Having problems with Cave Obscura

Post » Wed Oct 12, 2011 10:35 pm

I installed it through Bash. When I place a check in the three esps, they're highlighted red and it says deactivate, no merge to the side. So I uncheck them before rebuilding the patch, then I check them in imported cell in the bashed patch. Now what? Even after the patch, they're still highlighted red when I check them.
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Margarita Diaz
 
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Post » Thu Oct 13, 2011 2:16 am

You are missing master files

Cava Obscura - SI.esp - If you don't have Shivering Isles then don't use this
Cava Obscura - Filter Patch For Mods.esp - If you don't have the mods this file wants to make compatible then don't use this

When I place a check in the three esps, they're highlighted red and it says deactivate, no merge to the side. So I uncheck them before rebuilding the patch, then I check them in imported cell in the bashed patch. Now what? Even after the patch, they're still highlighted red when I check them.


Assuming you have everything you need, check them and then redo your batch file. Let batch import the changes. If done right then you should see plus signs or dots instead of check marks.
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Scott Clemmons
 
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Post » Thu Oct 13, 2011 3:13 am

I installed it through Bash. When I place a check in the three esps, they're highlighted red and it says deactivate, no merge to the side. So I uncheck them before rebuilding the patch, then I check them in imported cell in the bashed patch. Now what? Even after the patch, they're still highlighted red when I check them.

Yes, if they are activated (Check in checkbox) they will be highlighted red, because they are no't supposed to be used in their active state. This is to warn you that they should be imported (dot in check box) and not activated.

So:
1. Use all three if you have shivering Isles and at least one of the mods listed in the filter patch.
2. Un-check and rebuild bashed patch.
3. Then you should have all three in your mod list marked with a dot in the checkboxes (The filer will be red because it is missing masters; which is fine for a filter. The other two should be green.)
4. Leave them like that. DO NOT activate them. And they will work just fine.


It would be more accurate to say that you are having problems with understanding how importing mods works in Wrye Bash than with Cava Obscura. ;)
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Andrew Tarango
 
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Post » Thu Oct 13, 2011 12:43 pm

But with just the dots there, nothing changes. It still remains as bright as before.
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Terry
 
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Post » Thu Oct 13, 2011 12:40 am

Assuming you've built and activated the bashed patch properly, 1 of 2 things seems likely. 1) Some other mod is overriding Cava's changes. 2) The cell settings aren't being imported properly by WryeBash.

IMO, the easiest place to check both is in TES4Edit. Open it, load the bashed patch, and check some of the interior cell lighting and fog levels.

If it's a mod, you can fix it by moving Cava down in your load order and rebuilding -- could be a sign of dirty mods that need cleaning. If it's WryeBash, best to ask in their thread.

For what it's worth, I had the second issue once. Turned out I had updated WryeBash with the installer, but it hadn't properly re-built by batch scripts in wxPython. Simple re-install of wxPython fixed it. But that may not be your issue, and that was quite some time ago on an earlier version of WB. Good luck.
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kevin ball
 
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Post » Thu Oct 13, 2011 10:28 am

But with just the dots there, nothing changes. It still remains as bright as before.

It should be working. The dots indicate that parts of the mod are imported into the bashed patch. Which is how it is supposed to work.

Where in game are you looking? Areas added by mods not supported by the filter wont get the effects, and the very start of the starter dungeon remains lighter as well.
Because I have been using the mod for ages (since inception actually,) with no problems whatsoever, many places are as dark as Hel.

As for load order (mentioned by dreamed1) the simple solution is to use BOSS to sort that. Cava should load rather late (low down) in the load order. (You don;t have any other "darkness" type mods loaded as well do you?)
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Ezekiel Macallister
 
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Post » Thu Oct 13, 2011 1:37 am

It should be working. The dots indicate that parts of the mod are imported into the bashed patch. Which is how it is supposed to work.

Where in game are you looking? Areas added by mods not supported by the filter wont get the effects, and the very start of the starter dungeon remains lighter as well.
Because I have been using the mod for ages (since inception actually,) with no problems whatsoever, many places are as dark as Hel.

As for load order (mentioned by dreamed1) the simple solution is to use BOSS to sort that. Cava should load rather late (low down) in the load order. (You don;t have any other "darkness" type mods loaded as well do you?)


I also have this problem, but it is pretty simple to sort. For whatever reason, the Bashed Patch doesn't drop the light levels, but it does integrate correctly the filter and removes ambient fog effects, which is part of the Mod. To make things dark, simply tick the main two mods ON and leave the Bashed Patch as it is, and let the Filter have the circle to show it's in the patch. This works, and there are no issues.
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Marguerite Dabrin
 
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Post » Thu Oct 13, 2011 1:09 am

There is a bug in CBash currently where Cell tags overwrite each other. That's why you are experiencing this issue.

To fix until the CBash bug is fixed, just activate the Cava Obscura plugins. The Filter patch won't work for now, as you won't be able to activate it and load the game.
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Tai Scott
 
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Post » Wed Oct 12, 2011 8:50 pm

I also have this problem, but it is pretty simple to sort. For whatever reason, the Bashed Patch doesn't drop the light levels, but it does integrate correctly the filter and removes ambient fog effects, which is part of the Mod. To make things dark, simply tick the main two mods ON and leave the Bashed Patch as it is, and let the Filter have the circle to show it's in the patch. This works, and there are no issues.


Yeah, that's what I do, but it still feels like something is wrong when I have them checked instead of leaving the dot in because of the red highlight. It does work however. For some reason, I can't place a check mark for the mod filter one, even though I have all of the official DLC listed in there like the Thieve's hideout. Oblivion closes immediately when I start it if I check it.

And I had a saved spot in a fort. So I could easily check if it worked or not, and it was completely dark when I placed a check mark for Cava Obscura main and cava obscura SI, but turned to normal when I left a dot in there.
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Eliza Potter
 
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Post » Thu Oct 13, 2011 2:40 am

There is a bug in CBash currently where Cell tags overwrite each other. That's why you are experiencing this issue.

To fix until the CBash bug is fixed, just activate the Cava Obscura plugins. The Filter patch won't work for now, as you won't be able to activate it and load the game.


I see. So I suppose I'm doing nothing wrong then.
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Big mike
 
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Post » Thu Oct 13, 2011 9:00 am

I see. So I suppose I'm doing nothing wrong then.


Thanks for clarifying why the patch fails to enable them properly wrinklyninja.

And no, having them as red and ticked, is not a problem for this mod Sogar, although I found the batched patch for the filter part, does work, thus just enabled as a circle once complete.

You should also use the All Natural - Real Lights mod to improve the amount of real lights used in dungeons as well as removing fake ones. It is part of the All Natural mod that changes weather (Recommended), but can be installed separately if you so wish.

http://www.tesnexus.com/downloads/file.php?id=18305

I also recommend Dungeon Actors can Have Torches:

http://planetelderscrolls.gamespy.com/View.php?id=2873&view=OblivionMods.Detail

All combined, this makes for very atmospheric dungeon crawls. Enjoy.
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Manuela Ribeiro Pereira
 
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Post » Thu Oct 13, 2011 6:19 am

Thanks for clarifying why the patch fails to enable them properly wrinklyninja.

And no, having them as red and ticked, is not a problem for this mod Sogar, although I found the batched patch for the filter part, does work, thus just enabled as a circle once complete.

You should also use the All Natural - Real Lights mod to improve the amount of real lights used in dungeons as well as removing fake ones. It is part of the All Natural mod that changes weather (Recommended), but can be installed separately if you so wish.

http://www.tesnexus.com/downloads/file.php?id=18305

I also recommend Dungeon Actors can Have Torches:

http://planetelderscrolls.gamespy.com/View.php?id=2873&view=OblivionMods.Detail

All combined, this makes for very atmospheric dungeon crawls. Enjoy.
'

Thanks! I'll try it! I have a question though, is all this gonna bring my FPS down? Including sneaking detection calibrated.
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Adrian Morales
 
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Post » Thu Oct 13, 2011 5:26 am

'

Thanks! I'll try it! I have a question though, is all this gonna bring my FPS down? Including sneaking detection calibrated.


The new SDR version 3 should be released today or tomorrow all going well so don't installed version 2. Version 3 is brilliant and I highly recommend it (Check the thread to see the status on it's release), and no, I have not seen any real performance hit. The actors have torches mod should 'technically' add a performance hit, because the torches act as an extra light source, but again, I have not seen this being a big deal. It is a simple mod to turn on and off if you find it does, but frankly, the way it looks as you sneak about and the NPC's have torches, you won't want to.

Here are a is an example screenshot:

http://cloud.steampowered.com/ugc/542907950633716626/42E334EAE9299E872B65A7080BD9C4C213765611/
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Far'ed K.G.h.m
 
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Post » Thu Oct 13, 2011 12:58 am

The new SDR version 3 should be released today or tomorrow all going well so don't installed version 2. Version 3 is brilliant and I highly recommend it (Check the thread to see the status on it's release), and no, I have not seen any real performance hit. The actors have torches mod should 'technically' add a performance hit, because the torches act as an extra light source, but again, I have not seen this being a big deal. It is a simple mod to turn on and off if you find it does, but frankly, the way it looks as you sneak about and the NPC's have torches, you won't want to.

Here are a is an example screenshot:

http://cloud.steampowered.com/ugc/542907950633716626/42E334EAE9299E872B65A7080BD9C4C213765611/


Damn, too late, I'm already using SDR v.2.

And that screen shot is very pretty. :) I thought maybe the light from the torches will bring down my FPS.I think those torches will be fun to extinguish with my water arrows.
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Helen Quill
 
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Post » Thu Oct 13, 2011 12:14 pm

Damn, too late, I'm already using SDR v.2.

And that screen shot is very pretty. :) I thought maybe the light from the torches will bring down my FPS.I think those torches will be fun to extinguish with my water arrows.


Don't worry, when SDR 3 is released, all you need to do is turn off the mod in Wyre Bash. Enter Oblivion, make a new save of your latest game. Then quit and uninstall SDR 2, and then you can install SDR 3 no problem, it won't break anything as long as you do a save without version 2 active in your save file. Version 3 is a big step forward and Saebel has put in a lot of effort in to perfect it.

He will announce when it's up in this thread:

http://www.gamesas.com/index.php?/topic/1230623-relz-sdr-sneaking-detection-recalibrated-4/
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Stay-C
 
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Post » Thu Oct 13, 2011 7:13 am

Don't worry, when SDR 3 is released, all you need to do is turn off the mod in Wyre Bash. Enter Oblivion, make a new save of your latest game. Then quit and uninstall SDR 2, and then you can install SDR 3 no problem, it won't break anything as long as you do a save without version 2 active in your save file. Version 3 is a big step forward and Saebel has put in a lot of effort in to perfect it.

He will announce when it's up in this thread:

http://www.gamesas.com/index.php?/topic/1230623-relz-sdr-sneaking-detection-recalibrated-4/


Thanks, I'll be sure to check up on it tomorrow?

In that torch mod, what's the difference between the two esps, DT and CT? I wasn't to clear on what the read me meant saying DT gives actors the default torch and CT gives them copies of the default torch.
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Danielle Brown
 
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Post » Wed Oct 12, 2011 11:42 pm

Thanks, I'll be sure to check up on it tomorrow?

In that torch mod, what's the difference between the two esps, DT and CT? I wasn't to clear on what the read me meant saying DT gives actors the default torch and CT gives them copies of the default torch.


You only need CT if you have another mod that alters torches in some way. Otherwise DT is better, as they drop torches properly when they die.
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brandon frier
 
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