kobu's Cure for Fatigue Mod.esp [Version 1.0.1]
Kobu's Lighter Backpack Mod.esp
UnlimitedTraining.esp
Francesco's Slower skills x1.5.esp
OOO-Level_Normal.esp [Version 1.33]
OOO-Level_Stock.esp [Version 1.33]
Level_Rates_Modified_x2.esp
Level_Rates_Modified_x3.esp
Level_Rates_Modified_x5.esp
_darker_dungeons.esp
Mart's Monster Mod - Resized Races.esp [Version 3.7b1]
bgBalancingEVCore.esp [Version 10.5EV-D]
bgBalancingEVNoSIVersion_Core_still_required.esp [Version 10.5DV-D]
bgMagicEV.esp [Version 1.7EV]
bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
bgMagicItemSigil.esp [Version 1.68EV]
bgMagicEVStartspells.esp [Version 1.68EV]
bgMagicBonus.esp [Version 1.7EV]
bgMagicEVAddEnVar.esp [Version 1.68EV]
bgMagicEVPaperChase.esp [Version 1.68EV]
bgMagicAlchemy.esp [Version 1.57]
bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]
bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
bgBalancingEVOptionalMoreEyes.esp [Version 10]
bgBalancingEVOptionalNPCDiversity, for Wrye Bash.esp [Version 10.0EV-D]
bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
_burning_kvatch.esp
Francesco's 7 days respawn time.esp
bgMagicEVShader.esp [Version 1.7EV]
bgMagicShaderLifeDetect.esp [Version 1.68]
bgMagicLightningbolt.esp
FCOM_Archery.esp [Version 0.9.9]
OOO-Magic_Script_Effect_Fix.esp [Version 1.33]
Bashed Patch, 0.esp
azStanwyckHeights.esp (The mod showing the weirdness)
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Ayleid coin is added by a mod, so do you have that mod active in the CS?
[EDIT] What Khett said but if you want to avoid COBL you can just use the coin addon as a resource: http://www.tesnexus.com/downloads/file.php?id=10671
Awesome. Thanks to the both of you very much.
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I've looked and I cannot find the item Ayleid Coin in the CS. I've searched the text for Ayleid and Coin and AyleidCoin, but I get zilch. I must be having a senior moment, because it cannot be this difficult...right?
Help would be much appreciated.
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Hi Hanna. Thanks for replying. I basically changed 90% of the tags in the mods, so I don't think I can get back to the way it was without reloading the lot. What I think I will do -- since it is playable -- is look at the tags for the mods that do spell things like LAME and MIDAS and see what I can glean from them.
EDIT: Right, well I couldn't discern which tags caused the issue, so I reloaded the ESPs from my backup. It works ok now. If I find the time, it would be well spent learning what the tags actually do in the Wrye utility.
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Here is the situation:
My game has been running ok, but there were a few odd CTDs. So I decided to run BOSS and then retag the mods for Wrye Bash per BOSS's recommendations. After I built the bashed.patch, I start up the game and it all seems ok...until...
I tried the stock Telekinesis spell, and I received the message "you're too far away", even though I was standing next to the item I wanted to grab. Then, I noticed that when I had the generic low-level healing spell activated, and while I was approaching a ladder in Arkved's Tower, I could see the teleport name. Now, this should only happen when you are very close to a door, but this was half way down a hall.
So, does anyone have an idea what may be the cause? I don't want to post my active modules unless someone requests them.
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Much better lighting Astro, I think you're ready for the final exam, I hope you'll choose to do the release option, good luck.
Thank you very much for the honest compliment. I do plan on creating a release...a mountain retreat as a matter of fact.
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Here are my pics for the homework and extra credit:
Better lighting in the Basement
Water farm fence detail where I fixed a shimmering texture
Oh, those wily shimmering textures... There was only one spot where overlapping fence posts caused a shimmer when in game. So, I got rid of it by restructuring the corner of the fence, and making it look like the Cyprus knees grew around the fence, causing it to malform a bit. I, too, like the more natural look to things in the game.
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Open up TES4Gecko, click Edit Master List then open your new merged ESP. You can then remove the dependency.
Thanks Hana. I gave it a shot but I quickly realized that I had far too many edits that needed to be reversed. So, I started from the previous lesson again. No matter, though. I keep enough notes to know what I did and I believe I made some better changes to the lighting with the new edit.
I took the path of the noob.
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Stop me if you've heard this before...
A guy walks into his office, sits down to his computer and continues modding with CS. THen, he gets this great idea that he should really have a new file with a different filename because he has moved onto a new lesson and all. Just a copy. So, he clicks File, then Save As. The CS asks ESM or ESP? The guy answers ESP, because he just wants a new ESP file for the new class. Well, he goes on for hours modding deep into the night. Finally, he saves his work and runs Gecko to look for dirty cells and all. When he clicks on ESP #2, Gecko says "Dependent ESP added".
The guy's face goes blank and he looks at the ESP list. Lo and behold, ESP #1 is also checked. He has a dependency, but he doesn't want one.
So, this guy gets real smart don't ya know, and he sees the "Merge" button on Gecko. Yay! He figures he can just merge ESP #1 and ESP #2 into one mod called ESP #12. Gecko goes along with it all and creates the merge file. Well, the guy soon finds out that even the merge file has a dependency on ESP #1. Oh, what will he do?
What should he do?
*NB: When Gecko did the merge, it claimed that there was an interior entry named the same in both ESP files and the guy chose to create new entries (basically with the name idSOMETHINGX which is the copy of idSOMETHING). In the object list, both entries appear, each the same. The guy...er I mean I think that just dropping the original named entries in the merge file will work. I also think that I would have been better choosing NOT to make copies of the entries. I also note that it didn't create new containers from the custom ones I created.
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Aha, that was it. Actually, there were several other issues. The MMM.bsa file was missing (huh?), several other textures, and a couple meshes. What a mess. I thought I followed the instructions, but I guess not. Oddly, I have been playing with this mod setup for a few months now, and only recently realized that something was wrong. Thanks for the advice.
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Well, that crossed my mind, but I wasn't sure how to do that. You suppose I compare what's in the MMM archive and see if I can match it up?
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SO, whilst investigating a weird problem in a game where my bats were completely invisible (w/out detect life spells of course), I thought I would check the bat models in CS. I loaded the plugin -- in this case it is MMM -- and found the leveled list in the cave...then the reference to the bat...then the Creature entry for the bat.
Now, when I select the Model List tab, I get this error, and there are no models in the list selected. What should my next step be to fix the invisible bats? Anyone run into this before?
The error says: "Files have been removed from this model list. Please save and check in."
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SOLVED: Very Curious: What *exactly* tags a mod as "loaded"
in Requests & Services
Posted · Edited by astr0wiz
I thought I was a Google master, but I cannot find the keywords to locate the information on what is precisely done to tag a mod as loaded. It it a bit switch? Entry in a table? Date change?
I'm very curious, because I would like to work on a smart load script..possibly in conjunction with OBMM.
**EDIT:
I found it. Instead of searching online, I grabbed the source code for OBMM and reverse-engineered its activation process. Apparently, Bethesda keeps a file called plugins.txt in your user profile under AppData\Local\oblivion. It also looks like the order of the plugins in this text file determines load order.
Solved