[RELz]Animated Window Lighting System - Thread 5

Post » Mon Mar 14, 2011 1:30 pm

yes i read the diff between the times lights were suppose to be on depending on the advanced basic or medium and i went to the diff towns and use the wait feature for the right times to test the mod, pretty much no lights are comming on except for a few of the churches

and its also why i listed what i checked off on instalation. becuase i wanted to make sure i installed it correctly

i can not use obmm i have to use bash becuase while most mods come with a obmm ready archive i dont seem to be able to figure out how to actually make them work. every time i try i get a message the package no being in the right format every time i try i get the message about
warning this folder contains files in sub dirrectries or packed in a non standard way so im stuck with bash for now.

ok im just going to un install every thing and start from scratch . ill check back if i have a problem on my 3rd try
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Courtney Foren
 
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Post » Tue Mar 15, 2011 12:27 am

yes i read the diff between the times lights were suppose to be on depending on the advanced basic or medium and i went to the diff towns and use the wait feature for the right times to test the mod, pretty much no lights are comming on except for a few of the churches

and its also why i listed what i checked off on instalation. i can not use obmm i have to use bash becuase while most mods come with a obmm ready archive i dont seem to be able to figure out how to actually make them work. every time i try i get a message the package no being in the right format every time i try i get the message about
warning this folder contains files in sub dirrectries or packed in a non standard way so im stuck with bash for now.

Well if you just answered yes to all the questions it ask when it made the omod it would be just fine. It is not packed as a strandard way because we do offer lot of options and also we provide a script to just install all these options properly. Really OBMM is 100000 times easier to use that wrye to install AWLS. The proof is that you didn't got it right. Create your omod with the 2 archives needed (one omod with the meshes and one with a texture pack of your choice) and just click ok to everything. Then activate your omods and you will see.
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celebrity
 
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Post » Mon Mar 14, 2011 11:39 pm

i will give obmm another shot on the next install. i just wasnt sure that if i hit yes it would function properly as the site i used to get my dirrections didnt mention warnings at that particular step.
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Aman Bhattal
 
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Post » Mon Mar 14, 2011 2:44 pm

i will give obmm another shot on the next install. i just wasnt sure that if i hit yes it would function properly as the site i used to get my dirrections didnt mention warnings at that particular step.

The two OBMM messages that confused you may be misleading, but is actually what happens to everyone.

The first message tells you that the archive is structured in a non-standard way, and that this can lead to problems.

The second message tells you that omod conversion data exists, and this omod conversion data includes an installation script that ensures that the non-standard structure is correctly installed, i.e. making the first message moot.
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Marina Leigh
 
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Post » Tue Mar 15, 2011 2:23 am

The first message tells you that the archive is structured in a non-standard way, and that this can lead to problems.

... unless you write a script to install the mod correctly as the message also says, and since that's kinda key to understanding the next part, I thought I should mention.... :)

The second message tells you that omod conversion data exists, and this omod conversion data includes an installation script that ensures that the non-standard structure is correctly installed, i.e. making the first message moot.

Absolutely. But you knew that, of course :) . That first message is kinda a wall-o-text, though, and a lot of people don't read it fully. It's too bad that the first message isn't disabled if omod conversion data exists, but I can see why that wouldn't be so (probably to do with the order in which the OBMM scans the files for conversion), and it's just something you learn to live with as you gain experience working with the program. Seriously, if you panic every time the OBMM throws up a warning message, you'll never get anything done (the OBMM warns you about stuff all the time, but most of the time, as long as you know what you're doing, it's not a problem. Just a warning that if you don't know what you're doing, there could. possibly, be a problem).
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Blackdrak
 
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Post » Tue Mar 15, 2011 4:52 am

i appreciate the explination and yes id be in the catagory of those who dont always know what they are doing i have no problem admitting that. im a bit new to the whole modding up my oblivion game. im sure once i get the hang of the tools and the stricter guildlines with compatabilities things will go alot smoother.
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Matt Terry
 
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Post » Mon Mar 14, 2011 5:31 pm

I have a question about installing the AWLS modules. I'm using OMM and created one omod for the esps and meshes (v5.1.6), and another
omod for Brumbek's mixed textures (v5.1.2).

I installed the meshes first. I followed the prompts and chose the advanced esp and the default vanilla meshes since I'm not using Qarl Textures Pack or Blood and Mud.
Everything seemed to install fine.

Then I installed the textures and chose to "pick my windows per-city". After making my choices the files started copying but I got several messages prompting me about overwriting existing meshes from the Animated Windows Lighting System mesh pack that I had just installed.

So my question - Why is the texture pack installing meshes and should I choose to overwrite the meshes or leave the the ones installed with the mesh pack?

I'm a little confused and want to make sure I have the right meshes installed.
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Timara White
 
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Post » Tue Mar 15, 2011 5:19 am

Hey guys, I have a question! I don't know if this bug is from this mod or not, but I figured I'd go ahead and post it and try to get the scoop, since AWLS seems like a good candidate for what's going on here:

http://i48.tinypic.com/29xg5rd.jpg
http://i49.tinypic.com/29xagph.jpg

Basically, windows will go dark during the day (like they're supposed to), but their reflection in the water still shows them lit up. It's just a little nit-picky thing, but I'd like to fix it if I can. :) Any ideas?
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Natalie Harvey
 
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Post » Tue Mar 15, 2011 2:14 am

...Really OBMM is 100000 times easier to use that wrye to install AWLS...

True, but once you get it working you realise how much better Bain is, especially with (superb) mods like this which deal in meshes and textures that 'conflict' with other mods like the UOP. Bain means that installing the UOP after this but at a lower priority WON'T overwrite the AWLS files you want to keep, thus avoiding problems.
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Jessica Lloyd
 
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Post » Tue Mar 15, 2011 4:36 am

I have a question about installing the AWLS modules. I'm using OMM and created one omod for the esps and meshes (v5.1.6), and another
omod for Brumbek's mixed textures (v5.1.2).

I installed the meshes first. I followed the prompts and chose the advanced esp and the default vanilla meshes since I'm not using Qarl Textures Pack or Blood and Mud.
Everything seemed to install fine.

Then I installed the textures and chose to "pick my windows per-city". After making my choices the files started copying but I got several messages prompting me about overwriting existing meshes from the Animated Windows Lighting System mesh pack that I had just installed.

So my question - Why is the texture pack installing meshes and should I choose to overwrite the meshes or leave the the ones installed with the mesh pack?

I'm a little confused and want to make sure I have the right meshes installed.

The Textures pack from Brumbeck inset new meshes for the mages guild t ochange the default color of the Mages Symbol so yes you need to let OBMM overwrite the current meshes installed from the meshes pack. Just use the Ctrl + Yes to say yes to everything.

Hey guys, I have a question! I don't know if this bug is from this mod or not, but I figured I'd go ahead and post it and try to get the scoop, since AWLS seems like a good candidate for what's going on here:

http://i48.tinypic.com/29xg5rd.jpg
http://i49.tinypic.com/29xagph.jpg

Basically, windows will go dark during the day (like they're supposed to), but their reflection in the water still shows them lit up. It's just a little nit-picky thing, but I'd like to fix it if I can. :) Any ideas?

It can't be fixed. It is how Oblivion engine react. I think it is because the default state of the meshes is lit. We can't change that because AWLS can also be used just as the meshe replacer (without any esp) and have all the windows lit night and day like Texian Windows Lighting System was.

True, but once you get it working you realise how much better Bain is, especially with (superb) mods like this which deal in meshes and textures that 'conflict' with other mods like the UOP. Bain means that installing the UOP after this but at a lower priority WON'T overwrite the AWLS files you want to keep, thus avoiding problems.

Well the Solution is to click Ctrl + No in OBMM to not overwrite existing meshes. Now you may also have QTP3 meshes you would want to overwrite because they have no windows or chimney you tell me? The solution is simply to do things in order: UOP, QTP3 + UOP QTP3 Optimized, then AWLS overwriting everything because the meshes are already taken from UOP and QTP3.
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X(S.a.R.a.H)X
 
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Post » Mon Mar 14, 2011 3:02 pm

Is this compatible with QTPIII and Really AEVWD?
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[ becca ]
 
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Post » Mon Mar 14, 2011 10:32 pm

Yes, compatible.

Now, I've noticed you posting all over, and I thought I'd give you a decent piece of advice: playtest each new mod you install before installing more.

Big complicated installs can have minor errors due to mod-interactions that become impossible to figure out once you have 100 mods installed. Test often, test extensively, add slowly, and catch errors early.

gothemasticator
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Lyndsey Bird
 
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Post » Tue Mar 15, 2011 5:45 am

It can't be fixed. It is how Oblivion engine react. I think it is because the default state of the meshes is lit. We can't change that because AWLS can also be used just as the meshe replacer (without any esp) and have all the windows lit night and day like Texian Windows Lighting System was.

I haven't really looked into how AWLS works at its core, but OBSE now has the possibility of switching between two entirely different meshes at will.

I think that would, theoretically, fix that oddity but at the cost of a lot of work for someone and possibly more script overhead.
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Kirsty Collins
 
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Post » Mon Mar 14, 2011 11:38 pm

I'm not sure switching to an entirely different mesh would matter. In fact, I'm pretty sure it won't. Reflections are not dynamic. Nowhere did this become more apparent to me than when I was working on the patch file for UL:Blackwood Forest and OC Leyawiin Reborn.

I had loaded only the UL into the game at first, during the QA phase of approving it for release. Arriving at the water east of the city where the new ruins go, I got an interesting surprise. The cathedral was still being reflected back by the lake, when it should have been reflecting the ruin and surrounding rocks. Thinking back, this was no surprise, because Texian and Godhugh had suspended the original OCLR project for similar reasons. Turned out that it was tied to the LOD data. TES4LODGen solves it. Apparently water reflections in each cell are stored in the DistantLOD files along with the actual data on which objects to show.

With that in mind, I doubt OBSE can solve this because it would have to update the LOD files on the fly as you're playing, which doesn't seem feasible.
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Lizzie
 
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Post » Mon Mar 14, 2011 4:12 pm

Yes, compatible.

Now, I've noticed you posting all over, and I thought I'd give you a decent piece of advice: playtest each new mod you install before installing more.

Big complicated installs can have minor errors due to mod-interactions that become impossible to figure out once you have 100 mods installed. Test often, test extensively, add slowly, and catch errors early.

gothemasticator


Thanks and you're right
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herrade
 
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Post » Tue Mar 15, 2011 3:44 am

Sorry for doublepost, forums were freezing
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tannis
 
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Post » Mon Mar 14, 2011 8:14 pm

With that in mind, I doubt OBSE can solve this because it would have to update the LOD files on the fly as you're playing, which doesn't seem feasible.
Wow. Oblivion is a strange beast sometimes.

So, if it stores the mesh information that is appropriate when the LOD is generated, the only possible solution (if one were desperate) would be to alter the mesh itself dynamically?

Maybe someday NifScripts (the mod, not the Blender thing) might provide the means.
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Nick Jase Mason
 
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Post » Mon Mar 14, 2011 2:00 pm

Except LOD information isn't stored in meshes. It's stored in those *.lod files in the DistantLOD folder. You can completely reshape the entire scene and your water reflections will be whatever they were the last time you ran tes4lodgen. If NifScripts (the mod) can manipulate those LOD files, then I suppose that's an option. Otherwise we're stuck with what we have.
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Elle H
 
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Post » Mon Mar 14, 2011 9:01 pm

Oh really? I thought it would just store the necessary paths to the meshes, not any of the information in them. So that actually altering the mesh would affect LOD results.

That is really strange behaviour.
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Stephanie Nieves
 
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Post » Tue Mar 15, 2011 4:15 am

Well the Solution is to click Ctrl + No in OBMM to not overwrite existing meshes. Now you may also have QTP3 meshes you would want to overwrite because they have no windows or chimney you tell me? The solution is simply to do things in order: UOP, QTP3 + UOP QTP3 Optimized, then AWLS overwriting everything because the meshes are already taken from UOP and QTP3.

But you can't do it in order when a hotfix for, say UOP comes out (which it recently did). It means uninstalling and reinstalling stuff over and over again, and can get rather confusing. With BAIN, no need, underwritten stuff from UOP isn't used.
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FITTAS
 
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Post » Mon Mar 14, 2011 2:22 pm

Oh really? I thought it would just store the necessary paths to the meshes, not any of the information in them. So that actually altering the mesh would affect LOD results.

That is really strange behaviour.


Yes, and it caught me by surprise the first time too. Definitely should have grabbed a screenshot... and may have actually... I'll have to look around for it.
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Joe Bonney
 
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Post » Mon Mar 14, 2011 4:20 pm

But you can't do it in order when a hotfix for, say UOP comes out (which it recently did). It means uninstalling and reinstalling stuff over and over again, and can get rather confusing. With BAIN, no need, underwritten stuff from UOP isn't used.

This is exactly why i won't be switching back to OBMM. Ever. Especially with my tendency to install and reinstall mods all the time. I use OBMM for just a few of mods that edits shaders and for un-omoding OMOD archives :)
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Roberta Obrien
 
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Post » Tue Mar 15, 2011 5:28 am

There is no need for me to advertise this or this tool. We offer a mod that support both BAIN and OBMM so everyone can choose his own installation mode. We are free to prefer one tool over the other or not use any at all. As long the mod is installed properly, it will work and that's all that matters to me :)

My preferences are for a scripted installation but that's my opinion only.
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Mistress trades Melissa
 
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Post » Tue Mar 15, 2011 12:05 am

Active Mod Files:00  Oblivion.esm01  You Are Here.esm02  All Natural Base.esm  [Version 0.9.7]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.3]0A  Artifacts.esm0B  Unofficial Oblivion Patch.esp  [Version 3.2.3a]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  Francesco's Optional Chance of More Enemies.esp11  Francesco's Optional Leveled Quests-SI only.esp12  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]14  Fran Armor Add-on.esp15  Fran_Lv30Item_Maltz.esp16  LoadingScreens.esp17  LoadingScreensAddOn.esp**  LoadingScreensSI.esp18  Natural_Habitat_by_Max_Tael.esp19  Enhanced Seasons.esp  [Version 0.1]1A  All Natural - Real Lights.esp  [Version 0.9.7]1B  All Natural.esp  [Version 0.9.7]1C  All Natural - SI.esp  [Version 0.9.7]1D  All Natural - EW + NW + AWS.esp  [Version 0.9.6]1E  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp1F  Echo_ChapelChant.esp20  AmbientTownSounds.esp21  MIS Low Wind.esp22  Atmospheric Oblivion.esp23  Soundscaper.esp24  PCSoundKensai.esp  [Version 2.7]25  Rainbows.esp26  Cities Alive At Night.esp27  WindowLightingSystem.esp28  AmbientDungeons.esp  [Version 1.3]29  AliveWaters.esp2A  diversegrasses.esp2B  BetterMusicSystem.esp2C  RAEVWD Cities.esp  [Version 1.4]2D  RAEVWD New Sheoth.esp  [Version 1.5]2E  RAEVWD Imperial City.esp  [Version 1.4]2F  Enhanced Economy.esp  [Version 3.3.2]30  Map Marker Overhaul.esp  [Version 3.1]31  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]32  DLCHorseArmor.esp33  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]34  DLCOrrery.esp35  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]36  DLCVileLair.esp37  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]38  DLCMehrunesRazor.esp39  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]3A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp++  MaleBodyReplacerV4.esp++  ArtifactsFemaleArmor.esp++  Darkgreen Glass Armour.esp3B  XiaNewAmuletsV1.esp**  Armamentium female.esp3C  DLCThievesDen.esp3D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]3E  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]3F  Slof's Oblivion Robe Trader.esp40  Cobl Glue.esp  [Version 1.72]41  Cobl Si.esp  [Version 1.63]42  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]43  Bob's Armory Oblivion.esp44  FCOM_BobsArmory.esp  [Version 0.9.9]45  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]46  Oblivion WarCry EV.esp47  FCOM_WarCry.esp  [Version 0.9.9MB3]48  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-DLT_Remover.esp  [Version 1.33]++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]49  ArmamentariumArtifacts.esp  [Version 1.3]++  ArmamentariumLLArmaVendor.esp  [Version 1.3]4A  OBSE-Storms & Sound SI.esp4B  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]4C  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]4D  FCOM_RealSwords.esp  [Version 0.9.9]4E  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]4F  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]50  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]51  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]52  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]53  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.6Beta2]54  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]55  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]57  MMM - Playable Undead Armors.esp++  MMM - Playable Undead Armors - Oblivion WarCry Compatability Patch.esp++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  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_Archery.esp  [Version 0.9.9]58  TIE In.esp  [Version 1.2b]++  TIE In - Cobl.esp  [Version 1.2b]59  TIE In - FCOM Convergence.esp  [Version 1.2b]++  TIE In - RealSwords.esp  [Version 1.2b]++  TIE In - MMM Gems.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]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  Atmospheric Oblivion - MMM Patch.esp++  Atmospheric Oblivion - OOO Patch.esp++  FineWeapons for OOO.esp**  LoadingScreens-OOO.esp5A  KDCircletsOOOOptimized - Loot Only.esp  [Version 1.2]**  RustyItems for OOO.esp++  MMM-Cobl.esp  [Version 1.69]++  EVE_StockEquipmentReplacer4FCOM.esp5B  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]5C  DBSRebuiltComplete.esp5D  DLCBattlehornCastle.esp5E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]5F  DLCFrostcrag.esp60  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]++  DLCFrostcrag_MysticEmporiumPatch.esp61  Knights.esp62  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp63  SM Plugin Refurbish(Merged).esp  [Version 1.21]++  TIE In - Knights.esp  [Version 1.2b]++  KotN Wayshrine Fix.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]64  EVE_ShiveringIslesEasterEggs.esp65  Salmo the Baker, Cobl.esp  [Version 3.08]66  Enhanced Vegetation [150%].esp++  TIE In - Rebalance.esp  [Version 1.2b]++  TIE In - Salmo, Cobl.esp  [Version 1.2b]++  TIE In - SlofsHorses.esp  [Version 1.2b]++  TIE In - DLCOrrery.esp  [Version 1.2b]++  TIE In - DLCThievesDen.esp  [Version 1.2b]++  TIE In - DLCFrostcrag.esp  [Version 1.2b]67  RealSleepExtended.esp  [Version 2.3.4]68  Let There Be Darkness - Cyrodiil + SI.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]++  Slof's Oblivion Better Beasts.esp69  Nec Mystic Dark Elf-Remake.esp  [Version 1.0]6A  bgBalancingEVCore.esp  [Version 10.52EV-D]6B  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]6C  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]6D  bgBalancingEVOptionalMoreEyes.esp  [Version 10]6E  bgBalancingEVOptionalBetterRedguards.esp6F  bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp  [Version 10.0EV-D]70  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]71  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  EVE_KhajiitFix.esp++  [GFX]_Initial_Glow-all.esp++  Real Lava 1.3.esp72  MiniMap.esp73  Bashed Patch, 0.esp74  FormID Finder4.esp75  Streamline 3.1.esp++  Slof Horses Base.esp  [Version 3.7b3p3]


I'm working on my modlist, trying to get all my favourite mods while staying under the 255 limit, and this is what I've got so far (still have a lot that have to be added).

However, while playtesting, I found that the windows in th IC weren't working as should be, the other cities windows were working though, hopefully I'll find out soon enough why.

I'm using parts of QTPIII, however I'm not using the architecture folder, so I should still use the default package, right?

I've relocated AWLS as the one of the last packages in my BAIN order, it seems to work now, one of the other packages must have overwritten some of the window meshes, although I do not know which one, hopefully this will last...
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Angelina Mayo
 
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Post » Tue Mar 15, 2011 4:49 am

My system hangs when I try and enter Cheydinhal. By removing all mods and then installing a few at time, it seems that Animated Window Lighting System is causing the hang. Can anyone help me to get this mod to work? These are the BAIN installation selections I have made...

Animated Window Lighting System - Meshes v5.1.600 AdvancedESP01 Smoke Textures10 QTP311 QTP3 Windows & Chimneys30 SI60 Bravil QTP361 Bravil QTP3 Windows & Chimneys80 Kvatch Rebuilt Windows & Chimneys90 Better Cities Windows & ChimneysAnimated Window Lighting System - Textures v5.1.200 Core10 QTP3 Priory30 Mages Guild Window Orange31 Mages Guild Window Orange or Red Chimney QTP340 Shivering Isles Settlements Yellow MultiColor84 ICTemple Blue

Here is my BOSS sorted load order...

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  EnhancedWeather.esm  [Version 1.3.9]03  Kvatch Rebuilt.esm04  Better Cities Resources.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles no helms.esp**  Beautiful_Women_NiceOnly.esp**  Beautiful_Women_DB_Addon.esp**  Beautiful_Women_SI.esp**  Beautiful_Women_Vampires.esp**  Beautiful_Women_Vampires_50.esp++  Beautiful_Women_NotSoNice_Bonus.esp**  Handsome_Gents_Addon.esp**  Handsome_Gents_DB_Addon.esp**  Handsome_Gents_SI.esp**  Handsome_Gents_Vampires.esp**  Handsome_Gents_Vampires_50.esp**  Handsome_Gents_Bonus.esp**  Colourwheels sixy Female NPCs.esp05  Unofficial Oblivion Patch.esp  [Version 3.2.4]**  Permanent Effects from Quest Items fix.esp06  DLCShiveringIsles.esp07  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]08  Better Cities .esp09  EnhancedWeather.esp  [Version 1.3.5]0A  Enhanced Weather - Across-The-Borders Mods Patch.esp  [Version Final]0B  EnhancedWeather - Enhanced Seasons.esp  [Version 1.3.1]++  Kvatch Rebuilt Weather Patch.esp0C  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp0D  MIS Low Wind.esp0E  MIS New Sounds Optional Part.esp0F  Rainbows.esp10  WindowLightingSystem.esp11  AliveWaters.esp**  Book Jackets Oblivion.esp12  ImprovedSigns.esp13  Purge Cell Buffers - Loading.esp  [Version 1.0.0]14  Slof's Oblivion Pillow Book.esp**  VAs Better Gold with no Menu Icon.esp15  DLCOrrery.esp16  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]17  DLCVileLair.esp18  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]19  DLCMehrunesRazor.esp1A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1B  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp++  MaleBodyReplacerV4.esp1C  Underworld Vampires.esp++  RustyItems.esp**  Slof's Horses Base.esp1D  DLCThievesDen.esp1E  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1F  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]20  Abriael_Human.esp21  Kvatch Rebuilt.esp22  Nerussa The Wine Collector v1.0.esp23  DLCFrostcrag.esp24  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]25  BrumaMGRestored.esp26  BrumaMGRestored-Frostcrag.esp27  Knights.esp**  Knights - Book Jackets.esp28  Knights - Unofficial Patch.esp  [Version 1.0.9]29  Feldscar.esp  [Version 1.0]2A  Vergayun.esp  [Version 1.0.3]2B  Faregyl.esp  [Version 1.0.10]2C  xuldarkforest.esp  [Version 1.0.3]2D  xulStendarrValley.esp  [Version 1.2.1]2E  xulTheHeath.esp2F  XulEntiusGorge.esp30  xulFallenleafEverglade.esp  [Version 1.3.1]31  xulColovianHighlands_EV.esp  [Version 1.2.1]32  xulChorrolHinterland.esp  [Version 1.2.2]33  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]34  xulBravilBarrowfields.esp  [Version 1.3.2]35  xulLushWoodlands.esp  [Version 1.3]36  xulAncientYews.esp  [Version 1.4.2]37  xulAncientRedwoods.esp  [Version 1.6]38  xulCloudtopMountains.esp  [Version 1.0.3]39  xulArriusCreek.esp  [Version 1.1.3]3A  xulPatch_AY_AC.esp  [Version 1.1]3B  xulRollingHills_EV.esp  [Version 1.3.2]3C  xulPantherRiver.esp3D  xulRiverEthe.esp  [Version 1.0.2]3E  xulBrenaRiverRavine.esp  [Version 1.0.2]3F  xulImperialIsle.esp  [Version 1.6.3]40  xulBlackwoodForest.esp41  xulCheydinhalFalls.esp  [Version 1.0.1]42  KvatchRebuilt-CheydinhalFalls patch.esp43  xulAspenWood.esp  [Version 1.0.1]44  Leviathan Soulgems.esp45  AgarMoreVariedSpellEffects.esp46  Better Cities - Full City Defences.esp47  Better Cities Full.esp48  BCBravilFULL-Barrowfields patch.esp49  BCChorrol-ChorrolHinterland fix.esp4A  BCCheydinhalFULL-CheydinhalFalls patch.esp4B  Better Imperial City.esp4C  Merged Elaborate Eyes and Eyelashes.esp4D  DS Flaming Arrows.esp  [Version 1.2]4E  Li-Glassphials.esp++  fog.esp4F  BubbleFx.esp++  KoldornsImprovedLava2.esp50  Bashed Patch, 0.esp

Many thanks for any help or guidance.
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Spencey!
 
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