[Relz] Deadly Reflex 6 - Combat Moves

Post » Wed Sep 01, 2010 2:43 pm



you really should just use the Obse mod for this. Configuring any other mod for it is ADVANCED, as said.


The formid I use is not the the torch that puts out the light, but the torch drop lits torches obse DROPS. That torch has it′s own OnLOAD script, that places ANOTHER torch in its place and THAT one gives the light.




Hi Skycaptain, I'm one of those that found the old DR 5 messages in DR 6, just hopping in to say, if you need some other playtesting done about that particular issue, I think I can reproduce that, just askl and I'll fill a bug report. As I said before, the message appears upon loading a save for the first time with DR 6 and then reloading the same save. Nothing serious, but since that screen is totally out of place and I never had DR 5 on this install I suppose there's something wrong...

As for the torches, I tried using DLT obse, but that actually gave me some minor problem, I tried uninstalling it and I discovered DR 6 works like a charm even with the bundled DLT that comes wirh OOO/FCOM. Only problems I have are, 1) Torches do not emit light when thrown (They do if I simply drop them) and I'm able to Insta-crit anyone I hit with a torch.

Hope this helps, again, just ask if you need some playtesting done :) thanks again man, this thing here is simply glorious... I had the pleasure of a little show off with one of my students yesterday, the look on the face of a 16yrs kid, who just played Oblivion on an X box 360, in front of DR 6 is simply priceless.
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Rachael
 
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Post » Wed Sep 01, 2010 8:55 am

I looked at my a text document named Obse and i've found these:

Spoiler

Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Invalid array access - the array was not initialized.
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let
Error in script 46605dd7
Operator -> failed to evaluate to a valid result
File: DeadlyReflex 6 - Combat Moves.esp Offset: 0x003E Command: Let


Anyone with the same problem and maybe a solution? :( I can't throw weapons
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Isabella X
 
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Post » Wed Sep 01, 2010 10:54 am

I haven't these runtime errors, but if i press my throw key, the animation starts and in the moment the weapon have to release, my game freeze for ~10 seconds, the music is still playing, and after the 10 seconds the weapon is 10 meter from my player away, and fly just a little moment. Its impossible to aim and hit a target sucessfully.

I tested lower graphic options but that doesn't help, now im testing it with another version of the game.

PM NifSE.log (it should be near the obse.log that you just posted); please put it in spoiler and code tags. Also, is this for all weapons, or just one in particular?
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Jennie Skeletons
 
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Post » Wed Sep 01, 2010 8:09 pm


Sounds like some animation/skeleton conlict - do you have any custom skeletons installed? Any problem like that means the anims are not playing in your game as in my game.

It would be nice if anyone else can post about 1st person horse combat.




No, I don't use custom skeletons except those that came with dr6. As said, when I swing on horse back in 1stp, the pc pops in front of the horse and the swing anim plays after 1 sec. It's not the same in third person. I've tried to disable the mods that affects any horses, without result.
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Matt Bee
 
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Post » Wed Sep 01, 2010 11:08 am

In the Bashed Patch, under Tweak Assorted are options such as 'clothing show rings' and 'armor show ring'. Do this conflict or can they conflict with people not seeing the gauntlets?

Well, Im still getting save corruption and script initialization issues (these I think, are somehow related to Oblivion XP). Also there may be issues with BDG's Enhanced Armory.
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carly mcdonough
 
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Post » Wed Sep 01, 2010 4:40 pm

Sorry, DragoonWraith, didn't see your post until today.

I'll PM those to you, hopefully we can get it solved soon.

EDIT: Oh, too late? It looks like you've already found the cause, weapons in BSAs sounds like it could be the problem.
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Reanan-Marie Olsen
 
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Post » Wed Sep 01, 2010 11:13 am

I haven't these runtime errors, but if i press my throw key, the animation starts and in the moment the weapon have to release, my game freeze for ~10 seconds, the music is still playing, and after the 10 seconds the weapon is 10 meter from my player away, and fly just a little moment. Its impossible to aim and hit a target sucessfully.

I tested lower graphic options but that doesn't help, now im testing it with another version of the game.

Looked at SirTroy's NifSE.log - there are no errors, so it doesn't seem to be an error in NifSE on this one. It's conceivable that it's working correctly but taking a long time, but that seems extremely unlikely.

Sorry, DragoonWraith, didn't see your post until today.

I'll PM those to you, hopefully we can get it solved soon.

EDIT: Oh, too late? It looks like you've already found the cause, weapons in BSAs sounds like it could be the problem.

I don't really need new NifSE.log files, since it seems pretty consistent what they look like. Here, some examples:
Working:
NifOpen - "weapons\Scimitar\SilverScimitar.nif" opened for editing.    [...]CheckFileLocation - File "weapons\Scimitar\SilverScimitar.nif" found in folders!    [...]NifOpen - "weapons\Scimitar\SilverScimitar.nif" registered as #128-1.NiNodeGetChildByName - Getting the index of Child "Scb" of nif #128-1 block #0.NifFile::getRegNif - Nif #128-1 found.NiNodeGetChildByName - Child found; returning 9.NiNodeDeleteChild - Deleting Child (block #9) of nif #128-1 block #0.NifFile::getRegNif - Nif #128-1 found.NiNodeDeleteChild - Child deleted.
Note that CheckFileLocation reports that the nif is in a folder, that is, not in a BSA.

Failing and crashing:
NifOpen - "Weapons\Steel\Longsword.NIF" opened for editing.    [...]CheckFileLocation - File "Weapons\Steel\Longsword.NIF" found in BSA!    [...]NifOpen - "Weapons\Steel\Longsword.NIF" registered as #128-3.NiNodeGetChildByName - Getting the index of Child "Scb" of nif #128-3 block #0.NifFile::getRegNif - Nif #128-3 found.NiNodeGetChildByName - Child found; returning 8.NiNodeDeleteChild - Deleting Child (block #8) of nif #128-3 block #0.NifFile::getRegNif - Nif #128-3 found.
Note that CheckFileLocation reports that the nif was found in a BSA.

So if you look in NifSE.log and see the last lines as "NiNodeDeleteChild - Deleting Child ... blah" and then "NifFile::getRegNif - Nif #num-id found.", and CheckFileLocation says it's in a BSA, then you have the same problem as roflLizard and unfortunately I can't really get any more information out of it. If you have a runtime error that has something else as the last couple of lines (or the mesh was found in folders), then that would be important for me to see.

What would be extremely useful is we could compile a list of (BSA'd, scabbard'd) nifs that do or don't work. If they all don't work, then there's something up with the BSA reading, I guess; if some work and others don't, then maybe it's something specific to the nif itself rather than the fact that it's BSA'd (and maybe someone could try extracting it from the BSA and see if it still crashes). That information would be very useful to me. Also important is if we can figure out if this affects everyone, or only some people - if anyone can successfully throw a BSA'd Steel Longsword or something, that would be good to know.
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Marine Arrègle
 
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Post » Wed Sep 01, 2010 10:58 am

What would be extremely useful is we could compile a list of (BSA'd, scabbard'd) nifs that do or don't work. If they all don't work, then there's something up with the BSA reading, I guess; if some work and others don't, then maybe it's something specific to the nif itself rather than the fact that it's BSA'd (and maybe someone could try extracting it from the BSA and see if it still crashes). That information would be very useful to me. Also important is if we can figure out if this affects everyone, or only some people - if anyone can successfully throw a BSA'd Steel Longsword or something, that would be good to know.


I have thrown a steel longsword, silver shortsword, blade of woe (ebony dagger), elven dagger and it did not crash (all are vanilla, so from a bsa).
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naome duncan
 
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Post » Wed Sep 01, 2010 11:41 pm

What would be extremely useful is we could compile a list of (BSA'd, scabbard'd) nifs that do or don't work. If they all don't work, then there's something up with the BSA reading, I guess; if some work and others don't, then maybe it's something specific to the nif itself rather than the fact that it's BSA'd (and maybe someone could try extracting it from the BSA and see if it still crashes). That information would be very useful to me. Also important is if we can figure out if this affects everyone, or only some people - if anyone can successfully throw a BSA'd Steel Longsword or something, that would be good to know.


Hmm, yes weapon specific examples (of crashing weapons) could be nice - I could test myself in the game. Granted, I only tested with a small set of random and totally different weapons, which seemed like enough, but still I wonder if I would have the problem myself or not, as so far I haven′t seen it.
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Nicole M
 
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Post » Wed Sep 01, 2010 3:33 pm

went to the testing hall and checked a large number of weapons, checked all of the iron weapons glass weapons and a selection of weapons of every type even checked umbara and other rares... i didnt had any problem to throw them.
with some weapons like a golden saint sword ive seen the yellow WTF when the sword started to fly, had the same problem with the defiled crusader sword.
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Celestine Stardust
 
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Post » Wed Sep 01, 2010 11:01 am

Hrm, Harel: would you mind throwing, say, an Iron Longsword, a Golden Saint Sword, and the Crusader Sword, and then PMing me the resulting log? That could be useful.

If someone could who has crashes could try various things in the testing hall... well, that would be awesome, but I imagine it'd svck to do (since you'd have to restart the game every time one crashed). But it would help a lot if we found specific weapons that do and don't cause problems.

The fact that Harel threw weapons that have crashed for other people suggests that it's something that happens to some people and not others, rather than something that happens to some meshes and not others... The fact that I'm not one of them might make this almost impossible to fix...
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Mimi BC
 
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Post » Wed Sep 01, 2010 9:35 am

Hrm, Harel: would you mind throwing, say, an Iron Longsword, a Golden Saint Sword, and the Crusader Sword, and then PMing me the resulting log? That could be useful.

If someone could who has crashes could try various things in the testing hall... well, that would be awesome, but I imagine it'd svck to do (since you'd have to restart the game every time one crashed). But it would help a lot if we found specific weapons that do and don't cause problems.

The fact that Harel threw weapons that have crashed for other people suggests that it's something that happens to some people and not others, rather than something that happens to some meshes and not others... The fact that I'm not one of them might make this almost impossible to fix...

Well either way I'm currently testing all the weapons, all daggers, shortswords and longswords crash. special weapons and modded weapons do not crash however, I'll PM you the exact readouts
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Matthew Warren
 
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Post » Wed Sep 01, 2010 7:03 pm

I was unable to throw any vanilla iron weapons with out it crashing
same log as others also seems bashing sometimes doesnt work
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Kaley X
 
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Post » Wed Sep 01, 2010 10:15 pm

Sent you a PM about some quick testing I did if it means anything, DragoonWraith.
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Eve(G)
 
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Post » Wed Sep 01, 2010 10:18 am

As a mod maker, I personally had my moment today...I′m currently just playing the game, tonight, as after reinstall before release my only possible test char is a level 1 poopy-pants. :P


I started as a homeless fellow originally, from a cave. I went to look for some work and shelter from Cheydinghall, and the fellows at fighters guild gave me a task. I was mighty proud to accomplish it.

Then..then I decided to wander north and see what′s there...I′m using FCOM. Well I had some luck at times, and wolves were easy enough anyways. But finally I sniped the wrong group of Barbarians (heh, the same group that gave me the crashing trouble before release :P)


Finally I was standing on a steep rock like a covard, against my every sense of decency. I even shot them from there, with bow, but ran out of arrows. Then it occured to me - I swear I could take the one with war axe with a well balanced throw. BAM - a head shot. Tables had turned, and even with my secondary weapon I was able to take down the other, already weakened Barbarian. :celebration:


Cheers guys, I′ll be looking into the bugs in order next week. But it′s really strange - considering - here I am playing with the same mod, with no problems at all so far. But I guess I have only played so little, maybe 15h combined. :)
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Lily Evans
 
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Post » Wed Sep 01, 2010 4:01 pm

Not really a bug so I thought I would ask here, maybe I am doing something wrong... I am trying to get your blocking/250% damage thing removed, I removed the .esp and also afterward rebashed everything but I still have your block penalties when blocking but the damage increase is gone. Any idea what is going on here? Is kind of causing alot of issues with my game so I removed it but now its sort of stuck permanently to my game lol.

I also was wondering, when I use kick and no one is in front of me there is no kick or kick animation right? I simply ask this because kick works fine against NPC's but doesn't seem to do anything when not hitting anything.

Thanks!
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Joanne Crump
 
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Post » Wed Sep 01, 2010 1:54 pm

I've been reading the Oblivion forums for many years, but I think I haven't posted here for ages. Yet I felt like doing so in order to congratulate Skycaptain for the excellent work done so far in DR6. I can't imagine Oblivion without DR, and this is such a great improvement over the previous version.

Also, I'd like to report that DR6 is running very smoothly and really stable for me, with 180 hours of gameplay of my latest playthough (using DR5, of course) and 155 mods installed (181 counting the merged ones). With that said, there are a few bugs which I'll report in the other thread, and some incompatibilities with particular mods I had to deactivate.

I'd just like to point out that many of the bugs and CTDs being consistently reported are clearly the result of people -not reading- the installation instructions carefully. And others are the product of running DR with some mods that will obviously conflict with some of DR's functionality, namely those that also play with the camera, such as some Lockpicking mods, See you sleep, Unnecessary violence, some animation and skeleton replacers, body replacers, especially those not installed properly and not loaded correctly with Wrye Bash. You cannot seriously expect that Skycaptain will fix them all, it's up to each modder to create compatibility patches for the most popular ones.

Until them, I advise switching off potentially troublesome mods before attempting to play the beta. As it stands, I've yet to get a CTD or a gamebreaking bug that is related especifically to the DR scripts. In the worst case scenario, it simply stops working. Occasionally, it'll also behave oddly. Both of which can easily be fixed by restarting Oblivion (just re-loading won't do it). With such conflicts out of the way, it's easier for the developer to single out those scripts that are really broken under certain conditions.
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SHAWNNA-KAY
 
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Post » Wed Sep 01, 2010 8:05 pm

Not really a bug so I thought I would ask here, maybe I am doing something wrong... I am trying to get your blocking/250% damage thing removed, I removed the .esp and also afterward rebashed everything but I still have your block penalties when blocking but the damage increase is gone. Any idea what is going on here? Is kind of causing alot of issues with my game so I removed it but now its sort of stuck permanently to my game lol.

I also was wondering, when I use kick and no one is in front of me there is no kick or kick animation right? I simply ask this because kick works fine against NPC's but doesn't seem to do anything when not hitting anything.

Thanks!


If you disable an esp, and it′s still present in your game after that - well that′s not good obviously, but the maker of the esp can′t help much. :)

Really think if you could have imported scripts to your bashed patch or something - that problem is otherwise quite out of reach, cause I just write the stuff that′s supposed to do something when you enable it.


About the other thing, sounds like you don′t have Acrobatics 50. Left, right and jump kick are acrobatics, that require the skill of 50. You can kick staggered enemies, and headbutt them,even without Acrobatics skill. But those don′t play without a target.
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Joie Perez
 
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Post » Wed Sep 01, 2010 9:03 am

I like this clever idea to help prevent spamming the same attack, I wish I had thought of that, good job Skycaptain!

Hopefully Bethesda takes notice of this game mechanic.
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Emma louise Wendelk
 
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Post » Wed Sep 01, 2010 1:36 pm

I like this clever idea to help prevent spamming the same attack, I wish I had thought of that, good job Skycaptain!

Hopefully Bethesda takes notice of this game mechanic.


Whoa, thanks man I′m honestly very happy about you post! :foodndrink:

After all, I guess we usually stand on the other sides of the realism/gameplay fence, so to speak - at least I know I may bend some reality just because "it feels"like it fits". :)

So it really means a lot if you like the idea there. :)
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carley moss
 
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Post » Thu Sep 02, 2010 12:54 am

If you disable an esp, and it′s still present in your game after that - well that′s not good obviously, but the maker of the esp can′t help much. :)

Really think if you could have imported scripts to your bashed patch or something - that problem is otherwise quite out of reach, cause I just write the stuff that′s supposed to do something when you enable it.


About the other thing, sounds like you don′t have Acrobatics 50. Left, right and jump kick are acrobatics, that require the skill of 50. You can kick staggered enemies, and headbutt them,even without Acrobatics skill. But those don′t play without a target.

ah ok i saw you mention about the 50 acrobatics which you are right, i am below 50... didnt understand it still allowed you to kick if your up in front of them. thanks :D

hm, so you dont have any kind of suggestions or anyone here reading this? i thought maybe it might have been something specifically with the mod instead... i guess ill try to completely remove DR6 and see if it still persists.
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Bird
 
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Post » Wed Sep 01, 2010 9:05 am

U didnt have any probs throwing weapons with scabbards skycaptain?
Also during combat my dr attacks like bash randomly stop working any ideas?
Any mods that conflict
Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Cybiades.esm  [Version 2.0]03  Windfall.esm04  Jog_X_Mod.esm05  All Natural Base.esm  [Version 1.0]06  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]07  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]08  Cobl Main.esm  [Version 1.72]09  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0A  Mart's Monster Mod.esm  [Version 3.7b3p3]0B  Enhanced Daedric Invasion.esm0C  TamrielTravellers.esm  [Version 1.39c]0D  FCOM_Convergence.esm  [Version 0.9.9MB3]0E  Armamentarium.esm  [Version 1.35]0F  Artifacts.esm10  DremoraCompanion.esm11  Kvatch Rebuilt.esm12  Better Cities Resources.esm  [Version 4.8.0]13  CM Partners.esm14  ZUChrysamereResource.esm15  HorseCombatMaster.esm16  Unofficial Oblivion Patch.esp  [Version 3.3.3]17  DLCShiveringIsles.esp  [Version 1.4.0]++  Shivering OOO.esp18  Better Cities .esp19  Francesco's Optional Chance of Stronger Bosses.esp1A  Francesco's Optional Chance of Stronger Enemies.esp1B  Francesco's Optional Chance of More Enemies.esp1C  Francesco's Optional Leveled Quests-SI only.esp1D  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1E  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1F  Fran Armor Add-on.esp**  OMOBS_FRAN.esp20  Atmospheric Loading Screens - 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Unofficial Patch.esp  [Version 1.0.7]**  Thievesden_mobs.esp3F  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]40  Slof's Oblivion Robe Trader.esp41  Cobl Glue.esp  [Version 1.72]42  Cobl Si.esp  [Version 1.63]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.esp  [Version 1.09]47  FCOM_WarCry.esp  [Version 0.9.9MB5]48  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-DLT_Remover.esp  [Version 1.33]++  OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]49  OMOBS Optional Combat Settings.esp  [Version 1.0]++  mg19obsefix.esp  [Version 1]++  ArmamentariumLLVendors.esp  [Version 1.35]4A  ArmamentariumArtifacts.esp  [Version 1.35]4B  OOO 1.32-Cobl.esp  [Version 1.72]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.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]50  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]51  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]52  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]53  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]54  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  OMOBS_MMM.esp++  OMOBS_MMM_H&C_Ammo.esp++  TamrielTravellerAdvscript.esp  [Version 1.39c]55  TamrielTravellers4OOO.esp  [Version 1.39c]56  TamrielTravellersItemsCobl.esp  [Version 1.39c]57  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  Mart's Monster Mod - 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EE patch.esp  [Version 4.2]96  Better Abandoned House.esp97  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]98  Better Cities - House price patch.esp  [Version 1.0]99  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]9A  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]9B  Enchanted Portable Tent.esp9C  Enchanted Portable Tent - AN Patch.esp9D  HUD Status Bars.esp  [Version 2.0.1]9E  Soulgem Magic.esp  [Version 1.0]9F  Toggleable Quantity Prompt.esp  [Version 3.2.0]A0  Kobu's Skip Intro Mod.espA1  MidasSpells.espA2  Midas OscuroGems.espA3  MidasMagicCompanions.esp++  Midas Betterholy.esp++  Mart's Monster Mod - Midas Creature Ingredients.esp++  Midas PowDur3x.esp++  Midas Eldrich Power 2.5x.esp++  Midas Tigernolevel OBSE.espA4  Midas BeastFortify Fix OBSE.espA5  StealthOverhaul.espA6  RenGuardOverhaul.espA7  sycHearNoEvil.esp  [Version 1.0]A8  SM Hand Combat.esp  [Version 1.0]A9  Mounted_Spellcasting_Deadly_Reflex_Compatible.espAA  DRSplatter.espAB  Wrye Leveling.esp  [Version 07]AC  SP1stPLegs.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]AD  CM Partners.espAE  CM Partners Special NPCs.espAF  CM Partners NPC.espB0  CM Partners More NPCs.espB1  CM Partners Marker NPCs.espB2  CM Partners Extra NPCs.espB3  DremoraCompanion.espB4  Sonia.espB5  bgBalancingEVCore.esp  [Version 10.52EV-D]++  TamrielTravellers Cosmetics Cobl or RBP.espB6  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]B7  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]B8  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalBetterRedguards.esp**  bgBalancingEVOptionalNPCDiversity, Vanilla Better Redguards.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]B9  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]BA  bgIntegrationEV.esp  [Version 0.993]BB  Better Cities Full - B&M Edition.esp  [Version 4.8.0]BC  Better Cities - Ruined Tail's Tale.esp  [Version 4.8.0]BD  Better Cities - Tears of the Fiend.esp  [Version 4.7.0]BE  Better Cities - Thievery.esp  [Version 4.8.0]BF  Better Cities - VHBloodlines.esp  [Version 4.7.0]C0  Better Imperial City.esp  [Version 4.8.0]C1  Better Cities - The Lost Spires.esp  [Version 4.7.0]C2  Better Cities - COBL.esp  [Version 2.1]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]C3  DeadlyReflex 6 - Combat Moves.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]C4  CustomClass.espC5  Wrye Morph, X6.esp  [Version 29]C6  Wrye Morph Keys.esp  [Version 24]++  Wrye Morph Wearable.esp  [Version 19]C7  Wrye Morph - KOTN Fixes.espC8  Bashed Patch, 0.esp

User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Wed Sep 01, 2010 11:57 pm

In the Bashed Patch, under Tweak Assorted are options such as 'clothing show rings' and 'armor show ring'. Do this conflict or can they conflict with people not seeing the gauntlets?

Well, Im still getting save corruption and script initialization issues (these I think, are somehow related to Oblivion XP). Also there may be issues with BDG's Enhanced Armory.


Obviously this isn't the right thread for it, but if you have experienced any potential issues with "BFG's Enhanced Armory Realism" please let me know the details. So far, the only conflict or script issue of any kind I'm aware of with the latest version (1.751) is with TheNiceOne's Enhanced Hotkeys. Earlier versions COULD cause savegame corruption.
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Wed Sep 01, 2010 7:00 pm

Obviously this isn't the right thread for it, but if you have experienced any potential issues with "BFG's Enhanced Armory Realism" please let me know the details. So far, the only conflict or script issue of any kind I'm aware of with the latest version (1.751) is with TheNiceOne's Enhanced Hotkeys. Earlier versions COULD cause savegame corruption.

Uhuh BFG, I am using Enhanced Hotkeys, so it might all be related in some way. But like I said, it seems to be an issue with scripts. When this type of crash happens it almost looks like it fails to load up ScreenEffects (Matrix of Perception thingy) or Oblivion XP.
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Wed Sep 01, 2010 6:42 pm

OK, more updates: testing by MJMax shows that the Golden Saint Longsword and the Crusader's Sword don't get read properly by NifSE. More on that below.

First, however, I have to report sean144800's unbelievable testing, which shows that the following crash for him (and presumably also for everyone else who experiences these crashes at all):
Spoiler
  • Iron Longsword
  • Iron Shortsword
  • Iron Dagger
  • Steel Dagger
  • Steel Longsword
  • Steel Shortsword
  • Fine Steel Shortsword
  • Fine Steel Longsword
  • Fine Steel Dagger
  • Silver Shortsword
  • Silver Long Sword
  • Silver Dagger
  • Ebony Longsword
  • Ebony Dagger
  • Ebony Shortsword
  • Daedric Long Sword
  • Daedric Dagger
  • (he listed the Longsword twice and seems to have missed the shortsword; I'll assume that was a minor oversight on his part while in the middle of his omgwtf huge testing cycle)
  • Glass Longsword
  • Glass Shortsword
  • Glass Dagger
  • Akaviri Katana
  • Debaser (I don't even know what this one is)
  • Thornblade
  • Chillrend
  • Wit Splinter
  • Blackwater Blade


And these seem to cause missing mesh markers (this likely affects everyone):
Spoiler
  • All Golden Saint weapons
  • Shadowrend
  • All Dark Seducer weapons


The missing mesh errors are completely separate from the crash errors; they may be due to an error in the BSA reader that I thought I'd fixed, or possibly due to an issue in Niflib; I need to investigate that to make sure. The issue in the BSA reader seems to be not being able to handle BSAs that are improperly made (according to the documentation of the format on UESP and as compared to how the BSA reader expects them to be), but since Oblivion reads them and the BSA in question is from Shivering Isles, I'll have to fix that.

If someone has extracted the Shivering Isles BSA for any reason, and therefore has those weapon meshes in their folder, could try throwing one, I would be appreciative. It would help to narrow things down if I knew that a non-BSA'd version of the same mesh did or didn't cause problems.


In general, it seems likely that all of these errors can be solved by extracting the mesh from the BSA. This is obviously a very annoying and unsatisfactory solution, but for those who just want it to work, and don't want to wait for my computer to get up and running again (it... could be a while), that should solve all of your problems.
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Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

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