[RELz]Atmospheric (Dark UI) Loading Screens - #5

Post » Mon May 02, 2011 9:29 pm

http://rapidshare.com/files/417524309/banjo2E_02.7z

Most of this batch is from Aureal's Retreat, which is this really big alternate worldspace island mod thing that honestly is more art form than actual playable world, which...is actually just fine IMO. To the right of where I took the island photo is a giant tree but it looks really crappy from just about every angle other than right below it because its distantLOD mesh didn't get rescaled, and, in fact, is two-dimensional. It leads to another part with more prettyfullness but I'm not strong enough to go up there and it's filled with giant Dwemer (lol). Which is a shame because the treetop land is even better than the island.

The water path photo was supposed to be sunset but I wasn't fast enough to get there in time. The sun was barely visible in my game as I took the photo, but it didn't show up in the screenshot. Still, twilight's also pretty cool.

Also a totally awesome Bravil cathedral shot and a picture of the AFK_Weye version of the titular town as seen from the north point of the IC Waterfront.


Wow, thanks again! I got the download the first try this time, and again the shots are almost all great (for ALS). I'm also surprised that at an underwater shot that doesn't look terrible, as they usually end up looking. :thumbsup:
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Emma
 
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Post » Mon May 02, 2011 9:33 pm

A quick heads-up on what's happening behind the scenes.

I've got the new loading screen format about right and I'm now working on the theme pack formats. Rather than just tell you about this, you can take a quick look at sample screens: http://i285.photobucket.com/albums/ll61/Revanchism/Working/test2-1.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/test1.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/test4-1.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/test6-1.png. You can see that the themes have been re-made from scratch, though I followed many of Galahaut's original design choices (particularly for backgrounds: he made very good choices for those).

There is much less "wasted" space compared to http://www.myalbum.tw/GroteFoto-BAUCGCIC.jpg, but non-widescreen monitors cannot display the new, wider screens properly and clip the edges of the picture and the text below.

If anyone has constructive feedback on the new designs, then I guess you can post about it. I'm not renowned for actually *following* feedback from people though, so don't get upset if I don't agree with you. :whistling:

Vac
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Ellie English
 
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Post » Mon May 02, 2011 9:12 pm

And just to show how fast progress gets made when it's getting made, here's the http://i285.photobucket.com/albums/ll61/Revanchism/Working/test8.png.

Vac

Edit: Well, either no one cares, or my comment about ignoring criticism made people decide not to bother. Anyway, here's slightly updated samples, in some cases there are pixel by pixel adjustments from the templates used in the screens above (yes, perfectionism is a virtue).

http://i285.photobucket.com/albums/ll61/Revanchism/Working/test11.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/Test1-1.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/Test4-2.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/test10.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/Test5-1.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/test7-1.png.
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Emma-Jane Merrin
 
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Post » Mon May 02, 2011 9:59 pm

argh, the thread updated, why didn't my watch work

Working on some more screenshots, but progress is slow because of an ungodly amalgamation of real life, OBGE, and Minecraft. I may or may not have something by next week.

Loving the new backgrounds, btw.
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Marta Wolko
 
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Post » Tue May 03, 2011 9:49 am

really wish this mod could be made for darnified ui too, that would just be the best, as for now not using it since i'm not using dark ui, and so rather not mix it with darnified ui.
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Tha King o Geekz
 
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Post » Tue May 03, 2011 12:54 am

really wish this mod could be made for darnified ui too, that would just be the best, as for now not using it since i'm not using dark ui, and so rather not mix it with darnified ui.


Actually, this mod mixes with regular DarN surprisingly well. It's what I use, in fact.

...That reminds me: The vertical loading bars addon should have transparent backgrounds for the Daedric font images. As it is the letters almost always clash somewhat with the background, and simply cel-shading them would take care of any contrast issues that the alternate background packs would bring up.
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Lucie H
 
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Post » Mon May 02, 2011 9:49 pm

I personally think this mod works pretty well with almost any UI choice, but if anyone thinks it clashes too much with a given UI, they can always try and remake the thousand+ loading screens themself? :whistling:
...That reminds me: The vertical loading bars addon
Ahh, nyuts, I'll have to take another look at that addon anyway come the release of the new widescreen format. I am very sure it won't be compatible with the new widescreen xml menu, I'll have to see if I can work out an alternative, or something. Thanks for reminding me and thanks for the screens. I'm quite busy with RL right now, but as the screens above show, there's significant progress being made, and I've actually made even more than what's shown above.

Vac
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El Khatiri
 
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Post » Tue May 03, 2011 2:07 am

I personally think this mod works pretty well with almost any UI choice, but if anyone thinks it clashes too much with a given UI, they can always try and remake the thousand+ loading screens themself? :whistling: Ahh, nyuts, I'll have to take another look at that addon anyway come the release of the new widescreen format. I am very sure it won't be compatible with the new widescreen xml menu, I'll have to see if I can work out an alternative, or something. Thanks for reminding me and thanks for the screens. I'm quite busy with RL right now, but as the screens above show, there's significant progress being made, and I've actually made even more than what's shown above.

Vac


Yeah...I sort of forgot the vertical loading bars even existed. I haven't really looked at the files since Zarius sent them to me. I'm not even sure they can be made transparent.
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Tyler F
 
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Post » Tue May 03, 2011 7:02 am

Yeah...I sort of forgot the vertical loading bars even existed. I haven't really looked at the files since Zarius sent them to me. I'm not even sure they can be made transparent.

Just checked what I could do in GIMP and I think it's quite doable to remove the Dark_UI style background colour from the deadric font graphics. I'm no texture master, mind, so it might lose something in the course of me working on it, and it might not look that great with the paler background of some theme packs (Ayleid and the upcoming Snow themes, for example).

Vac
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Lil Miss
 
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Post » Mon May 02, 2011 9:28 pm

Just checked what I could do in GIMP and I think it's quite doable to remove the Dark_UI style background colour from the deadric font graphics. I'm no texture master, mind, so it might lose something in the course of me working on it, and it might not look that great with the paler background of some theme packs (Ayleid and the upcoming Snow themes, for example).

Vac


Well, that's why I suggested cel shading (i.e. adding a black outline to the letters). That way they'll be easily visible under all circumstances.
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i grind hard
 
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Post » Mon May 02, 2011 11:59 pm

Well, that's why I suggested cel shading (i.e. adding a black outline to the letters).
Oh, is that what it means? I was intending to look up the term in Wikipedia at some point, but hadn't got around to it yet. When making suggestions, best explain in very-laymans terms as I'm completely ignorant of even the most basic terminology for this stuff. :whistling:
But, yes, I was looking at doing much the same thing. If there's a name for it, I wonder if there's any kind of function for doing it automatically...?

Vac
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Averielle Garcia
 
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Post » Mon May 02, 2011 11:28 pm

Oh, is that what it means? I was intending to look up the term in Wikipedia at some point, but hadn't got around to it yet. When making suggestions, best explain in very-laymans terms as I'm completely ignorant of even the most basic terminology for this stuff. :whistling:
But, yes, I was looking at doing much the same thing. If there's a name for it, I wonder if there's any kind of function for doing it automatically...?

Vac


Let's see, you're using GIMP, so...

argh, I may have been using the wrong terminology :facepalm:

Just think of it as outlining and it makes sense anyway.

Found a tutorial on how to do it. http://gimpology.com/submission/view/how_to_outline_text

If you don't have a text layer (like on the vertical loading bars image) you can still do it by doing select-by-color on whatever layer the text is on, then in the "Layers, Channels, Paths" window switching to the paths tab (the one with all the dots), selecting Selection To Path, then using Stroke Path/Paint Along Path.
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Kirsty Collins
 
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Post » Tue May 03, 2011 5:49 am

Getting back to this stuff a little later...
Loving the new backgrounds, btw.
I have to admit to slight dismay that this was the only feedback I have had on the new loading screen themes... Considering the last release I did (3.65) has had nearly 2,000 unique downloads I kinda figured there would be people interested in the development of the mod, but I seem to be mistaken.

Anyway, on the basis that some people might like to look, even if they don't care to comment, here's how it looks just now:

The basic loading screen - http://i285.photobucket.com/albums/ll61/Revanchism/Working/test11.png.

The ayleid themes - http://i285.photobucket.com/albums/ll61/Revanchism/Working/Test1-1.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/test14.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/test18-1.png.

The caves theme - http://i285.photobucket.com/albums/ll61/Revanchism/Working/Test4-2.png.

The Lost Spires themes - http://i285.photobucket.com/albums/ll61/Revanchism/Working/test10.png, http://i285.photobucket.com/albums/ll61/Revanchism/Working/test16-1.png.

The Oblivion theme - http://i285.photobucket.com/albums/ll61/Revanchism/Working/Test5-1.png.

The snow theme - http://i285.photobucket.com/albums/ll61/Revanchism/Working/test7-1.png.

I'll probably make more theme templates as I have the mood/inspiration/time, but these are about ready for mass production. I hope people are looking forward to some widescreen loading screens?

Vac
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Rebecca Dosch
 
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Post » Tue May 03, 2011 3:56 am

Very nice work, I like the variety.

I normally just lurk in the backround but just want to let you know your effort is appreciated.
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Ruben Bernal
 
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Post » Tue May 03, 2011 3:43 am

Quick question about proper bash tags for "Atmospheric Loading Screens - No Text.esp". The bundled ESP has {{BASH:Graphics,NoMerge}} but the current BOSS master list seems to only have the Graphics tag.

Any time I see that type of discrepancy I start to wonder if I need to change the tags so I figured I'd ask if I should be manually removing the NoMerge tag or not. For what it's worth the {{BASH:Graphics,NoMerge}} tag seems to work fine for me, other than to the extent Wrye Bash's mod checker suggests that the mod should be deactivated (which, from what I can see, it shouldn't be) but just want to make sure I'm not missing something.

Hadn't noticed this thread recently or your request for comments. The themed screens look nice, although I suspect I'll probably just stick with the "base" texture for my install since I really like that - it's simple yet esthetically pleasing and does what I want. :) Typically I don't see a loading screen for more than a second or two anyway, since I have a fast computer. With text I often don't have time to actually read the full text by the time I realize that a loading screen has appeared.

With respect to your BSA or not BSA question, I definitely prefer the current loose file structure.
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Maddy Paul
 
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Post » Tue May 03, 2011 6:43 am

that type of discrepancy
Don't remove the NoMerge tag unless Bash no longer considers the file unmergable. I know Bash has usually considered the esps mergable because for some reason it doesn't seem to count new loading screens as being new records. If you merge the files then you're going to miss out on over a thousand loading screens.

I suppose I should check that and, if necessary, report it to the Bash developers again. I think it got missed last time I mentioned it.

Vac
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marina
 
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Post » Tue May 03, 2011 6:10 am

OK, thank you. Since it adds new content it didn't make sense to me that it would be mergeable (and in fact you get a report indicating that if you try mark mergeable in Wrye Bash), but since the BOSS report indicated a different recommended tag I just wanted to verify it.
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Quick Draw III
 
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Post » Tue May 03, 2011 3:38 am

Time to refresh this thread.

I wanted to rebuild my game, used DarkUI'd Darn + the ALS replacement xml file + ALS no text version and it results in CTD as soon as the game is loaded. I saw someone else had this problem. Is there a fix released yet? I don't really like the random quotes.

BAIN list:

Spoiler
Bain Packages:++ 000 - Unofficial_Oblivion_Patch_v3_2_0_Manual_Version-5296.7z (BCBA7B56) (Installed)++ 001 - Unofficial_SI_Patch_v1_4_0-10739.7z (79CE866D) (Installed)++ 002 - Unofficial_Patch_Supplementals-27710.7z (B22A6E3A) (Installed)++ 003 - Atmospheric_Loading_Screens_3_65-8958.7z (DE8982A3) (Installed)++ 004 - DarkUId Darn (BAINified).7z (A95FBFAA) (Installed)++ 005 - Streamline_31_BAIN-22170.7z (E6E804BA) (Installed)++ 006 - Streamline_31_Patch_Bain-22170.7z (66E3A767) (Installed)++ 007 - Optimized Distant Land MAX.7z (5BF2D560) (Installed)008 - ==FCOM==++ 009 - Frans (FCOM).7z (4F7F7134) (Installed)++ 010 - USIP_MOBS_1-4-17621.rar (76D7B93C) (Installed)++ 011 - OOO_133_Complete.7z (01C01D0F) (Installed)++ 012 - OOO_134_Beta_5_Patch.7z (316172B2) (Installed)++ 013 - OOO_Harvest_Containers_Filter_patch_for_mods-35127.7z (22302103) (Installed)++ 014 - Pyffied OOO meshes.7z (1FE921E2) (Installed)++ 015 - Shivering_OOO-12061.zip (57EFA4E7) (Installed)++ 016 - Oblivion Warcry EV Opti.7z (75CA13AD) (Installed)++ 017 - OblivionWarCry109.7z (9F1F8697) (Installed)++ 018 - Bob's Armory.7z (21D13AF6) (Installed)++ 019 - KD_Circlets_OOO_1.32_Optimized_-_Version_1.2-10670.7z (4F953134) (Installed)++ 020 - Loth_Blunt_Weapons_ver_3-0-1-12939.rar (E14D8906) (Installed)++ 021 - XiaNewAmuletsV1-13360.zip (1702AD0C) (Installed)++ 022 - OOO-FCOM_Addon_-_New_Amulets_by_Xiamara-24432.7z (2F8C2632) (Installed)++ 023 - ArmaCompleteResources-18417.7z (0C563558) (Installed)++ 024 - ArmamentariumComplete_ver_1_35-18417.7z (003AAA54) (Installed)++ 025 - Artifacts-25309.7z (C74ADAC2) (Installed)++ 026 - MMMBsa (FCOM).7z (61965A13) (Installed)++ 027 - MartsMonsterMod37b3.7z (FDB3E6E1) (Installed)++ 028 - Cobl_172-21104.7z (BFECAEE3) (Installed)++ 029 - pyffied COBL meshes.7z (8C5D3FE5) (Installed)++ 030 - Loot-Drop-Merchant_changes_Proposal-21104.7z (A95C9B6F) (Installed)++ 031 - MMM-Cobl.7z (9478B271) (Installed)++ 032 - Item_Interchange_0_78-17557.7z (D2FAA97B) (Installed)++ 033 - FCOM_Convergence.7z (AFA04003) (Installed)++ 034 - FCOM_Convergence (esps).7z (799EA71F) (Installed)++ 035 - FCOM Addons.7z (861FB2BB) (Installed)++ 036 - ufcom.7z (62B956CB) (Installed)++ 037 - FCOM_WarCry109.7z (4B541396) (Installed)++ 038 - FCOM_EntropicOrderRebalance.7z (7EB6028A) (Installed)++ 039 - OMOBS1_0-28537.7z (EB1E2FED) (Installed)++ 040 - LessAnnoyingMagicExperienceEV 1,7.7z (5F151FEF) (Installed)++ 041 - HGEC.7z (8C99097C) (Installed)++ 042 - Robert's Male Body.7z (AA6624EB) (Installed)++ 043 - Race Balancing Project 10,5 - Installation Files Complete.7z (BE912B9F) (Installed)++ 044 - Race Balancing Project 10,5 EV.7z (022A98D4) (Installed)++ 045 - RAEVWD-20053-1-9.7z (4DFF0231) (Installed)++ 046 - RAEVWD_SI_Edition-20053-1-6-1.7z (71ECCC10) (Installed)++ 047 - Animated_Window_Lighting_System_-_Meshes_v5-4-0-19628-1.7z (7024D10F) (Installed)++ 048 - AWLS_-_Brumbek_Mixed_Textures_v5-4-0-19628-1.7z (40381101) (Installed)049 - ==Last==



Load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm09  Unofficial Oblivion Patch.esp  [Version 3.3.3]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp0C  Francesco's Optional Chance of Stronger Bosses.esp0D  Francesco's Optional Chance of Stronger Enemies.esp0E  Francesco's Optional Chance of More Enemies.esp0F  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]10  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]11  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.78]12  RAEVWD Cities.esp  [Version 1.9]13  RAEVWD New Sheoth.esp  [Version 1.6.1]14  RAEVWD Imperial City.esp  [Version 1.9]15  Streamline 3.1.esp++  MaleBodyReplacerV3.esp16  XiaNewAmuletsV1.esp17  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]18  Cobl Glue.esp  [Version 1.73]19  Cobl Si.esp  [Version 1.63]1A  Bob's Armory Oblivion.esp1B  FCOM_BobsArmory.esp  [Version 0.9.9]1C  Loth's Blunt Weapons for Npcs.esp1D  Oblivion WarCry EV.esp  [Version 1.09]1E  FCOM_WarCry.esp  [Version 0.9.9MB5]1F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO_XiaNewAmulets Addon - LLOnly.esp  [Version 0.5]20  OMOBS.esp  [Version 1.0]21  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]22  ArmamentariumArtifacts.esp  [Version 1.35]23  OOO 1.32-Cobl.esp  [Version 1.72]24  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]25  FCOM_RealSwords.esp  [Version 0.9.9]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.73]26  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]++  Item interchange - Placement for FCOM.esp  [Version 0.78]27  Atmospheric Loading Screens - No Text.esp28  bgBalancingEVCore.esp  [Version 10.52EV-D]29  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]2A  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]2B  bgMagicEVPaperChase.esp  [Version 1.68EV]2C  bgMagicAlchemy.esp  [Version 1.57]2D  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]2E  bgMagicLightningbolt.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]2F  Bashed Patch, 0.esp

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Austin England
 
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Post » Tue May 03, 2011 9:01 am

I wanted to rebuild my game, used DarkUI'd Darn + the ALS replacement xml file + ALS no text version and it results in CTD as soon as the game is loaded. I saw someone else had this problem. Is there a fix released yet? I don't really like the random quotes.
No fix at present, as neither Galahaut nor I have ever been able to replicate the problem, let alone identify a cause. As far as I can tell, the no text version is just an edited version of the random text version; there's nothing special about it, nor any reason I can see why it would cause crashes that the others don't, but apparently it does for some people.

It's something I intend to look at again while I'm reconstructing everything with the new widescreens, maybe I can provide a test file at that point with a handful of textless screens and see if I can make that cause anyone to crash, :shifty: but right now I've got my hands more than full with Cobl, VaPER and RL. Particularly the last one; the period in front of New Year is one of the busiest periods for work.

I guess I can start having a think again about what could feasibly be causing the problem with that esp. I kinda wish it wasn't so large: there's a lot of records in there. That's why it might be easier to try and replicate the problem with a much smaller esp. How I'm going to do that though... :shrug:

Vac (is sorry he has no really positive answers)
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Setal Vara
 
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Post » Tue May 03, 2011 7:12 am

That's ok. I will just use a different version. Thanks anyway.
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Danny Warner
 
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Post » Tue May 03, 2011 8:05 am

For everyone who has a CTD-problem with Darkui'd Darn and the no text version: Simply edit the loading_menu.xml:

Look for this block:

					 3 			   			 3  <!-- DarN 1 -->			 217  <!-- DarN 117 -->			 185  <!-- DarN 59 -->			 102  <!-- DarN 33 -->			 255  <!-- DarN 255 -->			 850 			 &left; 															
2
765


and remove from .
Now it's possible to remove the text with no hassle and no CTDs. Just use the original text version of ALS.
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Bloomer
 
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Post » Mon May 02, 2011 8:34 pm

For everyone who has a CTD-problem with Darkui'd Darn and the no text version: Simply edit the loading_menu.xml:
So the attempt to place non-existent text causes the game to crash for some people. Interesting. I wonder why it's only a few people?

Anyway, either I'll make an alternate xml for that esp, or I'll arrange to add a single " " space to the text fields of the plugin's records for the next release. And probably upload a hotfix xml to Nexus later today.

Thanks for taking the time to track it down.

Vac
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Richard Thompson
 
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Post » Mon May 02, 2011 11:13 pm

I've got an issue I've seen before but can't remember the solution to. It really doesn't cause any problems in of itself, but I do wonder if it is an indicator to other possible issues. Anyways, my main menu is the maroon texture from the loading screens with just black text for the main menu option 'buttons', and the Oblivion logo is there as it's supposed to be. ALS is set to import graphics into the Bashed Patch, and I've tried this with ALS checked and with the dot indication in Bash, but same results. Interestingly, however, it wasn't doing this earlier today or before, and nothing has changed other than me removing two .ESPs (Denock_Arrow.esp and UOP's Vampire Face Bug Fix, since Bash Patch looks has the latter and something else in game (I'm not sure what off the top of my head) gave me the functionality of the former, so I removed them from my load order and rebuilt my BP just to be safe).

Here's an image of what I'm talking about: http://www.4shared.com/photo/79dWXkeL/mainmenu.html

Here's my load order, organised by the latest BOSS Masterlist:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2.1]02  Cobl Main.esm  [Version 1.72]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]06  VASE - core.esm07  Better Cities Resources.esm  [Version 4.9.0]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]08  Unofficial Oblivion Patch.esp  [Version 3.3.3]09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  Better Cities .esp**  Atmospheric Loading Screens - Original Text.esp0C  All Natural.esp  [Version 1.2]0D  All Natural - SI.esp  [Version 1.2.1]0E  Immersive Interiors.esp  [Version 0.7]0F  Immersive Interiors - Lights Addon.esp  [Version 0.7]10  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp11  MIS.esp12  MIS New Sounds Optional Part.esp13  Atmospheric Oblivion.esp14  Storms & Sound.esp15  Rainbows.esp16  All Natural - Real Lights.esp  [Version 1.2]17  WindowLightingSystem.esp18  bgShaderStandAloneEV.esp  [Version 1.0EV]++  Item interchange - Extraction.esp  [Version 0.78]19  RAEVWD New Sheoth.esp  [Version 1.6.1]1A  TryBeforeYouBuy.esp1B  Enhanced Economy.esp  [Version 5.1]1C  Display Stats.esp  [Version 1.3.1]1D  Enhanced Seasons.esp  [Version 1.3.1]1E  Oblivion Graphics Extender Support.esp  [Version 0.42]1F  Streamline 3.1.esp20  Dynamic Map.esp  [Version 2.0]21  Map Marker Overhaul.esp  [Version 3.8]22  Map Marker Overhaul - SI additions.esp  [Version 3.5]23  Enhanced Hotkeys.esp  [Version 2.1.1]24  DLCHorseArmor.esp25  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]26  DLCOrrery.esp27  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]28  DLCVileLair.esp29  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]2A  DLCMehrunesRazor.esp2B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]2C  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2D  DLCThievesDen.esp2E  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]2F  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]30  Cobl Glue.esp  [Version 1.72]31  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]32  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]33  OOO-Map_Markers_Stock.esp  [Version 1.33]34  OOO-No_Guild_Ownership.esp  [Version 1.33]++  OOO-DLT_Remover.esp  [Version 1.33]35  OOO 1.32-Cobl.esp  [Version 1.72]36  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]39  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  VASE - Cyrodiil for MMM.esp++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]3D  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]3E  Sousmarin_manorV1.1.esp3F  VHBloodlines 1.2.esp  [Version 1.5.2]40  DLCBattlehornCastle.esp41  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]42  DLCFrostcrag.esp43  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]44  Knights.esp45  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]46  The Lost Spires.esp47  road+bridges.esp  [Version 4.6]48  xuldarkforest.esp  [Version 1.0.5]49  LostSpires-DarkForest patch.esp4A  xulStendarrValley.esp  [Version 1.2.2]4B  xulTheHeath.esp4C  XulEntiusGorge.esp4D  xulFallenleafEverglade.esp  [Version 1.3.1]4E  LostSpires-Everglade patch.esp4F  xulColovianHighlands_EV.esp  [Version 1.2.1]50  xulChorrolHinterland.esp  [Version 1.2.2]51  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]52  xulBravilBarrowfields.esp  [Version 1.3.2]53  xulLushWoodlands.esp  [Version 1.3.1]54  xulAncientYews.esp  [Version 1.4.3]55  xulAncientRedwoods.esp  [Version 1.6]56  xulCloudtopMountains.esp  [Version 1.0.3]57  xulArriusCreek.esp  [Version 1.1.3]58  xulPatch_AY_AC.esp  [Version 1.1]59  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]5A  xulPantherRiver.esp5B  xulRiverEthe.esp  [Version 1.0.2]5C  xulBrenaRiverRavine.esp  [Version 1.1]5D  xulImperialIsle.esp  [Version 1.6.6]5E  xulBlackwoodForest.esp  [Version 1.1.0]5F  xulCheydinhalFalls.esp  [Version 1.0.1]60  xulAspenWood.esp  [Version 1.0.2]61  xulSkingradOutskirts.esp  [Version 1.0.1]62  xulSnowdale.esp  [Version 1.0.2]63  OOO-Snowdale Patch.esp64  xulCliffsOfAnvil.esp65  OOOCliffsofAnvilPatch.esp  [Version 1.0]66  NRB4+UL-II Patch.esp  [Version 5.0.1]67  West Roads.esp68  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]69  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]6A  Enhanced Vegetation [110%].esp6B  Storms & Sound - The Lost Spires.esp6C  Storms & Sound - Better Cities.esp6D  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.esp6E  Is It Safe.esp6F  SupremeMagicka.esp  [Version 0.90b]70  SM_ShiveringIsles.esp  [Version 0.90]++  SM_DLCSpellTome.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]71  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]72  RenGuardOverhaul.esp++  OOO-Level_Stock.esp  [Version 1.33]**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]73  Cobl Races.esp  [Version 1.52]74  Better Cities Full.esp  [Version 4.9.0]75  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]76  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]77  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]78  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]79  Better Cities - VHBloodlines.esp  [Version 4.8.4]7A  Better Cities - VWD of the IC.esp  [Version 4.7.0]7B  Better Imperial City.esp  [Version 4.9.0]7C  Better Cities - The Lost Spires.esp  [Version 4.9.0]7D  Better Cities - COBL.esp  [Version 2.1]7E  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]7F  Better Cities - No LEYAWIIN Flooding.esp  [Version 4.9.0]**  [GFX]_Initial_Glow-all.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]80  Bashed Patch, 0.esp


I'm also using DarnifiedUI, however it was installed before ALS. And as I mentioned, my main menu worked fine at first, and then started doing what I illustrated above, and all that has changed is the removal of two unrelated .ESPs. :shrug:
User avatar
Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Tue May 03, 2011 12:55 am

Here's an image of what I'm talking about: http://www.4shared.com/photo/79dWXkeL/mainmenu.html
ALS doesn't touch the main menu, but it looks like you're missing your main menu video. You should check the line in your ini. I'm not sure offhand what the default value is but it might be:
SMainMenuMovie=Map loop.bik
That's mine at present. You can probably find the default value in the default in in the Oblivion installation directory.

My guess is you've either managed to set the value to a nonexistant or nonfunctional file, or you've set it blank.

That's a guess though.

Vac
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Mon May 02, 2011 6:54 pm

ALS doesn't touch the main menu, but it looks like you're missing your main menu video. You should check the line in your ini. I'm not sure offhand what the default value is but it might be:
SMainMenuMovie=Map loop.bik
That's mine at present. You can probably find the default value in the default in in the Oblivion installation directory.

My guess is you've either managed to set the value to a nonexistant or nonfunctional file, or you've set it blank.

That's a guess though.

Vac

D'oh, you're right; I know exactly what happened. I had set the Wrye Bash .ini edit setting to disable intro videos without realizing it would affect the main menu too. Then I forgot I had even enabled that, so I didn't think of switching it back until you brought it up. :facepalm: Wow, that's embarrasing! Anyways, thanks, Vac. :D
User avatar
Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

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