CTDs and Yellow Cities

Post » Sat Feb 19, 2011 9:07 am

Hi, so I modded Oblivion up with all my favorite mods and am coming across CTDs on a regular basis with my setup (probably no big surprise). Also, with better cities installed, cities when viewed from the tamriel worldspace show up yellow for some reason. I use omod format for all my mods. I use QTP3 plus the patches for QTP3 and unofficial oblivion patch. Darkui Darn, Improved Sky Textures, and Improved facial textures for the mods not listed. Lastly, I use BOSS to sort the load order. Is my setup user error or just incompatibilities with the mods? Any feedback would be most appreciated.
00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  Better Cities Resources.esm06  HorseCombatMaster.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp07  Unofficial Oblivion Patch.esp  [Version 3.2.6]08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0A  Better Cities .esp0B  All Natural - Real Lights.esp  [Version 0.9.9]0C  All Natural.esp  [Version 0.9.9]0D  All Natural - SI.esp  [Version 0.9.9]0E  All Natural - Natural Weather.esp  [Version Final]0F  Natural_Water_by_Max_Tael.esp10  Storms & Sound.esp11  WindowLightingSystem.esp12  Map Marker Overhaul.esp  [Version 3.4]13  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]14  DLCHorseArmor.esp15  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]16  DLCOrrery.esp17  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]18  DLCVileLair.esp19  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1A  DLCMehrunesRazor.esp1B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1C  DLCSpellTomes.esp1D  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1E  DLCThievesDen.esp1F  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]20  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]21  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]22  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]23  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]24  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]25  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]26  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]27  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]28  Mart's Monster Mod - Spawn Rates - Moderate Increased.esp  [Version 3.7b3p3]29  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]2F  OOO-WaterFish.esp  [Version 1.34]30  DLCFrostcrag.esp31  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]32  Knights.esp33  Knights - Unofficial Patch.esp  [Version 1.0.9]34  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]35  xuldarkforest.esp  [Version 1.0.4]36  xulStendarrValley.esp  [Version 1.2.2]37  xulTheHeath.esp38  XulEntiusGorge.esp39  xulFallenleafEverglade.esp  [Version 1.3.1]3A  xulColovianHighlands_EV.esp  [Version 1.2.1]3B  xulChorrolHinterland.esp  [Version 1.2.2]3C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]3D  xulBravilBarrowfields.esp  [Version 1.3.2]3E  xulLushWoodlands.esp  [Version 1.3]3F  xulAncientYews.esp  [Version 1.4.2]40  xulAncientRedwoods.esp  [Version 1.6]41  xulCloudtopMountains.esp  [Version 1.0.3]42  xulArriusCreek.esp  [Version 1.1.3]43  xulPatch_AY_AC.esp  [Version 1.1]44  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]45  xulPantherRiver.esp46  xulRiverEthe.esp  [Version 1.0.2]47  xulBrenaRiverRavine.esp  [Version 1.0.2]48  xulImperialIsle.esp  [Version 1.6.3]49  xulBlackwoodForest.esp4A  xulCheydinhalFalls.esp  [Version 1.0.1]4B  xulAspenWood.esp  [Version 1.0.1]4C  xulSkingradOutskirts.esp4D  Storms & Sound - Better Cities.esp4E  Alternative Start by Robert Evrae.esp4F  Deadly Reflex 5 - Timed block and 150% damage.esp50  DeadlyReflex 5 - Combat Moves.esp51  Oblivion XP.esp  [Version 4.1.5]52  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]53  Better Cities Full.esp54  Better Cities - Unique Landscape Barrowfields.esp55  Better Cities - Unique Landscape Chorrol Hinterland.esp56  Better Cities - Unique Landscape Cheydinhal Falls.esp57  Better Cities - Unique Landscape Skingrad Outskirts.esp58  Better Imperial City.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]59  Bashed Patch, 0.esp

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Bad News Rogers
 
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Post » Sat Feb 19, 2011 1:46 am

Reinstall Better Cities. If you are using TES4LODGen, you need to rerun that whenever you make changes to your LO.
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Arnold Wet
 
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Post » Fri Feb 18, 2011 5:51 pm

Reinstall Better Cities. If you are using TES4LODGen, you need to rerun that whenever you make changes to your LO.


Ok, so I did that but the problem presists. And its like the cities highlight. They'll be normal and I'll move the mouse around and then they glow yellow.
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R.I.P
 
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Post » Sat Feb 19, 2011 1:32 am

Ok, so I did that but the problem presists. And its like the cities highlight. They'll be normal and I'll move the mouse around and then they glow yellow.


The problem is not related to BC then.
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Georgine Lee
 
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Post » Fri Feb 18, 2011 11:17 pm

I had the same problem, and I installed Better Cities independently, unmerged, and it seemed to fix the problem. I have no idea why, maybe there was something with parralax, I probably misspelled that, textures that got weird at angles. Otherwise I have no idea, but install all of the cities as different plugins, if you installed with Bain or Obmm, that should be rather easy to do.
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Justin
 
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Post » Sat Feb 19, 2011 3:15 am

I had the same problem, and I installed Better Cities independently, unmerged, and it seemed to fix the problem. I have no idea why, maybe there was something with parralax, I probably misspelled that, textures that got weird at angles. Otherwise I have no idea, but install all of the cities as different plugins, if you installed with Bain or Obmm, that should be rather easy to do.

Doing that should not make a difference because the resources are packed in a BSA.


Edit: I have had this problem before, but it went away after a while. I also use TES4LODGen.
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Alexander Horton
 
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Post » Sat Feb 19, 2011 4:35 am

I think I just figured out what you're describing. If I'm right, you've got a _far NIF being loaded which contains specular data (_far NIFs shouldn't contain specular data). This would cause bright neon yellow or green "glowing" affects to appear around some VWD objects. I don't believe any BC _far NIFs contain specular data, but I can't say this for certain. Temporarily remove the "Better Cities - Meshes.bsa" file from your Data folder and see if it still happens.
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Sammykins
 
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Post » Sat Feb 19, 2011 2:46 am

I think I just figured out what you're describing. If I'm right, you've got a _far NIF being loaded which contains specular data (_far NIFs shouldn't contain specular data). This would cause bright neon yellow or green "glowing" affects to appear around some VWD objects. I don't believe any BC _far NIFs contain specular data, but I can't say this for certain. Temporarily remove the "Better Cities - Meshes.bsa" file from your Data folder and see if it still happens.


Ok, I did that the screen went black as i was moving away from frostcrag to look at bruma and i had to hard restart the computer :P
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Lloyd Muldowney
 
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Post » Sat Feb 19, 2011 5:35 am

Ok, so I did that but the problem presists. And its like the cities highlight. They'll be normal and I'll move the mouse around and then they glow yellow.


Vorians already explained it. If the buildings themselves (and other VWD objects too) are turning all yellow, something in the _far.nif files somewhere has specular data still attached.

Ok, I did that the screen went black as i was moving away from frostcrag to look at bruma and i had to hard restart the computer :P


Yes, and that will happen if you remove the BSA because it has the data needed by the LOD. You need to re-run tes4lodgen if you're going to remove that BSA. This way the files it wants to find won't be there and will get skipped.
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Roanne Bardsley
 
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Post » Fri Feb 18, 2011 7:53 pm

Yes, and that will happen if you remove the BSA because it has the data needed by the LOD. You need to re-run tes4lodgen if you're going to remove that BSA. This way the files it wants to find won't be there and will get skipped.


Ah yes I forgot to mention that bit!
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Steph
 
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Post » Fri Feb 18, 2011 10:08 pm

Ok, I removed the meshes.bsa ran the lod generator and the problem is gone.
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Baylea Isaacs
 
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Post » Fri Feb 18, 2011 7:08 pm

Ok, I removed the meshes.bsa ran the lod generator and the problem is gone.


I'll take a look through the BC _far NIFs then, and see whether I can find one with specular data still within.
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Nick Pryce
 
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