Duke Patrick's Combat Archery (thread 3)

Post » Tue Mar 29, 2011 8:04 pm

Hallo Duke Patrick :)

Thanks for all the great work - I love the realism and immersiveness your mods bring to Oblivion!

Is Combat Archery's requirement for SI related just to SI's resources, or also to its plugin?

I ask as I prefer to have just SI's textures and meshes without having to reconfigure my whole mods set for a full install of SI.
User avatar
Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Wed Mar 30, 2011 11:13 am

New version works much better, but issue still occur.

Horse change angle of a body less often (~50%) and come back to the ground much faster
(after i fled from the enemy)
Some time horse come back to the ground when i do circles around enemies.
(i think it somehow linked with angles of the landscape i ride)


I tried version 3.4.1 with "SkipTutorial2.esp" only. (and has created a new game)
Other mods was deactivated. (but I still have updated meshes and textures).
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Wed Mar 30, 2011 4:52 am

So that means two things, it is most likely not a conflict (unless you still have BASH changes in your load order that you forgot about) and it is not related to any of my obvious scripts that are intended to effect the player in combat. This means it is some seemingly passive script doing the dirty deed. I will not be able to work on this at all until next Monday (I took that day off from work ) I may not even be able to post to this forum until Monday as I am out of town most of this this weekend.

but please try this:

Turn off ALL the possible features you can in the INI file and run the game. Tell me what happens.
IF the issue goes away turn on each feature one at a time until the issue come back.

This will eliminate a HECK of a lot of scripts so I have less to swim thru to find the one that is causing the issue.


New version works much better, but issue still occur.

Horse change angle of a body less often (~50%) and come back to the ground much faster
(after i fled from the enemy)
Some time horse come back to the ground when i do circles around enemies.
(i think it somehow linked with angles of the landscape i ride)


I tried version 3.4.1 with "SkipTutorial2.esp" only. (and has created a new game)
Other mods was deactivated. (but I still have updated meshes and textures).

User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Wed Mar 30, 2011 7:43 am

Is this an old version because it says here
"-Do not load Shivering Isle. Is the new patch Duke Patricks - Combat Archery rev 3.4.1 ESP only used for this

-Use a companion mod and do not use my Friendship Ring For Companion Detection mod. So this applies to all??

-Do not load the INI file in the same directory as the ESP file. So where do I put it??

-Do not load the Mesh files. What do I use the mesh files for??

I may have asked this months ago so here is the same question" Will this work with mods that change the arrows damage etc and the combat archery like FCOM and FCOM archery??" If no pls direct me to a patch. Thanks in advance.
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Wed Mar 30, 2011 8:51 am

Is this an old version because it says here
"-Do not load Shivering Isle. Is the new patch Duke Patricks - Combat Archery rev 3.4.1 ESP only used for this

-Use a companion mod and do not use my Friendship Ring For Companion Detection mod. So this applies to all??

-Do not load the INI file in the same directory as the ESP file. So where do I put it??

-Do not load the Mesh files. What do I use the mesh files for??




You took this out of context. Read it again.
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Wed Mar 30, 2011 5:39 am

Sorry. So what about the other question?
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Wed Mar 30, 2011 3:51 am

I removed "oblivion.ini" from the folder (game made it again by default).
I removed "\OBSE" folder (for any case).
No ESP was checked (except "Oblivion.esm" and "Skip Tutorial.esp")

Issue still happen.

PS: I has Slof's meshes and textures for vanilla horses, can new meshes be the reason of this issue ?
I think it can't be (I know only NifSE can operate with meshes inside game) but who knows ?
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Wed Mar 30, 2011 12:51 am

please try this:

Turn off ALL the possible features you can in the INI file and run the game. Tell me what happens.
IF the issue goes away turn on each feature one at a time until the issue come back.
This will eliminate a HECK of a lot of scripts so I have less to swim thru to find the one that is causing the issue.

If you can do this and report back then I will work on this issue this monday (I took the day off from work).

My mod NEEDS OBSE, do not remove that folder.

Slof's meshes and textures for vanilla horses SHOULD not effect this, but if possible could you check this as well by removing them?



I removed "oblivion.ini" from the folder (game made it again by default).
I removed "\OBSE" folder (for any case).
No ESP was checked (except "Oblivion.esm" and "Skip Tutorial.esp")

Issue still happen.

PS: I has Slof's meshes and textures for vanilla horses, can new meshes be the reason of this issue ?
I think it can't be (I know only NifSE can operate with meshes inside game) but who knows ?

User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Wed Mar 30, 2011 2:22 am

Changes in "Oblivion.ini" do nothing with this issue.

But I found (by "Tes4edit") the issue is gone when parameter "RaceMenuAnims" (string "aadpCraqwl") has been overwritten by another mod (I used "Deadly Reflex 5" mod for this task).
So if "Deadly Reflex" has been loaded after "Combat Archery" - horse behave like should be.

Maybe this investigation will help you to find out what happen.
User avatar
Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Wed Mar 30, 2011 5:48 am

About "BOW APPRAISAL" spell. I think of it as for PC only, but it's listed on all NPC spell list I've checked in game. Do you use this spell as some kind of token, wild edit?
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Wed Mar 30, 2011 12:14 am

Changes in "Oblivion.ini" do nothing with this issue.

But I found (by "Tes4edit") the issue is gone when parameter "RaceMenuAnims" (string "aadpCraqwl") has been overwritten by another mod (I used "Deadly Reflex 5" mod for this task).
So if "Deadly Reflex" has been loaded after "Combat Archery" - horse behave like should be.

Maybe this investigation will help you to find out what happen.


I think you are misunderstanding what spooky is asking you to do. I believe he wants you to turn off all features in the Duke Patrick's Combat INI not the Oblivion.Ini (which you shouldn't be messing about with if you don't know what you're doing) and then see if it affects the problem. Although what you found in Tes4edit could be useful as well.


Just want to say I love this mod. I've used it for several months now, never again will I laugh in the face of archers.

Artorius
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Tue Mar 29, 2011 11:42 pm

mmmm....very interesting, how would all the NPC get that spell? (rhetorical question BTW)

Thanks I will look into this, but really it would not hurt anything anyway if they had it, still no reason for them to have it so I will stop this if I can find how/why this is occurring.


About "BOW APPRAISAL" spell. I think of it as for PC only, but it's listed on all NPC spell list I've checked in game. Do you use this spell as some kind of token, wild edit?

User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Wed Mar 30, 2011 9:56 am

Changes in "Oblivion.ini" do nothing with this issue.



err....no... I mean in MY MOD's INI file...


But I found (by "Tes4edit") the issue is gone when parameter "RaceMenuAnims" (string "aadpCraqwl") has been overwritten by another mod (I used "Deadly Reflex 5" mod for this task).



Ok now this is a good clue. I will put a check on that animation for ridding a horse, as it is an idle anima I can see how it might run even when all the scripts are off. It should not because a token is need but with idle animations it would not surprise me if it was trying to run anyway.

I will upload a new beta in about 2 hours.
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Wed Mar 30, 2011 11:41 am

Right you are on both points!

I would like to do so much more but the archery game hard code is a "witch" to override and manipulate sometimes.
For example there is no way to force an NPC to fire and arrow via scripting on "cue".

Plus I am not really a good programmer so much of what I want to do I must find creative ways to get it done instead of straight forward scripting problem solving.

Archers should darn near be able to "insta kill" thier normal human targets but only if the shield man is careless of their surroundings and the bowman is experienced enough to hit the mark at the right moment in time. That would seem simple enough to do in the game but actulay there are a heck of a lot of factors involved both psychology and physically. To do AI game archer "right" the AI would need to be getting close to self aware. Real archers deal with numerous cerebral challenges that the mêlée fighter normally ignore (or rather handle subconsciously) because of the short distance involved. The same factors are there in mêlée combat but because the distance is so close those factors can be dealt with instinctively rather than by conscious logic. Combat Archery with opponents rushing you is like playing chess at 100 miles an hour...

I think you are misunderstanding what spooky is asking you to do. I believe he wants you to turn off all features in the Duke Patrick's Combat INI not the Oblivion.Ini (which you shouldn't be messing about with if you don't know what you're doing) and then see if it affects the problem. Although what you found in Tes4edit could be useful as well.


Just want to say I love this mod. I've used it for several months now, never again will I laugh in the face of archers.

Artorius

User avatar
x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Wed Mar 30, 2011 10:40 am

Now horse lose its position rarely, and come back to the ground very fast (even during combat!).
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Wed Mar 30, 2011 4:17 am

Hello again, after http://www.gamesas.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/page__view__findpost__p__16421960, I've played and tried to troubleshoot the issue I'm having, but I fear I'm getting nowhere.

What I've been doing is I've been disabling mods and then trying to replicate the issue to decide if the ones I disabled are causing it, but this is very hard because the problem's I'm having appears randomly and usually during combat (where things are not easy to notice). The main issue is that I can never say for sure that the problem did not appear because of the last mod I disabled, or because I was just lucky. So I end up disabling a bunch of mods, loading a save game that is right before a battle, playing it 3-4 times to see if any of the issues will appear, and if they still do, I select another bunch of mods to disable and try again. I haven't managed to even get close to finding a suspect. :(

Scripts I've tried disabling include Fransesco's, MMM (and both at the same time), LAME, Alchemy Advanced, Super Hotkeys and Deadly Reflex. Those were the initial mods I suspected of causing conflicts. I couldn't definitelly track it to them. I'm still in the process of disabling the rest of my mods and trying, but what is left it mostly bells and whistles stuff (such as weather effects and natural environments) which I can't see how they would affect Combat Archery.

I have also tried with OBSE 0019 but it didn't make any difference (but I didn't get any other bugs either, in case you're interested). I am however wondering if the fact that I'm using the Steam version of Oblivion (and obse) might have anything to do with it.

I've also tried using merged patches and whatnot in Wrye's to no avail. At the moment, Combar Archery is the previous to last mod I'm using, only followed by streamline.

A thing I have noticed after many attempts, is that there seem to be 3 groups of scripts that are failing, but they do not fail at the same time. The first group includes the script which drops your extra arrows if they are over the quiver limit and the script that prevents you from picking arrows out of your arrow case after opening it up from the inventory. How I usually notice that this group is failing, is that I will draw my bow while having more than 20 arrows in my quiver (say from the bound bow & arrow spell), and the arrows will not drop. I will know then that it is failing. To double check, I will open my inventory, open my arrow case, put some arrows in, close it, open the arrow case from the inventory again, and see the arrows that I put still there. Dropping the case and opening it from the ground, will not show those arrows inside, but only the ones I had in, before the script failed. I.e. it looks like whatever script is tranferring the arrows from the inventory-arrow-case to the ground-arrow-case, is not working anymore. So this is one group as these two scripts always fail together. This happens more often (usually, after the first time my extra arrows drop from the quiver, the scripts will stop working) but of course, when I try to troubleshoot, I will drop the quiver 10 times and it won't ever fail :mad:

The second group is the one I mentioned, where notching an arrow will no longer shake the bow for a bit, and you cannot unnotch the arrow by looking downwards (Other times, instead of not shaking at all, your target will continue moving in one direction as if you are moving the mouse). The bowstring sound will also stop playing and you fatigue will no longer drain while holding an arrow notched. All of these scripts fail together, which is why I consider them group 2. This is much more difficult to replicate. I will never go a whole game session without this happening, but it might work for one hour before it stops working. I have no idea what is causing it as it just seems to stop working at random times, after I've just fired an arrow. It's not easy to notice either (I usually notice that my notching is not shaking any more) so when I do realize the scripts have stopped working, I can't figure out with what it correlates to (I don't have any leads). I can continue playing after this has happened, but of course it removes some of the drawbacks of combat archery and I find it unfair.

The last group is the scripts relating to backward movement. This fails rarely as well, but I will usually notice that my speed is stuck at -30 or something and I'm not falling down or stumbling anymore when moving backwards. I can use the unofficial oblivion patch in-game item to reset my attributes so this is easier to work around.

So that is all the effects I've noticed. By restarting the game, all the scripts will start working once more, so usually I do this when all three groups have failed. I present all the investigation I've done here as thoroughly as possible and ask if you can point me in some direction I can investigate more fruitfully. I don't know if there's some kind of debug mode or anything that I can use to track this down as I'm mostly a user and not really familiar with the tools.

I hope I've provided some useful info as I honestly don't know what to do.

Cheers!
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Tue Mar 29, 2011 10:15 pm

Try the opposite approach. Have only Basic FCOM and UOP active and try combat then activate mods in groups till you see the errors.

Also it could be more than one mod that is conflicting so after finding one group of mods that is suspicious then test each mod in that group and test it with as few other mods active as you can. Then once you narrow down and get one then try all mods without it.

I use this mod in two different load order each different from each other and each over 300 mods, so I'm not getting this.

How did you install? Where did you put the ini?

I have a hard time believing it is not MOBS combat settings or DR. As those are the ones that also touch archery.
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Wed Mar 30, 2011 6:38 am

Is there any kind of magic that this mod adds to arrows if they were just lying on the ground?

As I mentioned in the Combat Magic thread it seems as though certain arrows are exuding a magic that my modded Atronach birthsign character is picking up and absorbing ambiently. like maybe some form of area of effect but silenced aura from them?

But not just all arrows - mostly mod added arrows - hook head and bent head arrows (which are included in a few overhauls). At first I thought it was just the damaged arrows but then I notices it was not just any damaged arrows but arrows that were once of the kind that also seemed to exude magic.

If so then it must be through a script because TES4edit shows nothing. Ohh but it could also be that http://www.tesnexus.com/downloads/file.php?id=25218 mod - need to look into that too. Still all these arrows are unenchanted. Maybe it has to do with the mod recalculating stats on the arrow - is that done by a spell? (bit the correction spell but by just pointing the crosshair at it)

Just trying to narrow down the cause of this weird phenomenon - thanks.
User avatar
Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Wed Mar 30, 2011 1:50 am

Try the opposite approach. Have only Basic FCOM and UOP active and try combat then activate mods in groups till you see the errors.


I did that. I can't really tell if it's gone or just doesn't come up in the tries I'm making.

Also, the issue with the extra arrows not dropping I cannot replicate without L.A.M.E. and the bound arrows. With normal arrows, I haven't noticed it (even when LAME is active) unless I use the bound arrows first . I thought it might have been the bound arrows causing it, but the others issues will still crop up independently.

So what I did is deactivate all the mods except Fransesco's and UOP and try it, but the issue didn't occur, but this could be just luck. This is the most frustrating part, because I might actually play for 30 mins and not get it at all :-/

Sorry, I feel like I'm wasting all your time because I can't post any more useful information. I think I'll just live with this because playing at least 30 mins with each try just to make sure that I'm not getting lucky would mean quite a lot of hours debugging.

How did you install? Where did you put the ini?


I created an OMOD file and the .ini is in the same place as the .esp (and changes I make it in take place)

I have a hard time believing it is not MOBS combat settings or DR. As those are the ones that also touch archery.


These were my first suspicions as well, but I'm currently playing normally without either of those two and I'm still getting the problem.

Are you perchance using Fransesco's and MMM?
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Tue Mar 29, 2011 9:55 pm

I've used this mod with every overhaul there is except ROM and not had the issues you describe.

I've never used bound arrows though.

Its gonna have to come down to mod by mod deactivating till you find the one or two.
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Wed Mar 30, 2011 12:37 am

OK, I believe I've had a very very lucky breakthrough in my investigation. I managed to save a game, which, when loaded, immediately breaks the scripts as I explained in scenario 2. Bowstring sound stops, Bow does not shake while notching, you cannot unnotch by looking straight down and bumping on NPCs does not disrupt your shot. Since this happens always, it finally gave me a catalyst to allow me to disable mods and see when it stops and I've finally traced it to a combination of mods.

It seems that it's somehow triggered by a conflict between the Mart's Monster Mod .esm file and the xulBravilBarrowFields.esp which came from the Unique Landscapes Compilation. Disabling either MMM or the landscape, makes the issue go away in this save. Enabling them both together, makes the issue appear. I've tried just with these two mods, plus Combat Archery and UOP just to make certain, and sure enough, it still happens.

So now I have at least one piece of this puzzle. I've disabled the xulBravilBarrowFields.esp mod and I'm going to see if the issue crops again. I suspect that it might do, because this might be something that affects the rest of the unique landscapes, or perhaps not, since they were made by different authors. But at least this is a good start.

Would you like me to upload the save file somewhere so perhaps you can try to replicate the issue and see why it's happening?
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Wed Mar 30, 2011 7:19 am

Well I'd make sure you are using the most up to date versions of all mods and not from a compilation.

I http://www.gamesas.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/page__view__findpost__p__16420819 and it says 3.2 is the version of CA you have. Get 3.5 which is the latest.

Probably a good idea do a clean save when updating.

I use all those mods and I've not got this issue. Well I use the UL in both my load orders and the UL and MMM in only one, but still no issues like this.
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Wed Mar 30, 2011 7:04 am

Well I'd make sure you are using the most up to date versions of all mods and not from a compilation.

I http://www.gamesas.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/page__view__findpost__p__16420819 and it says 3.2 is the version of CA you have. Get 3.5 which is the latest.

Probably a good idea do a clean save when updating.

I use all those mods and I've not got this issue. Well I use the UL in both my load orders and the UL and MMM in only one, but still no issues like this.


I do indeed have 3.5 now. When I posted my load order, 3.2 was the latest. Both exhibit the same issues.

The other mods were also the latest version when I installed. MMM is 3.7b and UL came http://www.tesnexus.com/downloads/file.php?id=19370 which is kept up to date from what I see. There's a new version out so I'm going to try it as well.

My current load order is this btw
Spoiler

00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Progress.esm  [Version 2.0]05  HrmnsOblivionScriptOptimizationv1.0.esp**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles no helms.esp06  Unofficial Oblivion Patch.esp  [Version 3.3]07  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]08  Oblivion Citadel Door Fix.esp09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  MOBS SI.esp  [Version 1.2.2a]0C  Natural_Weather_HDR_by_Max_Tael.esp0D  Natural_Habitat_by_Max_Tael.esp0E  Natural_Water_by_Max_Tael.esp0F  ln.esp++  Symphony of Violence.esp++  Diverse Voices.esp10  PCSoundCalisto.esp  [Version 2.6]11  IWR-Lights.esp12  IWR-Windows.esp13  IWR-Shutters.esp14  kuerteeAutoSaveAndTime.esp15  kuerteeAutoFirstThirdPersonView.esp16  P1DmenuEscape.esp17  SPARTAN VIs Diverse City Guards v1 2.esp18  sr_super_hotkeys.esp19  DLCHorseArmor.esp1A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1B  DLCOrrery.esp1C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1D  DLCVileLair.esp1E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1F  DLCMehrunesRazor.esp20  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]21  DLCSpellTomes.esp22  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]23  DLCThievesDen.esp24  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]25  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]++  Francesco's Optional Vendor Tweaks.esp26  Francesco's Optional Leveled Arena.esp27  Francesco's Optional Files 2.esp28  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]29  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]2B  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]30  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]31  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]32  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]36  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]37  DLCBattlehornCastle.esp38  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]39  DLCFrostcrag.esp3A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]3B  Knights.esp3C  Knights - Unofficial Patch.esp  [Version 1.0.9]++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]3D  DLC_MOBS.esp3E  xuldarkforest.esp  [Version 1.0.5]3F  xulStendarrValley.esp  [Version 1.2.2]40  xulTheHeath.esp41  XulEntiusGorge.esp42  xulFallenleafEverglade.esp  [Version 1.3.1]43  xulColovianHighlands_EV.esp  [Version 1.2.1]44  xulChorrolHinterland.esp  [Version 1.2.2]45  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]46  xulLushWoodlands.esp  [Version 1.3]47  xulAncientYews.esp  [Version 1.4.3]48  xulAncientRedwoods.esp  [Version 1.6]49  xulCloudtopMountains.esp  [Version 1.0.3]4A  xulArriusCreek.esp  [Version 1.1.3]4B  xulPatch_AY_AC.esp  [Version 1.1]4C  xulRollingHills_EV.esp  [Version 1.3.2]4D  xulPantherRiver.esp4E  xulRiverEthe.esp  [Version 1.0.2]4F  xulBrenaRiverRavine.esp  [Version 1.0.2]50  xulImperialIsle.esp  [Version 1.6.5]51  xulBlackwoodForest.esp  [Version 1.0.4]52  xulCheydinhalFalls.esp  [Version 1.0.1]53  xulAspenWood.esp  [Version 1.0.2]54  xulSkingradOutskirts.esp55  xulSnowdale.esp  [Version 1.0]56  Natural_Vegetation_by_Max_Tael.esp57  P1DkeyChain.esp  [Version 5.00]58  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_MMM.esp  [Version 1.2]59  Toggleable Quantity Prompt.esp  [Version 3.2.0]5A  RshAlchemy.esp5B  RshAlchemyRecipes.esp5C  StealthOverhaul.esp5D  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp5E  Duke Patricks - Actors Can Miss Now.esp5F  ProgressMBSP.esp  [Version 1.0]60  ProgressSBSP.esp  [Version 1.0]61  RealisticLeveling.esp62  bgBalancingEVCore.esp  [Version 10.52EV-D]63  bgMagicEV.esp  [Version 1.7EV]64  bgMagicItemSigil.esp  [Version 1.68EV]65  bgMagicEVStartspells.esp  [Version 1.68EV]66  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]67  bgMagicEVPaperChase.esp  [Version 1.68EV]68  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]69  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]6A  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]6B  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]6C  bgBalancingEVOptionalMoreEyes.esp  [Version 10]6D  bgBalancingEVOptionalNPCDiversity, Vanilla.esp  [Version 10.0EV-D]6E  bgMagicEVShader.esp  [Version 1.7EV]6F  bgMagicShaderLifeDetect.esp  [Version 1.68]70  bgMagicLightningbolt.esp++  RedBag - Fog.esp71  Bashed Patch, 0.esp72  Duke Patricks - Combat Archery.esp  [Version 3.5]73  Streamline 3.1.esp


User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Tue Mar 29, 2011 9:18 pm

I'd ditch script optimization - near pointless and negligible mod that could potentially cause more damage than good.

Are you sure the MMM-Knights patch is still necessary? I don't recall it.

Animated windows Lighting system is way better and less resource hoggish than IWR

Keychain is pointless if you have any version of Darn UI.

Now to truly test your findings. I'd suggest making a new save game profile with bash and then start a new game with only CA and the UL loaded. Then add in MMM and test again.

You can port over your character to test, but also test with a new character and get a skip tutorial/alt start mod to get out of the dungeon fast. (never a good idea to mod test while in the tutorial dungeon).
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Wed Mar 30, 2011 12:23 am

I'd ditch script optimization - near pointless and negligible mod that could potentially cause more damage than good.


Really? This was a recent addition to my mod list and I was hoping it would help with my framerates.

Are you sure the MMM-Knights patch is still necessary? I don't recall it.


Absolutely no clue :-/

Animated windows Lighting system is way better and less resource hoggish than IWR


Didn't know about it. http://www.tesnexus.com/downloads/file.php?id=19628. Cheers

Keychain is pointless if you have any version of Darn UI.


Really? I didn't see any mention of this anywhere. Cheers again.

Now to truly test your findings. I'd suggest making a new save game profile with bash and then start a new game with only CA and the UL loaded. Then add in MMM and test again.


Problem with this is that I won't be able to truly check if it's working OK or if I'm just being lucky. With the savegame I have, I can see immediately if the problem persists or not as soon as I load it. With a new game, I'll have to just play for an amount of time and see if it happens again, and if not, does the problem lie somewhere else or was I simply lucky?. This was my main troubleshooting problem until now in fact.

Nevertheless, thanks for the tips.
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

PreviousNext

Return to IV - Oblivion