AFK_Weye, Thread 2

Post » Wed Mar 30, 2011 8:59 am

Hey, I have a problem with the patch for Ruined Tails Tale. It functions fine until the pub catches on fire. When I head outside however, the exterior of the building is not on fire; instead the blaze is burning merrily in the middle of the mansion. Clearly, the patch hasn't moved the fire meshes. Is this a problem with the patch or is it a problem on my end?
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lolli
 
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Post » Wed Mar 30, 2011 2:55 am

Hey, I have a problem with the patch for Ruined Tails Tale. It functions fine until the pub catches on fire. When I head outside however, the exterior of the building is not on fire; instead the blaze is burning merrily in the middle of the mansion. Clearly, the patch hasn't moved the fire meshes. Is this a problem with the patch or is it a problem on my end?


I'm running the patch as well but the fire meshes show up in the correct place for me. :shrug:
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Heather Stewart
 
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Post » Wed Mar 30, 2011 2:25 am

I'm running the patch as well but the fire meshes show up in the correct place for me.


Well...strange...since its not exactly crippling RTT I'm not to worried though.
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Josh Sabatini
 
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Post » Wed Mar 30, 2011 4:53 am

I'd lean toward it being on your end. http://www.iguanadons.net/gallery/Its-On-Fire-405.html was taken while using the patch.

Since the flames are persistent references, there's a possibility they jumped back to their original location due to an engine bug that rises up sometimes when reloading the game without first exiting to the desktop. Highly annoying, but it usually hits stuff like this and doors which were removed, etc.
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Isaac Saetern
 
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Post » Tue Mar 29, 2011 11:22 pm

Actually, I wouldn't have included the 'Is this a problem with the patch or is it a problem on my end?' line if I hadn't already seen that image :)

Anyway, that said, the game actually crashed a moment after I exited the bar, but managed to make an auto save before this. Since my last proper save was half an hour of game play back, I loaded up this save, which to my relief wasn't corrupt and played on from there, at which point I found upon turning around that the flames were in the wrong place. Looks like that might have been what caused the problem then.
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Rebecca Clare Smith
 
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Post » Tue Mar 29, 2011 11:57 pm

AFK_Weye 2.2 has been released. This release fixes a bunch of bugs, as well as adds a bit of revamped and changed content.

The readme has been updated with a better list of known issues. If you're having a problem, looking here isn't a bad idea.

Here's the changes list:

  • Larder in COBL version wasn't connected to plate.
  • Fixed land tear issue with UL: Chorrol Hinterlands (thanks Arthmoor!)
  • Blood trail was persisting after A Wolf In the Fold.
  • Added Menus80, Menus50 icons.
  • Slight changes to the merchant stall mesh.
  • Fixed glow problems with Star of Suran.
  • Various typo and formatting fixes.
  • Added missing GetInCell checks to location-specific dialogue.
  • Fixed various SetFactionRank problems.
  • Aelwin Merowald's house is now owned by him (duplicates a UOPS fix).
  • Fixed Aelwin Merowald's misaligned back gate (duplicates a UOPS fix).
  • Various tweaks to Maxentius Alosius, Kalzi AI.
  • New patrol routine for Graz gro-Shulg.
  • Various manor pathgrid tweaks. Maxentius Alosius should behave normally now.
  • Maxentius' guards should no longer go berserk if Maxentius is killed.
  • Fixed creature faction issue with Elahai.
  • Elahai will no longer summon dremora during his daily spell practicing.
  • Fixed problems with manor guards losing equipment. Improved manor guard resurrection.
  • Fixed ownership problems with various items in Maxentius Alosius' bedroom.
  • Fixed issue where Thalonias' vendor chest wouldn't respawn.
  • Fixed issue where Lucius Decimus sometimes had a permanent sneaking animation after A Wolf In the Fold.
  • Fixed faction problem with Noam.
  • Fixed bug where A Wolf In the Fold wouldn't complete.
  • Fixed a variety of bugs related to Orvas Arethi. It is now possible to complete Family Ties without talking to Orvas Arethi.
  • New voice acting for sequence during With A Hungry Heart.
  • Priory of Saint Serranus now has its own map marker.
  • Revamped the catacombs under the Priory of Saint Serranus.
  • Cosmetic changes to Kerrach and Weyandir.
  • Fixed various sound issues in Kerrach and Weyandir.
  • Fixed issue with Waters of Anu being lost during combat.
  • Heavily revised Kerrach Storm Spire.
  • Fixed error with lich texturing.
  • Added better pathgrids and a way out of the pit in Kerrach Rending Spire.
  • New gear for skeletons in Kerrach based on Ancestral Ghost's Skeletons Helmets Resource .


http://www.tesnexus.com/downloads/file.php?id=22828
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Samantha Jane Adams
 
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Post » Wed Mar 30, 2011 12:21 pm

For those of you hoping for a return of the French translation of AFK_Weye, Sita has translated version 2.2 for you. It is available http://www.confrerie-des-traducteurs.fr/oblivion/mods/cyrodiil/villes_et_villages/amelioration_du_village_de_weye.php.
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Saul C
 
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Post » Wed Mar 30, 2011 12:37 am

I installed afk_weye today and only had a short time to check it out out, so I'm not sure if I'm having a problem or not. But it seems as though the spoken (voice) dialogue may not be working. Specifically, is the guard outside the manor supposed to have a voice?

Thanks in advance :)
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Roberta Obrien
 
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Post » Wed Mar 30, 2011 3:50 am

I installed afk_weye today and only had a short time to check it out out, so I'm not sure if I'm having a problem or not. But it seems as though the spoken (voice) dialogue may not be working. Specifically, is the guard outside the manor supposed to have a voice?

Thanks in advance :)


This mod is completely unvoiced. So don't worry, you don't have a problem.
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Emma-Jane Merrin
 
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Post » Wed Mar 30, 2011 2:43 am

This mod is completely unvoiced. So don't worry, you don't have a problem.

This isn't quite correct. ;)
More accurately; it is only partially voiced. If I recall; further voice acting work was being done, and the mod is still being actively worked on :D
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Crystal Clear
 
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Post » Wed Mar 30, 2011 3:00 am

To be pedantically correct, and thank you both for the replies:

- 99% of the mod is unvoiced, save for a scant few lines. You'll know them when you hear them.

- At one point there were plans for full voice which have now been shelved. If you see people walking around town having conversations but can't hear them, that's an artifact of me adding a system for that but never getting it voiced.

- Mod is definitely still actively being worked on, or at least there will definitely be at least one more version. More on that later.
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Lexy Corpsey
 
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Post » Wed Mar 30, 2011 2:04 am

Spent quite a bit of time recently doing some exhaustive conflict report checking on all my mods, and I believe you should consider adding the Actors.AIPackages tag to AFK_Weye.esp.

The reason is that without this tag one of AelwinMerowald's AI packages from AFK_Weye won't be imported into the bashed patch when running FCOM. FCOM_Convergence.esp has the Actors.AIPackagesForceAdd tag, which essentially results in any NPCs touched by that ESP having their AI Package imported into the bashed patch, even if it's identical to the vanilla Oblivion.esm record. As a result, Aelwin will lose the AFKMistZombiesWeyeCower AI Package unless your ESP is also tagged to import AIPackages.

I'm not entirely sure why FCOM is recommending the ForceAdd tag for AI Packages. I asked about it in the FCOM thread but haven't gotten a specific answer yet.

In any event, wanted to report this here first. If you agree with my suggestion I'm happy to post it in the BOSS thread.
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Jonathan Montero
 
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Post » Wed Mar 30, 2011 5:40 am

I am posting here because Dwip indicated in the Nexus thread that he is going to be busy with real life for the nonce and suggested posters come here.

Since there hasn't been much activity in the thread since 2.2 was posted, I'm assuming that this issue is mine alone... but here goes.

In the MQ I was able to get the dialog about the manor and picked the Sitting Room option. Thalonias responded that he would 'order it' or something similar. It has been several game days (I even did With a Hungry Heart which takes six days) and i can't seem to get any further with Thalonious. No sitting room and no options to buy anything else.

I am tempted to advance the quest with the console, but I thought I'd ask here first.
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sw1ss
 
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Post » Wed Mar 30, 2011 11:12 am

I am posting here because Dwip indicated in the Nexus thread that he is going to be busy with real life for the nonce and suggested posters come here.

Since there hasn't been much activity in the thread since 2.2 was posted, I'm assuming that this issue is mine alone... but here goes.

In the MQ I was able to get the dialog about the manor and picked the Sitting Room option. Thalonias responded that he would 'order it' or something similar. It has been several game days (I even did With a Hungry Heart which takes six days) and i can't seem to get any further with Thalonious. No sitting room and no options to buy anything else.

I am tempted to advance the quest with the console, but I thought I'd ask here first.

Just to be clear: once you make that initial choice, you then buy upgrades to the rooms via his merchant/barter interface. Are the room furnishings not listed in his inventory?
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CHANONE
 
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Post » Wed Mar 30, 2011 7:42 am

Just to be clear: once you make that initial choice, you then buy upgrades to the rooms via his merchant/barter interface. Are the room furnishings not listed in his inventory?

:facepalm:
:facepalm:
:facepalm:
DUH!... Uh... Erm... Sorry. I'm a Little woozy from all that slapping.

Must resist the urge to slink back and edit initial post. :blush: (unfortunately you've extensively quoted it for posterity :turned: )

Thank you. :bowdown: thank you :bowdown:

Can something be too obvious? Perhaps I just need a lie-down.

Alright! Let's move along here. Nothing to see. it's not polite to gawk at someone wallowing in his own obliviousness. They don't call it oblivion fer nuthin', you know.
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Chantelle Walker
 
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Post » Wed Mar 30, 2011 9:15 am

Ok, I have an unusual bug to report - not sure if this is inherent in AFK_Weye or some sort of conflict with another mod. I noticed that my game was CTDing on save more often when I was in the middle of an AFK_Weye quest. I started by going back several saves before a point at which I was consistently getting crashes and saving after every action to see if I could figure out what was causing the problem. What I discovered is that the crashes were being caused by the action of looting or picking up certain objects added by AFK_Weye. In particular each time I looted Spurius' key from his body, the game would CTD on the next save. Likewise every time I picked up Orlando's sword after winning the first duel, the game would CTD on the next save. If I left the items be, there were no crashes. I went one step further and looked up the item ids for each item and added them to my inventory using the console - no crash. So somehow it was the action of acquiring the item in-world that was causing the problem. Of course, now I'm hyper-paranoid about my saves while playing AFK_Weye quests - I'm never sure what items might cause a crash. The process of narrowing down the offending item and using the console to add it is time consuming, however, so if anyone has any ideas about why this might be happening I'd love some suggestions.

Gwyn
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Rudi Carter
 
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Post » Wed Mar 30, 2011 4:55 am

So somehow it was the action of acquiring the item in-world that was causing the problem. Of course, now I'm hyper-paranoid about my saves while playing AFK_Weye quests - I'm never sure what items might cause a crash. The process of narrowing down the offending item and using the console to add it is time consuming, however, so if anyone has any ideas about why this might be happening I'd love some suggestions.

Never heard of Oblivion being so prejudiced of items from a specific mod, how odd. o.O List your mods, maybe someone can figure something out.
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Dalton Greynolds
 
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Post » Wed Mar 30, 2011 8:45 am

[quote name='Edouard' timestamp='1303435502' post='17516084']
:facepalm:
:facepalm:
:facepalm:
DUH!... Uh... Erm... Sorry. I'm a Little woozy from all that slapping.

Must resist the urge to slink back and edit initial post. :blush: (unfortunately you've extensively quoted it for posterity :turned: )

Thank you. :bowdown: thank you :bowdown:

Can something be too obvious? Perhaps I just need a lie-down.

[

Edouard --

Don't feel bad, I wondered the exact same thing. I spent three in-game days waiting for my furniture to show up before it occurred to me to go back and talk to the merchant :)

Gwyn
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Silencio
 
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Post » Wed Mar 30, 2011 9:49 am

Don't feel bad, I wondered the exact same thing. I spent three in-game days waiting for my furniture to show up before it occurred to me to go back and talk to the merchant :)
Gwyn

Thank you, Gwyn... I needed that.

But i did go back to the merchant. i just never looked in his inventory—and certainly not in his books :confused:

In my defense, I've played some very big and polished mods and most never bother to actually put things into merchant's inventories. it is pretty universal to use the dialog interface to handle these transactions.. Even in Fallout 3, when this convention wasn't followed the merchants were careful to explain that the items could be purchased from them.

So I have to give props to Dwip on the right hand, but on the left have to ding him for not being clear that he took the extra effort to do it right.
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Andrew
 
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Post » Wed Mar 30, 2011 5:30 am

Edouard/Gwyn -

If either of you have any thoughts on how to make the whole "come back and check my inventory" thing work better, I'm all ears. I will have a look at that and see if I can't see any ways to make that more clear. Seemed to me that because you buy the whole rest of the house via reciepts, it would be a little more intuitive to do things that way. Thanks for speaking up about it.

Gwyn -

That's pretty odd, and I'm not really sure what to tell you. Neither of the items you've listed is particularly special - Spurius' key is just a random key, and Orlando's sword has some scripting, but nothing that would fire when you pick it up. I've picked both up myself dozens of times without issue. Both Spurius and Orlando do have some scripting, but nothing that would be at issue here that I can tell. My guess is a mod conflict, but beyond that I don't know. Inventory management mods of some sort, perhaps, but I'm just guessing. Hopefully if you post your load order, somebody else will have some ideas.

Do hope you're enjoying the mod despite that problem. I do know loading items like that is a real pain, and I wish I knew how to fix it for you.

Edouard -

Thanks for following that message I left. Just for the record, I'm up and running again, and people can post their issues wherever now, though I do like seeing this thread get some traffic. :)
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Yvonne
 
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Post » Wed Mar 30, 2011 1:33 am

Edouard/Gwyn -

If either of you have any thoughts on how to make the whole "come back and check my inventory" thing work better, I'm all ears. I will have a look at that and see if I can't see any ways to make that more clear. Seemed to me that because you buy the whole rest of the house via reciepts, it would be a little more intuitive to do things that way. Thanks for speaking up about it.


Maybe a throwaway line of dialogue or something along the lines of 'come see me when you're ready to purchase some furnishings' or something like that? It confused me only because you don't usually make decisions as to furnishings through dialogue in the first place. So when he asked me to make a decision and then said he would start working on it I assumed that was The Way to Get Furnishings. Didn't occur to me at first to check and see if there was a second step.


Gwyn -

That's pretty odd, and I'm not really sure what to tell you. Neither of the items you've listed is particularly special - Spurius' key is just a random key, and Orlando's sword has some scripting, but nothing that would fire when you pick it up. I've picked both up myself dozens of times without issue. Both Spurius and Orlando do have some scripting, but nothing that would be at issue here that I can tell. My guess is a mod conflict, but beyond that I don't know. Inventory management mods of some sort, perhaps, but I'm just guessing. Hopefully if you post your load order, somebody else will have some ideas.

Do hope you're enjoying the mod despite that problem. I do know loading items like that is a real pain, and I wish I knew how to fix it for you.



Absolutely I'm still enjoying it! It's a brilliant mod, and despite my item difficulties I'm not willing to give it up :)

Below is my active mod load order. Yes, I know there's a lot of them and random crashes are something I deal with but if anyone knows why this combination of mods could possibly cause consistent crashes relating to specific items I'm all ears . . . er, eyes, I guess.

Active Mod Files:00  Oblivion.esm01  Cobl Main.esm  [Version 1.72]02  Windfall.esm03  Jog_X_Mod.esm04  All Natural Base.esm  [Version 1.3]05  Open Cities Resources.esm  [Version 4.0]06  ArmoryLab.esm07  Hemingweys Capes Improved.esm  [Version 3.0b]08  Kvatch Rebuilt.esm09  Better Cities Resources.esm0A  CM Partners.esm0B  Oblivion Achievements CORE Version.esm0C  Unofficial Oblivion Patch.esp  [Version 3.3.5]0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0F  Better Cities .esp10  Natural_Habitat_by_Max_Tael.esp11  All Natural.esp  [Version 1.3]12  All Natural - SI.esp  [Version 1.3]13  Immersive Interiors.esp  [Version 0.7]14  Immersive Interiors - Lights Addon.esp  [Version 0.7]15  Storms & Sound.esp16  All Natural - Real Lights.esp  [Version 1.3]17  WindowLightingSystem.esp18  Book Jackets Oblivion.esp19  bgShaderStandAloneEV.esp  [Version 1.0EV]1A  Cyrodilic Brandy.esp1B  dist_trees_x1_5.esp++  Item interchange - Extraction.esp  [Version 0.76]1C  treasurehunt.esp1D  Enhanced Economy.esp  [Version 5.2.2]1E  DarNifiedUI Config Addon.esp1F  FormID Finder4.esp20  P1DmenuEscape.esp21  Map Marker Overhaul.esp  [Version 3.9]22  Map Marker Overhaul - SI additions.esp  [Version 3.5]23  HouseMapMarkersOnlyBought.esp24  MapMarkers.esp25  Quick Clothes and Spells.esp26  DLCHorseArmor.esp27  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]28  DLCOrrery.esp29  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]2A  DLCVileLair.esp2B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]2C  DLCMehrunesRazor.esp2D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]2E  DLCSpellTomes.esp2F  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]30  Book Jackets DLC.esp31  GrimbotsSpellTomes.esp32  Adonnays Elven Weaponry.esp33  Adonnays Elven Weaponry for NPCs.esp34  Adonnays Elven Weaponry for NPCs - Vanilla placement.esp35  CSR - Golden Saint.esp36  Dreadweave Complete_Heavy.esp37  FemaleArmorPack1.esp38  Kafei's Circlets Reforged.esp39  MODRoadRogue.esp3A  Oddbasket Glass Replace ALT.esp3B  Underworld Armor.esp3C  CallMountStableMaster.esp3D  Zira's Horse Stable.esp3E  Zira's Horse Modpack - My Horses.esp3F  Zira's Horse Modpack - Heavy Legion Horses.esp40  Zira's Horse Modpack - Friesian Horses.esp41  Zira's Horse Modpack - Shadowmere.esp42  Zira's Horse Modpack - Extra Horses.esp43  Zira's Horse Modpack - More Horses.esp44  Weapon Expansion Pack for Oblivion Nthusiasts.esp  [Version 1.03]45  DLCThievesDen.esp46  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.9]47  Cobl Glue.esp  [Version 1.72]48  OC+COBL Luggage Patch.esp49  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]4A  Alluring Potion Bottles v3.esp4B  Alluring Wine Bottles.esp4C  CSR - Fine Iron.esp4D  Hemingweys Capes Improved.esp  [Version 3.0b]4E  Hemingweys Capes Improved No Tail Capes Patch.esp4F  Harvest[Containers].esp50  Harvest[Containers] - Player Home Add-on.esp51  Revenants.esp52  Castle Ravenpride.esp  [Version 1.01]53  A Blades House.esp54  allinonebasemant_COBLnoCM.esp55  AleswellHomeQuest.esp56  HeartOftheDead.esp  [Version 6.0.1]57  Imperial Furniture Renovated.esp58  Amen'thalas.esp59  Amen'thalas - AN Patch.esp5A  Amen'thalas - HOD Patch.esp5B  Arborwatch Basemant no Mannequin.esp5C  archfall_house.esp5D  Better Dark Brotherhood Sanctuary.esp5E  Better Benirus Manor - Helping Hands.esp5F  Better Benirus Manor.esp  [Version 4.71]60  Better Benirus Manor - AN Patch - Natural.esp61  Better Rosethorn Hall.esp62  Better Rosethorn Hall - Cobl Patch.esp63  BravilBridgeCottage.esp64  BrotherhoodRenewed.esp  [Version 1.0.11]65  EM_RedRoseManor.esp66  EMRedRoseAddonCOBL.esp67  FishermansCottage.esp68  FishermansCOBLaddon.esp69  Haunted Woods.esp6A  ICSewerDBsanctuary.esp6B  Kvatch Rebuilt.esp6C  LakesideHome.esp6D  GlenvarCastle.esp6E  Oblivion Achievements CORE.esp6F  RoxeyCottage.esp70  SenTineL's Legendary Weapons And Armors.esp71  Steve - Thieves Guils HQ.esp72  Star's Rest.esp73  Star's Rest - AN Patch.esp74  SunderedKeep.esp75  The Ayleid Steps.esp  [Version 3.4]76  thievery.esp77  thievery - EE patch.esp  [Version 4.2]78  Valenwood Improved.esp  [Version 1.02.0]79  WaterlilyCottage1.esp7A  Windfall.esp7B  DLCBattlehornCastle.esp7C  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]7D  DLCfrostcrag.esp7E  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]7F  FrostcragRebornCobl.esp80  Knights.esp81  Knights - Unofficial Patch.esp  [Version 1.1]82  OCC-KOTN-Patch.esp  [Version 3.0]83  RTT.esp84  RTT-Weye Relocation Patch.esp  [Version 2.0.1]85  The Lost Spires.esp86  OCC-Lost Spires-Patch.esp  [Version 3.0]87  Lost Paladins of the Divines.esp88  HoarfrostCastle.esp89  AFK_Weye.esp  [Version 2.2.COBL]8A  ShezriesTownsMaster.esp8B  LostSpires+PellsGate Patch.esp  [Version 1.0]8C  ElsweyrAnequina.esp8D  SLWA_Anequina_Patch.esp8E  Rooftop Rewards cleaned.esp8F  mythsandlegends.esp90  bartholm.esp91  bartholm - EE patch.esp  [Version 4.2]92  Millstone_Farm_COBL.esp93  Salmo the Baker, Cobl.esp  [Version 3.08]94  Open Cities New Sheoth.esp  [Version 2.0]95  Open Cities Reborn.esp  [Version 0.9]++  OCC-COBL-Wells.esp96  Better Abandoned House.esp97  Better Abandoned House OC Full.esp98  Harvest [Flora].esp  [Version 3.0.0]99  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]9A  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]9B  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]9C  DZ_Auto_Harvest.esp9D  AutoBookPlacer.esp9E  DecoratorAssistant with OBSE v1.1.esp9F  gardening.espA0  Priced_Clutter-2312.espA1  Respawning Varla & Welkynd Stones.esp++  SigilStonesUnlevelled - Adjusted.espA2  Storms & Sound - AFK_Weye.espA3  Storms & Sound - Bartholm.espA4  Storms & Sound - The Lost Spires.espA5  Storms & Sound - Better Cities.espA6  Toggleable Quantity Prompt.esp  [Version 3.2.0]A7  Unlimited Amulets 1.0.espA8  Quest Award Leveller.esp  [Version 2.0.1]A9  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]AA  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]AB  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]AC  Carry_all_you_want-5118.espAD  MidasSpells.espAE  OC+Midas Magic Patch.espAF  IshMultipleApparelEnchantments.espB0  StolenItemOwnership.espB1  immersive_caves_auto.esp++  Item interchange - Placement.esp  [Version 0.76]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Spire Revisited.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]B2  1em_Vilja.espB3  ViljainAleswell.espB4  Cobl Races.esp  [Version 1.52]B5  Better Cities - VWD of the IC.espB6  Better Cities - The Lost Spires.espB7  Better Cities - COBL.esp  [Version 2.1]B8  Better Cities - Open Better Cities.espB9  kuerteeDetectLifeEffectNightEyeShader.espBA  lumi_enchantments_subtle.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3]BB  Bashed Patch, 0.esp----> Delinquent MASTER: bgShaderStandAloneDV.espBC  Rustle House.espBD  Rustle House - AN Patch.espBE  ++ROOT=====================.espBF  ++LIBRARY==================.espC0  ++LIBRARY+1================.espC1  ++COSMETIC=================.espC2  bgShaderStandAloneDV.esp  [Version 1.0DV]C3  ++CLOTHING=================.espC4  CarryandSeeRing.espC5  ++WEAPON===================.espC6  EnchantedSword.espC7  ++TWEAK-1==================.espC8  ++TWEAK====================.espC9  Unlimited Training.espCA  ++TWEAK+1==================.espCB  ++TWEAK+2==================.espCC  ++OVERHAUL-1===============.espCD  ++OVERHAUL=================.espCE  ++OVERHAUL+1===============.espCF  ++OVERHAUL+2===============.espD0  ++OVERHAUL+3===============.espD1  ++OVERHAUL+4===============.espD2  ++MISC.====================.espD3  ++MISC.+1==================.espD4  ++MAGIC====================.espD5  ++MAGIC+1==================.espD6  ++MAGIC+2==================.espD7  ++NPC======================.espD8  ++HOME=====================.espD9  100_AnvilCottage V1.2.espDA  ++HOME+1===================.espDB  ++PLACE====================.espDC  100_Greenacre Cave V1.0.espDD  ++PLACE+1==================.espDE  ++QUEST-1==================.espDF  ++QUEST====================.espE0  Mariel's Treasure Hunt.espE1  RiddleHunt.espE2  ++QUEST+1==================.espE3  ++QUEST+2==================.espE4  ++QUEST+3==================.espE5  ++NONE=====================.espE6  Oblivion Achievements CM Companions.espE7  ++LAST-1===================.espE8  ++LAST=====================.espE9  ++LAST+1===================.espEA  Black Dragon Armor Pack - 1.3.espEB  Custom Enchanting Unlocked.espEC  WeaponStatsixchange.espED  Zira's Horse Modpack - Armored Legion Horses.espEE  Gothic Sword.espEF  Kanthan Estate.espF0  ArmoryLab 5.0 - Cobl.espF1  ArmoryLab-portals-OpenCities.espF2  Rosethorn Hall Sanctuary v1.02.espF3  Black hand sanctuary.espF4  Black hand sanctuary (v1.1).espF5  Golden Perch Inn.espF6  Wolf Companions -TcS-.espF7  Better Imperial City.esp

User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Wed Mar 30, 2011 12:02 pm

@Gwyn; you're definitely not using BOSS. That should fix you're load order up and help out quite a bit.
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Wed Mar 30, 2011 9:19 am

@Gwyn; you're definitely not using BOSS. That should fix you're load order up and help out quite a bit.



Actually, I am. What do you see that's out of place?

Gwyn
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Wed Mar 30, 2011 7:29 am

All of this stuff for one:

E2 ++QUEST+1==================.esp
E3 ++QUEST+2==================.esp
E4 ++QUEST+3==================.esp
E5 ++NONE=====================.esp

What are those anyway? There's a lot of them and they appear to be activated for some reason.
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Wed Mar 30, 2011 12:16 pm

All of this stuff for one:

E2 ++QUEST+1==================.esp
E3 ++QUEST+2==================.esp
E4 ++QUEST+3==================.esp
E5 ++NONE=====================.esp

What are those anyway? There's a lot of them and they appear to be activated for some reason.



Those are BALO (Bash Automated Load Ordering) headers. I just copied the list from WyreBash.
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

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