Help please! CTD upon start of new modded game

Post » Wed Sep 01, 2010 6:43 pm

Can someone please help? I have spent about a week building up a set of mods, updating every program, mod, etc. to the latest version, painstakingly reading every readme (no joke), taking notes on potential issues, using mostly BAIN for mod management (with only two exceptions, where I used OBMM), the latest BOSS masterlist, and Wrye Bash + bash patch. Despite all of this, the game crashes to the desktop immediately after the emporer's dream move at the start of a new game. When I try to load a (vanilla only) sewer exit save game & go outside, the game crashes within a minute of moving around outdoors (changing cells, I believe).

Here is my load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4.4]02  Cobl Main.esm  [Version 1.72]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Enhanced Daedric Invasion.esm05  TamrielTravellers.esm  [Version 1.39c]06  Armamentarium.esm  [Version 1.35]07  Artifacts.esm  [Version 1.1]08  bookplacing.esm  [Version 1]09  Progress.esm  [Version 2.2]++  HrmnsOblivionScriptOptimizationv1.0.esp0A  Book Jackets Oblivion - BP - SSBFL.esp0B  Unofficial Oblivion Patch.esp  [Version 3.3.3]0C  Oblivion Citadel Door Fix.esp++  MG01-fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  MOBS SI.esp  [Version 1.2.2a]10  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]++  LoadingScreens.esp11  LoadingScreensSI.esp12  EnhancedWeather.esp  [Version 1.4.4]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]13  EW_WeatherOrb.esp++  Visually Realistic Deadly Lava.esp++  Symphony of Violence.esp14  AmbientTownSounds.esp15  MIS Low Wind.esp16  MIS New Sounds Optional Part.esp++  Hear-Me-Not.esp17  All Natural - Real Lights.esp  [Version 1.1]18  WindowLightingSystem.esp19  Akatosh Mount By Saiden Storm.esp1A  Akatosh Mount Earn The Wyrm.esp1B  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]1C  Moist - Gate Room.esp1D  Portable Campsite.esp1E  VAs Better Gold with no Menu Icon.esp1F  Enhanced Economy.esp  [Version 5.1]20  Crowded Cities 15.esp21  Crowded Roads Advanced.esp  [Version 1.3]22  CTEFastSaver.esp23  P1DmenuEscape.esp24  Streamline 3.1.esp25  Landmarks, w Wells.esp  [Version 1.11]26  HouseMapMarkersOnlyBought.esp27  DLCHorseArmor.esp28  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]29  DLCOrrery.esp2A  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]2B  DLCVileLair.esp2C  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]2D  DLCMehrunesRazor.esp2E  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]2F  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]30  Book Jackets DLC.esp31  GrimbotsSpellTomes.esp32  Slof's Giger Armour.esp33  Staff of Lore.esp34  Thieves Arsenal.esp35  Armamentium female.esp36  kuerteeHorseCommands.esp37  DLCThievesDen.esp38  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]39  Slof's Oblivion Robe Trader.esp3A  Cobl Glue.esp  [Version 1.72]3B  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]3C  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]3D  Mart's Monster Mod.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Durability & Damage.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]40  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]41  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]42  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]43  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]44  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]48  TamrielTravellers4MMM.esp  [Version 1.39c]++  TamrielTravellersItemsNPC.esp  [Version 1.39c]49  ShiveringIsleTravellers.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp  [Version 2]++  MMM-Cobl.esp  [Version 1.69]4A  Enhanced Quest Roleplaying.esp  [Version 2.03]4B  Artifacts.esp  [Version 1.1]4C  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]4D  Better Shady Sam.esp4E  VaultsofCyrodiil.esp4F  DLCBattlehornCastle.esp50  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]51  DLCFrostcrag.esp52  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]53  Knights.esp54  Knights - Book Jackets.esp55  Knights - Unofficial Patch.esp  [Version 1.1]56  EVE_KnightsoftheNine.esp57  SM Plugin Refurbish(Merged).esp  [Version 1.30]++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]**  DLC_MOBS.esp58  Origin of the Mages Guild.esp  [Version 5.1]59  Enhanced Daedric Invasion.esp5A  Oblivion Gate Map Marker Remover.esp  [Version 1.1.0]5B  DZ_Auto_Harvest.esp5C  Auto Potion.esp5D  Auto Repair.esp5E  Bag of Alchemy.esp5F  EVE_ShiveringIslesEasterEggs.esp60  Dungeon Actors Have Torches 1.6 DT.esp61  Exterior Actors Have Torches 1.3 DT.esp++  Faster-grass.esp++  Faster-trees.esp62  Kyoma's Journal Mod.esp  [Version 3.2.1]63  Less Annoying Oblivion.esp++  Loot All Armor.esp64  P1DkeyChain.esp  [Version 5.00]65  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_MMM.esp  [Version 1.2]66  Enhanced Vegetation [110%].esp67  Toggleable Quantity Prompt.esp  [Version 3.2.0]68  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights Of The Nine.esp69  RealisticForceMedium.esp6A  RealisticMagicForceMedium.esp6B  ClaimThatInterior.esp6C  Finders Keepers.esp6D  hilarity_121.esp6E  DS Summon Luggage.esp6F  Is It Safe.esp70  PJs Spell Compendium - Spell Requirements.esp71  Remote Life Detect.esp72  SetEssentialActors.esp73  Stalk'em SI.esp  [Version 1.1]74  AgarVariedSpellSounds_SupremeMagicka.esp75  SupremeMagicka.esp  [Version 0.90]76  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]77  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]78  MidasSpells.esp79  Syc_AtHomeAlchemy_No_Bounty_v2.esp7A  Enchant Ripper.esp  [Version 7]7B  attack and hide harder v2.1.esp7C  No psychic guards harder v1.2.esp7D  RenGuardOverhaul.esp7E  ProgressMBSP.esp  [Version 2.0]7F  ProgressSBSP.esp  [Version 1.0]80  ProgressRBSP.esp  [Version 1.0]81  ProgressRacial.esp82  ProgressArmorer.esp  [Version 1.0]83  ProgressMercantile.esp  [Version 1.11]++  Immediate Character Generation.esp84  RealisticLeveling.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Spire Revisited.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]++  Better Redguard v2.esp85  bgBalancingEVCore.esp  [Version 10.52EV-D]86  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]87  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]88  bgMagicEVPaperChase.esp  [Version 1.68EV]89  bgMagicAlchemy.esp  [Version 1.57]8A  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]8B  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]8C  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgHighElfSeamReducerFixEV.esp++  Disable Tutorial Text.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]8D  bgMagicLightningbolt.esp8E  Shining Flame Atronachs.esp++  Shining Flame Atronachs_DLCFrostcrag.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]8F  Bashed Patch, 0.esp

User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Wed Sep 01, 2010 2:07 pm

Well, looks like you'll be stuck with the tedious task of disabling every mod in order until you hit upon the one that's making your game crash.
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Wed Sep 01, 2010 1:31 pm

Check your masters for any conflicts with mods that affect the quest 'charagen' or 'charactergen'. I've had problems with mods that changed the UI or race mods that affected charagen and crashed instantly. Think of errors in Oblivion modding as dominoes. After one falls they all fall so try to find the dominoes that didn't fall before the rest collapsed. Hopefully that makes sense :P
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Wed Sep 01, 2010 10:39 pm

58 Origin of the Mages Guild.esp [Version 5.1]

You need to also install the CURP 1.4.9 resources and it's 2.6 patch update, it is stated in the OMG readme... It's all contained in that 800MB download that is available from Giskard's engineering.co.uk website.
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Wed Sep 01, 2010 10:15 pm

No mention of CURP or Cyrodiil Upgrade Resource Pack exists in the OMG 5.1 readme (using the "find" feature in Word), but upon doing a Web search, I found a download link to it & a mention of OMG as one of the mods that needs it. Thanks for that, I'll give it a try.

And thanks for the suggestion of looking for mods referencing chargen. I'll look into that too.
User avatar
ShOrty
 
Posts: 3392
Joined: Sun Jul 02, 2006 8:15 pm

Post » Wed Sep 01, 2010 6:02 pm

Just edited my post. Get that HUUUUGE download, it's all in there. Basically you are missing the resources and 2 .esm master files. :)

Ahhh!!! And the latest version of OMG is 7.3, i missed that to tell you before. Anyway that is also part of the huge download! Sorry. :)

I got this as the OMG readme:

Spoiler

Title: Origin of the Mages Guild V7.3
Catagory = Quest Mod


Required = Elder Scrolls 4: Oblivion V1.2
Required = The Shivering Isles
Required = Cyrodiil Upgrade Resource Pack 1.4.8
Required = Cyrodiil Upgrade Resource Pack Patch ALL to V2.5 or higher.

Website = http://www.theengineeringguild.co.uk/

About Origin of the Mages Guild

Important: This is a strict Lore Mod and is designed primarily for lore fans and the type of game they usually play, please be aware that the 4th Era features are still lore based but contain a degree of guess work due to the limited information available about the 4th era at the time of writing. Any player can play this mod, Audio speeches exist for all areas covered by this mod so you can use this mod to brush up on your game lore if you wish. More detailed information is found mainly in various lore books in the game. Any info not found in books is found in the game by talking to various NPCs, doing various quests, finding various notes in secret places. Also the addon Vile Lair provides some lore for this mod but that plugin is not required by this mod. I would recommend you get it if Vampire lore interests you. For lore purposes, consider Vile Lair to be a Black Marsh Clan Addon due to the sleeping NPC and it's location in the Black Marsh.

This mod allows you to Restore the Mages Guild back to its former glory after Travens years in power had brought it to the brink of ruin. The mod is based on the book "Origin of the Mages Guild" and it is the guild described in that book that you will be recreating in this mod. By completing various quests you will see the Guild slowly live again, with visitors, students and others coming and going as old areas are reopened, new staff hired and new research implimented for the good of all.

The mod will work right from the start of the game and if enabled when you create a new character will slowly reveal areas of the guild that got shut down as a result of Travens Policies. If enabled it after you become Archmage, access to most areas is granted but if you lack the right skills, some areas may remain off limits until you reach at least Apprentice in all schools of Magic. By the time you are Archmage, you will not only have a reason to study magic but you will know what you want to restore and when you finally have the power to do it. I present you with quests that allow you to do just that.

Before the end of the last quest you will have a fully function STRICT LORE Guild to be proud off and will have been introduced to several lore based topics via audio briefings available from various characters through out the mod.

The other thing you may stumble across is a few FREEPLAY quests that just happen when you stumble upon them. All come complete with extra Audio to explain game lore and all can be done by anybody, even players that never joined the Guild. One adds the Cyrodiil Vampire Clan back to Oblivion so they finally have a real presence in side the Imperial city as they should have and explains Vampiric Lore and the differences between various clans.

You will end up wishing some of the improvements where available to you when you did the recommendation quests but this hind sight and desire is perfectly ok, it shows you finally understand how far the guild had fallen before you came along and fixed it.

Expect to see lots of Necromancers, Ghosts, Zombies, Skeletons and Vampires are you progress through this mod, as well as the usual go here, do that type quests.

About Game Lore

During my research I found 75% of all Oblivion lore is outside of Books and desparately wanted to use all the game lore and not just the 25% found in the books that tell about previous games lore. I was keen on making a modern lore mod, one that understood what was happening TODAY in the Imperial city and rather than one that told about what happened 30 years ago in the Imperial city.

But lore fans could not agree on Modern Oblivion lore so I had to stick to OLD MORROWIND STYLE BOOK LORE for this mod.

2 areas I refused to give up on were Mannimarco GOD OF WORMS because it was clearly explained 3 separate places in Oblivion (that I found) and in Necromancers Moon, a book that any player doing the Mages Guild mod must have at least opened once to advance the quest. So this point is proven and all aguements about Daggerfall endings have been answered in Oblivion for those who care to look. There is infact a wealth of information on this, presented in Oblivion, enough to create an entire sub story behind the King of Worms story we all played in the quests. The Akatosh Jills, Dragons Break (Warp in the West) and the Numidium. Its scattered all over the play so you can have fun following the trail of clues I left in this mod for lore fans to follow.

The other is Daedric Summoning lore which only appears to have been debated when I brought it. I expected this to be old news, known to everybody but it appears not many had even thought about it. The Everscamp quest, Daedric summoning clues, rumours and notes and several books including "The Doors of Oblivion" as well as the Mages in those ruins called Conjurers that look like exciled Mages Guild members and Summon Daedra was considered by some lore fans to be areas Beth screwed up in. But after doing some research and after looking closely at the facts and talking to other lore fans, I found it all made sense.

Daedra are summoned inside Guildhalls like Chorrol and Bruma, but never outside by members of the guild. Members of the guild who try and help others who summoning daedra like in the Everscamp quest outside the guildhalls clearly feared being expelled from the guild. Were as those who did the summoning and were not mages only feared being branded a Daedra Worhshiper by others. The conjurers who look like Mages Guild members were clearly not members any more. To me this was an untold story, probably one Beth never finished and it was clear to me the Mages Guild had rules about this sort of thing being done in public and "The Doors of Oblivion" seemed to provide the rules they followed and the conditions where Daedra Summoning was considered acceptable, even if beth had not fully implimented it in Oblivion. The Imperial charter for Guild comes up in one book as allowing Daedra summoning within the Empire so the Mages Guild can continue to study Daedra. So it all fitted pretty neatly and was not a screwed up idea as some had suggested. At least I did not think it was screwed up.

Some very knowledgeable Lore fans help me Iron out the facts from the fiction and the version presented here is in line with the facts fans could not blow apart with counter arguements. I consider this to be strict lore even though its not explained in any single book. Facts for this are spread all over the game and thus some lore fans may or may not have seen all the clues. But now they have the chance to check my facts, its all presented here, theres even a library in the Daedric studies department to help them.

The thing I want players do here is question the daedra summoning rules within the Mages guild and look at the proof they see in the game and draw their own conclusions about it as I have. My own pet theories are much deeper than the ones presented here, the one you see above is very simple and easy to follow compared to my complicated version that I believe is true. But the version above still tells the same story minus the detail that may or may not be right. So enjoy and if you feel like talking over these points with me, just make a post in the forum and tell what you think.

BTW if you have no theory of your own or have nothing to add but just wish to rip in to other peoples work, then do not bother. I am interested only in talking to people with alternative theories they wish to share.

4th Era Lore

At the time of writing we know only a few basic details about the 4th Era lore surrounding the mages guild and those details are that the Mages Guild was disolved and replaced by the College of Whispers and Synod. Beyond that we are left in the dark. Since "disolved" sounds like a volentary act on the part of the mages guild and colleges are teach establishments and Synod means Council or Gathering. I have used a little common sense to fill on those blanks.

So whilst the 4th era stuff is based on lore, it is still mostly guess work. I doubt we will know the details until the Elder Scrolls 5 is released.



Installation:

Extract the Archive directly in to your Oblivion folder and the files will all install in to the correct places. Also make sure you have CURP 1.4.8 (or 1.4.9) and the latest Cyrodiil Upgrade Resource Pack Patch. Otherwise you may have problems. You can find links and information about the Patch and CURP on the Guild website.

If you're updating, say yes to any requests to overwrite files. Only "Origin of the Mages Guild's" own files will be overwritten.



Features

Version 1

NPCs
56 new NPCs at the last count, more now but I have not counted again
Restored positions at each Guild Hall that were previously missing
Restored positions at the Arcane University that were previously missing
Lots of NPCs added to handle odd jobs added in this version

Locations
New or expanded sleeping quarters at every Guild Hall
New Council Chamber that's big enough to actually hold a council meeting
New Council Sleeping Quarters and Lobby
New Knights of the Lamp Sleeping Quarters and Lobby
New Vault, Prison and ArchMage's Tomb
New Deep Vault for those dangerous relics
New Teleport room (Quest)
New Bruma Guild (Quest)

Quests
1 Required Quest to restore the Council
1 Required Quest to restore Bruma
1 Optional Quest to build a teleport system.

Change Log

V2

Fixes several spelling mistakes
Moved the Knights of the Lamp into the Training Area to stop them from killing each other accidentally with staves
Created a Daedric Studies Department
Created an Ancient Studies Department
Added voice overs to explain some aspects of the game lore
Added Easter Egg for freeplay quest that expands on the game lore mentioned above
Added 1 new REQUIRED quest and 1 FreePlay Quest
Added commands to the Knights of the Lamp
Created a Conjurers Training Chamber.
Created an Ayleid device for purposes I'll not explain, figure it out yourself :)
Rebuilt the Upper Vault after the old one got deleted
Created a new Tomb Area to replace the one that got deleted
Created a new Prison Area to replace the one that got deleted
Tweaked the Teleporter Chamber so it's more authentic
Lots of additional Guild Life AI tweaks to make the Guild feel alive
Added several new greetings for key staff
Added several new NPCs
Made the Cupboard at the end of the ArchMage's bed "No Respawn" so you can use it
This version has clues to unscripted (Freeplay) Quests for you to follow.

V3

New Quest for the Ring of Vanus
New Quest for the Robes of Vanus
New Quest for the Staff of Vanus
Mannimarco lore explained
Vanus lore explained
Vanus vs Mannimarco lore explained
The Numidium lore explained
New companion named Mary
Training feature for Mary to allow you to customise her skills to suit you (ONCE)
Each class you can train her in is unique with advantages and disadvantages
Customise Mary's Equipment via a chest that prevents exploitation of NPCs during quests (No Donkeys to carry everything here).
Full in game documentation explaining the training available
"Summon Mary Spell" to call her to you at any time
Orders that can be used to send Mary to any Guild Hall or the Arcane University (amongst other things)
Sneak order actually removes Armour so she can sneak quietly
Plans to expand Mary's abilities in a future version exist

V3.1

Added the missing word in the Vanus Ring briefing
Added a letter by Paw-Prints-in-the-Mud to Bruma
Corrected various grammatical errors
Added Lost Spires Dwemer artifacts (thanks to LiquidGraph for those)

V3.2

Released "as is" due to illness, some new features may not be listed here, my brains fried so I do not remember much right now. This is the version I have been using in my own game and its fine, no problems here at all.
Changed all the Master of Initiates to support an idea put forward by brucevayne regarding Morrowind and Skill Requirements.
New Class Rooms Added to the AU (No Teachers yet, see skill locks idea)
New Doors for the class rooms added so you can see what the class room teaches without entering it.
Started working on Skill Locks for doors that prevent unqualified people from accessing further eductation until they are at the required level.
Many Misc fixes and typos fixed.

V4.0

Added Teachers to the Class Rooms to finish off the skill lock system.
Added Training up to Journeyman to the Teachers.
Added Spells up to Journeyman to the Teachers.
Added a large Freelplay Quest anybody can do without being a member of the Mages Guild.
The Freeplay quest is actually the biggest in the mod and starts the moment you find the first location, an easy clue isprovided for you to find in order to get started. This also version features the first Deeper Dungeons style adventure and a few old school dungeon tricks during the freeplay quest above. Arkays Mockery is a major part of the Deep Dungeons idea and the levels before that are an example of old school RPG levels. Feedback on these are more than welcome.

V5.0 RC1

Fixed tresspassing issue in the Temple of the Blood Matron.
Fixed the door in the magicka studies lobby that prevented low ranking players from leaving.
Added an Uninstall/Reset Quest
Improved the Council Meetings
Added the Idle Anims for some new NPCs, preying, drinking etc.
Added several new NPCs to the IC streets.

V5.0 Final

Fixed Tonys Note
Added Vampire Ash to the Cyrodiil Vampires
Restored the Archmages Lobby to it's original size for compatibility reasons.
Fixed the Scholars upper door spawn direction, now you appear looking at the stairs.
Fixed VicenteValtieri after it was accidently edited, solved the mystery of the extra vampire priest :D
Fixed the Councilors lobby door and the Knights of the Lamp door to stop NPC grouping around them.

V5.1 Final (Maintaince Release)

Removed Race Edits as per the advice of Wyre, this should allow beauty mods to work before or after OMG.
Fixed the missing invest quest so it now appears (thanks Dev).
Removed the fix for the respawning drawer at the bottom of Travens bed. This means any items in that drawer will be lost every 3 days again. Thank OOO for that, it rather stupidly made a cupboard everybody edits a quest item, and OOO breaks if OMG or any other mod fixes that buggy drawer. So to avoid issues, I have had to remove the fix for OOO users benefits. To say I am deeply pissed about having to do this is a massive understatement.

V6 (Now Requires the Cyrodiil Upgrade Resource Pack)

Added additional lines to that infamous AC guard that things your the new guy all the time & updated various items to use CURP. Created a new Ice Witch Coven to test drive a new witches coven idea, this is a friendly witch, the rest will be hostile in later mods. Added a black cat, new curses (spells), new witches potions and various other things to build up the witches as a faction in the game. Replaced the Drawer in the Archmages quarters (that was marked respawn) with one that does not respawn to stop the player losing his stuff every 3 days. 33 other cells use that drawer so it cannot be edited, it has to be replaced to maintain compatibility with mods. This is the safest way to fix the problem but its not important that OMG be the mod that mages this fix, all that is important is that some mod out there fixes it. Run your refered fix AFTER OMG and everything will be fine.

V6.1 (FAKE RELEASE, not one of mine)

Origin of the Mages Guild 6.1 was a Fake version somebody uploaded without permission to filefront with my permission. If you look closely you will see the stupid idiot included the Elder Council Readme with it not the Origin of the Mages Guild one. If you where stupid enough to use that version then I wish you the best of luck with the mess it made of your saved game. I did not authorise this release nor do I support it and nor will I fix the damage it caused. Your own your own. Go and ask the guy that uploaded it for help, if you can find him.

V6.2 (Lore extracts replaced with full Audio Books)

I have replaced "nearly" all the lore extracts from previous versions of Origin of the mages guild with FULL Audio Book versions (Spoken Topics basically) and full subtitle support. Audio versions of the following books are now included in OMG. The Last King of the Ayleids, Magic from the Sky and Opusculus Lamae Bal, Origin of the Mages Guild. Also extended Audio extracts of Lore covering The Numidium, Psijics "Dreaming Cave" and Daedric Summoning as well as a new Lore Master NPC who can be found in the Mystic Archives.

V6.3

Added lipsync files by Purple Gandalf.

V6.4

Found and deleted the duplicate entry responsible a silent greeting message thats been in this mod since 2008..better late than never :)
Found and deleted the OMG drunk idle which was conflicting with the default drunk idle and making the mugs disappear, another very old bug thats been hard to find now fixed :)

V6.5 (CURP Controller required from this version onwards).

Removed Ren and Soyas Hair from OMG
Started using the CURP Controller hair.

OMG also updates the following CURP Controller vars to keep it informed of the players progress in the mod.

MagesCouncil
BrumaGuildRestored
DaedricStudiesDepartment
Teleportquest
ArkaysMokey
Nobility Points are added to the Curp controller for the above quests, if TEC is installed, it will use these points to promote the player up the Imperial ranks.

V7.0 (Major Update: 4th Era, TEC 2.4 optional requirement)

Disolved the mages guild at the start of the 4th Era
Added some new quests to handle various changes.
Several new robes
Several new banners other stuff.
New Synod and College of Whispers Factions.
New chartered necromancer guild faction.
New chartered conjuration guild faction.
Massive changes to the Arcane University grounds.
Lots of new locations to support the change to the 4th era.
Lots of new AIs and AI routines.
Additional support for Legion Battlemages added.
And lot of other stuff I cannot recall right now.

V7.1

The CURP Controller faction CUOImperialBattlemageSupplyFaction faction is now used to determine who sells battlemage uniform parts. This means any NPC that other mods add the CUOImperialBattlemageSupplyFaction faction too, can now automatically sell battlemage uniforms too IF OMG7.1 or higher is installed. IF OMG7 is not installed, no new dialog options will appear in the other mods.

V7.2

Fixed the banner issue in the archmages tower.

V7.3

Added the missing audio for the Dwemer quests, it was left out to test who was playing the mod and who was pretending to play the mod and making fake reports. It has served its purpose now.

Lore references

See the included ArchmageTravenStory.txt file (lots of default mages guild plot spoilers) that I have added to this mod. It is a draft version of my research in story form that you can read and see how all the lore references fitted together to make the Mages' Guild Story in Beths original Quests. I have not used too much detail and leave it up to you to check my facts yourself if you have doubts. Enough info exists for you to do that. I think it will be an eye opener for some of you to say the least.

Starting in 6.2, full audio book (Quest Topics) versions of some sources of lore have been included in this mod as standard.

In OMG 7.0 references to the mages guild getting disolved in the 4th era in the infernal city book are used to make sweeping changes to the guide.


Imperial Library and Game Lore.

When I started studying the game lore I first learnt about a website called the Imperial Library. I have since asked many questions and received lots of help from that website and the users on it. Unlike fans elsewhere, these people care enough about the game lore to write articles about it and talk about it with each other. That means they take it seriously and if they do not know something, the chances are nobody does. They have gone a long way towards making me into a Game Lore Fan, whilst I am perhaps not their type of fan yet, I have a much deeper appreciation of the game's lore than I did have because of them.

So if this mod catches your interest and you want to learn more about game lore, visit the website below.

URL = http://www.imperial-library.info


Some "Origin of the Mages Guild" Mod Lore References

Not all references are found in books and not all books tell the whole story, some info must be heard in the game whilst doing the Mages' Quests or hanging about the Mages' Guild branches or University during or after doing each quest. So this is not complete, but it is a great starting point for those who want to "study up" and check my facts.

The Mages' Guild
http://www.imperial-library.info/cyrodiil_guilds/mages_guild.shtml

Origin of the Mages Guild
http://www.imperial-library.info/mwbooks/originmages.shtml

Imperial Charter of the Guild of Mages
http://www.imperial-library.info/obbooks/mages_guild_charter.shtml

The Black Arts On Trial
http://www.imperial-library.info/obbooks/black_arts_on_trial.shtml

Galerion The Mystic
http://www.imperial-library.info/dfbooks/b066_galerion.shtml

Infernal City Book (4th era stuff)
http://en.wikipedia.org/wiki/The_Infernal_City

Manifesto Cyrodiil Vampyrum
http://www.imperial-library.info/obbooks/lairvilevampiremanifesto.shtml

Opusculus Lamae Bal ta Mezzamortie
A brief account of Lamae Bal and the Restless Death (Vile Lair Book)
http://www.imperial-library.info/obbooks/lairvileopusculuslamae.shtml

Necromancer's Moon
(One of 3 pieces of evidence proving there is a God of Worms).
http://www.imperial-library.info/obbooks/necromancers_moon.shtml

About Jills of Akatosh and the Dragons Break (Warp in the west) concerning Mannimarco.
http://www.imperial-library.info/cyrodiil_guilds/mages_guild.shtml
I should add many obscure references exist to expand on this that I have not included here.

Heres extract from the book above that determined which Daggerfall Ending is true in Oblivion and why I adopted this ending.

During the Warp of the West, Mannimarco mysteriously gained the Mantella, a powerful soul gem that fueled the Numidium. With its power Mannimarco ascended to Aetherius and became the God of Worms. Later on, some scholars and Akatosh' priests claimed that the Jills of Akatosh mended the results of the time break (Dragon Break) in the Warp of the West. It was believed that Mannimarco was split in two. He transported back to Tamriel as a mortal, continuing his previous role as the King of Worms, but yet the God of Worms still exists in Aetherius.

Those books are where the lore for this mod came from, other sources exist, too many to name but I started there and it lead me to the other sources so anybody keen on checking my facts needs only start with those books.

Known Issues and Solutions

Magic mods.

This mod makes no changes to spells or spell/enchantment altars. I felt that those areas are the domain of Spell/Enchant mods like Midsa Magic and others, and felt the player may like to choose which spell mod to use with Origin of the Mages Guild. So all Spell mods should be compatible with this mod. All they have to do is place their own merchant in any room in the Arcane University (other than the Archmages Tower which is modified heavily) and their spells and NPCs will blend in with this mod perfectly. I suggest avoiding editing any NPCs from the Mages Guild to be sure of avoiding issues with Origin of the Mages Guild. From OMG 7 onwards the Arcane university worldspace is heavily edited but mida magic is still supported. Other AU editing mods may not be.

Compatibility information

No Mages' Guild Quests have been edited for this mod. So any mod that edits them will still work with this mod.
NPC's Julienne Fanis and Raminus Polus are both used by this mod and should not be over ridden by other mods. Other NPCs can safely be overridden but it should be noted the original Danel and Skaleen are disabled by this mod and enabled again by the uninstall quest from Mr fix It at the AU. Also the Archage Mages Tower is changed considerably by this mod but other areas have very few changes. Most new stuff was put in new areas for compatibility reasons.

Credits & Thanks

Thanks to Ren and Soya for the Hair
All the fans who let me add their books to the scholars Library in this mod, they are credited in the books they wrote.
The Imperial Library Website where most of my research was conducted.
All the people on the Imperial Library Website for being so helpful
All the guys on my Website, too many to mention here at this time.
Coldone for trying to help, sorry it did work out mate
Paw-Prints-in-the-Mud for additional character building via submitted written material.
Talkie Toastier for explaining how to change companion's inventory
Liquidgraph for allowing me to use the Dwemer Centurions from his excellent Lost Spires Mod
DaveR
Ismelda Lasombra
Wrye
Purple Gandalf for the lip sync files

Spelling and Gramma
Misnomer for helping spell/grammar check the mod.

Voice Actors
Ibsen's Ghost for some dam good voice work.
Giskard (me), I make Ibsen sound even better because my voice is crap
Tess (the Wife)
Jaster
Bethlen
Lalwende


Licence agreement

The ESPs and ESMs may not be edited without my permission but everything else can be considered a modders resource and may be used in other mods freely. A little credit would be nice, a thank you perhaps, nothing more.

giskard


User avatar
X(S.a.R.a.H)X
 
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Joined: Tue Feb 20, 2007 2:38 pm

Post » Thu Sep 02, 2010 12:05 am

Ahhh!!! And the latest version of OMG is 7.3, i missed that to tell you before. Anyway that is also part of the huge download! Sorry. :)
Spoiler



Ah, that explains why I saw no reference to CURP in my readme. Thanks!
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TWITTER.COM
 
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Joined: Tue Nov 27, 2007 3:15 pm

Post » Wed Sep 01, 2010 12:47 pm

Ah, that explains why I saw no reference to CURP in my readme. Thanks!

No problem!

If you're a bit familiar with PyFFI, OBMM utilities and .BSA repacking etc. http://www.gamesas.com/index.php?/topic/1151268-bsa-question-about-curp/. I pyffied the CURP meshes and repacked the resources into BSA and it is working fine. It's not necessary at all however. If anything, it should improve the overall performance of the game a little bit. But if you do not know what it's about do not pursue. :)
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Kevan Olson
 
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Post » Wed Sep 01, 2010 2:51 pm

No problem!

If you're a bit familiar with PyFFI, OBMM utilities and .BSA repacking etc. http://www.gamesas.com/index.php?/topic/1151268-bsa-question-about-curp/. I pyffied the CURP meshes and repacked the resources into BSA and it is working fine. It's not necessary at all however. If anything, it should improve the overall performance of the game a little bit. But if you do not know what it's about do not pursue. :)


Thanks for the advice. I've actually been spending the last day or so PyFFI'ing all of my BSAs, & CURP is another good candidate, with so many resources involved. I've been working really hard to get Oblivion to work well with this installation, since in the past I've gotten frustrated to the point of shelving the game after several weeks of tinkering with it (my last attempt, in 2009, was with FCOM & though I got it working, I had lots of stuttering issues, etc.). At any rate, I still haven't loaded up the game yet since my CTDs, since I've been doing more housecleaning first. If anyone sees anything else that jumps out at them on my last posted config, please let me know. I like to think of myself as pretty good - I've written some mods, I know how to use Wrye Bash + BAIN, OBMM, the various OBSE plugins, etc. Still, for some reason I've had rotten luck getting a decently modded Oblivion to work well for me.
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Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Wed Sep 01, 2010 7:22 pm

Thanks for the advice. I've actually been spending the last day or so PyFFI'ing all of my BSAs, & CURP is another good candidate, with so many resources involved. I've been working really hard to get Oblivion to work well with this installation, since in the past I've gotten frustrated to the point of shelving the game after several weeks of tinkering with it (my last attempt, in 2009, was with FCOM & though I got it working, I had lots of stuttering issues, etc.). At any rate, I still haven't loaded up the game yet since my CTDs, since I've been doing more housecleaning first. If anyone sees anything else that jumps out at them on my last posted config, please let me know. I like to think of myself as pretty good - I've written some mods, I know how to use Wrye Bash + BAIN, OBMM, the various OBSE plugins, etc. Still, for some reason I've had rotten luck getting a decently modded Oblivion to work well for me.


I hear you there. I know my way around utilities and mods pretty well, but I still get the 30 - 45 minute CTD. I'm amazed when I read about people with 200+ mods running the game for 3 hours without a CTD. How that's done eludes me.
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Toby Green
 
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Post » Wed Sep 01, 2010 11:43 pm

I know how to use Wrye Bash +....

OK that sounds good, you know a thing or two then. :) Hey maybe not telling you something really new, but Oblivion Stutter Remover (OSR) is really a most essential tool to install (an OBSE plugin). With a little bit of tinkering with it's .ini settings you can reduce stutetetetetettttteeerrrerererer most effectively ;) Do catch up at the OSR thread, I think SkyRanger-1 is currently working on an update. And he provides always generous help with the various "heap modes" and other features.

Happy New Year!!! :laugh:
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LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Wed Sep 01, 2010 4:58 pm

OK that sounds good, you know a thing or two then. :) Hey maybe not telling you something really new, but Oblivion Stutter Remover (OSR) is really a most essential tool to install (an OBSE plugin). With a little bit of tinkering with it's .ini settings you can reduce stutetetetetettttteeerrrerererer most effectively ;) Do catch up at the OSR thread, I think SkyRanger-1 is currently working on an update. And he provides always generous help with the various "heap modes" and other features.

Happy New Year!!! :laugh:


I second Tommy's suggestions and yes, SkyRanger-1 is working on an update. In fact, there's a beta, 4.12, up on TES Nexus, http://www.tesnexus.com/downloads/file.php?id=23208. You'll also find 1.1, the last stable release, on that page.
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RObert loVes MOmmy
 
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Post » Wed Sep 01, 2010 1:11 pm

As a matter of fact, I already use OSR, USV, weOCPS, Pluggy, etc., for OBSE. The problems I had last year, I think, were related to needing a processor & video card upgrade (the latter of which I made recently). This year, I seemed to get things running smoothly, until my latest mod batch lineup. The CTDs are a total show stopper, so I guess I just need to weed out those that are most likely the culprits. I've already regenerated a default oblivion.ini, since I made a few tweaks there previously.

So I'm trying to save some time by not deactivating everything & activating one by one (for over 150 mods, that prospect is far too time consuming than I care for - I'd be more likely to axe most of them rather than go through that) & instead focus on those that seem most problematic. Draeka mentioned checking those that affect the chargen quest, & so right away I'm thinking of "Immediate Character Generation," or the one that disables the tutorial text in the sewers. The problem there is that I'm pretty sure I've used those successfully in the past. Others that spring to mind are those that rely on heavy scripting that loads at game start, like auto potion, auto repair, etc. I also vaguely recall a feeling that Crowded Roads may have caused me problems before, relating to crashes. It's been a long while since I last went through all this, so my memory is a little fuzzy on the details of previous configurations. Do any of those I mentioned jump out at anyone as being problematic?
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A Lo RIkIton'ton
 
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Joined: Tue Aug 21, 2007 7:22 pm

Post » Wed Sep 01, 2010 6:05 pm

I also vaguely recall a feeling that Crowded Roads may have caused me problems before, relating to crashes.

Hmmmm..... Which one of the many CR variations do you use? I'm using CR "Revisited" and I do not note any particularly negative impact or more crashes on my game. So I would exclude it from the "problematic" list. As to the other mods you mention I cannot comment as I do not have them. Cheers!!
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^~LIL B0NE5~^
 
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Post » Wed Sep 01, 2010 12:25 pm

Hmmmm..... Which one of the many CR variations do you use? I'm using CR "Revisited" and I do not note any particularly negative impact or more crashes on my game. So I would exclude it from the "problematic" list. As to the other mods you mention I cannot comment as I do not have them. Cheers!!


Thanks for bringing that up. I was using CR Advanced, but since you mentioned it, I switched back to CR Revisited. I think my problem before was too many NPCs engaging in fights with MMM & other critters, leading to a huge slow down. At any rate, this didn't solve my problem either.

I'm now down to disabling groups of mods to try & eliminate the CTDs (which now occur immediately after choosing a race at the start of a new game. This is when all of those quests that load at the beginning display their popups, so I'm keeping an eye out for one of those mods.

I've also been thinking of some settings in OSR's ini. I changed a couple early on (Master\bReplaceHeap, for one), so I restored it to default. There are a lot of other settings in there that (I'm thinking) could give better results to some, & disastrous ones to others. In particular, I'm thinking of what the author said in OSR's readme about changing Heap\iHeapAlgorithm to suit one's own system. I guess this will go on the todo list if I get desperate.
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joeK
 
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Post » Wed Sep 01, 2010 6:33 pm

you probably already know this and have checked for such, but are any of your mods listed as orange in wrye bash?
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Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Wed Sep 01, 2010 5:15 pm

you probably already know this and have checked for such, but are any of your mods listed as orange in wrye bash?


Do you mean the checkbox colors in the mods tab? If so, yes, one: SM Plugin Refurbish(Merged).esp. Its dependencies are Oblivion.esm + all the DLCs (naturally), which have been moved into a different order by BOSS. I didn't really pay it much mind, since that's supposed to be harmless (at least as far as I understand it).

By the way, I finally eliminated the CTDs. Once I uninstalled MMM, the crashes stopped. Odd, considering so many others use this mod successfully (& even I did in the past, in an FCOM build). I read the readme pretty thoroughly, so I'm pretty sure I got the installation of it right (of course, everyone can make mistakes...). My best guess is that it was fatally conflicting with something else that I have installed.
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Jani Eayon
 
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Joined: Sun Mar 25, 2007 12:19 pm

Post » Wed Sep 01, 2010 2:12 pm

Once I uninstalled MMM, the crashes stopped....My best guess is that it was fatally conflicting with something else that I have installed.

That is pretty strange, MMM is normally very well behaved. If you post your current load order (post-MMM) once again, maybe one can spot something. But maybe not. Anyway give it a try! :)
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Elisabete Gaspar
 
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Joined: Thu Aug 31, 2006 1:15 pm

Post » Wed Sep 01, 2010 11:30 pm

You didn't have the MWL or Diverse Water Life updates installed. Did you try deleting all but the main MMM plugins before throwing it out completely?


...I'm also against WeOCPS...for now, at least...
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Sophie Miller
 
Posts: 3300
Joined: Sun Jun 18, 2006 12:35 am

Post » Wed Sep 01, 2010 5:32 pm

OK, I've sorted out the CTD at game start. It wasn't MMM as I mentioned above. When uninstalling that, I had also deactivated the "Tweak Actors" option in rebuilding my bashed patch, since I suspected that too. Upon reinstalling MMM & rebuilding my patch without either "Tweak Actors/Mayu's Animation Overhaul Skeleton Tweaker" or "Tweak Actors/Vanilla Beast Skeleton Tweaker" activated, my CTDs seem to have disappeared. I don't know which of these two was causing the problem, but I've no interest in spending the time troubleshooting further. I can live without both just fine.

I've also been lucky enough to experience recurring problems with Wrye Bash not exiting properly & then not loading afterwards (requiring a Mopy folder deletion & reinstall of the program), AND the ati2dvag infinite loop blue screen error. Between all of this, I'm lucky I've not pitched this thing into the nearest bottomless pit. It's been four weeks in the making for this setup. I hope it works well.

You didn't have the MWL or Diverse Water Life updates installed. Did you try deleting all but the main MMM plugins before throwing it out completely?


Tomlong75210: I didn't know that MWL or Diverse Water Life had updates beyond what I had installed from MMM 3.7b3PR. I didn't see anything on PES or Nexus. Where did you get that?

Tommy_H: Thanks for your help. Here is my mod load order, if you're still curious:

Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4.4]02  Cobl Main.esm  [Version 1.72]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Enhanced Daedric Invasion.esm05  CyrodiilUpgradeResourcePack.esm06  TamrielTravellers.esm  [Version 1.39c]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm  [Version 1.1]09  bookplacing.esm  [Version 2.0]0A  CURP_Controller.esm0B  Progress.esm  [Version 2.2]++  HrmnsOblivionScriptOptimizationv1.0.esp0C  Book Jackets Oblivion - BP - SSBFL.esp0D  Unofficial Oblivion Patch.esp  [Version 3.3.3]0E  Oblivion Citadel Door Fix.esp++  MG01-fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  (JQ&SG) Fighters Guild United.esp  [Version 1.1L]12  MOBS SI.esp  [Version 1.2.2a]13  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]++  LoadingScreens.esp14  LoadingScreensSI.esp15  EnhancedWeather.esp  [Version 1.4.4]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]16  EW_WeatherOrb.esp++  Visually Realistic Deadly Lava.esp++  Symphony of Violence.esp17  MIS Low Wind.esp18  MIS New Sounds Optional Part.esp++  Hear-Me-Not.esp19  All Natural - Real Lights.esp  [Version 1.1]1A  WindowLightingSystem.esp1B  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]1C  Moist - Gate Room.esp1D  Portable Campsite.esp1E  RAEVWD Cities.esp  [Version 1.9]1F  RAEVWD New Sheoth.esp  [Version 1.6.1]20  RAEVWD Imperial City.esp  [Version 1.9]21  VAs Better Gold with no Menu Icon.esp22  Enhanced Economy.esp  [Version 5.1]23  Crowded Cities 15.esp24  Crowded Roads Advanced less crowded.esp  [Version 1.3]25  FormID Finder4.esp26  kuerteeActorDetails.esp27  kuerteeCleanUp.esp28  P1DmenuEscape.esp29  Streamline 3.1.esp2A  Landmarks, w Wells.esp  [Version 1.11]2B  HouseMapMarkersOnlyBought.esp2C  DLCHorseArmor.esp2D  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.90]2E  DLCOrrery.esp2F  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]30  DLCVileLair.esp31  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]32  DLCMehrunesRazor.esp33  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]34  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]35  Book Jackets DLC.esp36  GrimbotsSpellTomes.esp37  Slof's Giger Armour.esp38  Staff of Lore.esp39  Thieves Arsenal.esp3A  Armamentium female.esp3B  Slof's Horses Base.esp3C  Slof's Extra Horses.esp3D  kuerteeHorseCommands.esp3E  DLCThievesDen.esp3F  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]40  Slof's Oblivion Robe Trader.esp41  Cobl Glue.esp  [Version 1.72]42  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]43  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]44  Mart's Monster Mod.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Durability & Damage.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]47  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]4D  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]4E  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]4F  MMM - Playable Undead Armors.esp  [Version 1.7]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]50  TamrielTravellers4MMM.esp  [Version 1.39c]51  ShiveringIsleTravellers.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp  [Version 2]++  MMM-Cobl.esp  [Version 1.69]52  EVE_StockEquipmentReplacer4MMM.esp53  Enhanced Quest Roleplaying.esp  [Version 2.03]54  KvatchAftermath.esp55  Artifacts.esp  [Version 1.1]56  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]57  Better Shady Sam.esp58  kingdomofAlmar.esp59  Sheogoraths_Accords_of_Madness.esp5A  TheElderCouncil.esp5B  TheElderCouncil_TempleOfTheOne.esp5C  TEC_4ERA_Dialog_Filter.esp5D  VaultsofCyrodiil.esp5E  DLCBattlehornCastle.esp5F  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]60  DLCFrostcrag.esp61  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]62  Knights.esp63  Knights - Book Jackets.esp64  Knights - Unofficial Patch.esp  [Version 1.1]65  EVE_KnightsoftheNine.esp66  SM Plugin Refurbish(Merged).esp  [Version 1.30]++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]**  DLC_MOBS.esp67  CUO_Bravil.esp68  Origin of the Mages Guild.esp  [Version 7.3]69  TheNecromancer.esp6A  Enhanced Daedric Invasion.esp6B  CUO_Bruma.esp6C  CUO_Chorrol.esp6D  CUO_Leyawiin.esp6E  Oblivion Gate Map Marker Remover.esp  [Version 1.1.0]6F  FightersGuildContracts.esp70  DZ_Auto_Harvest.esp71  Auto Potion.esp72  Auto Repair.esp73  Bag of Alchemy.esp74  CUO_Dwemer.esp75  CUO_FightersGuildContracts_SAFE.esp76  CUO_MerchantsGuild_SAFE.esp77  CUO_MerchantUpdate_SAFE.esp++  CUO_UnLeveledPotions.esp78  CUO_NewFactionDialog_SAFE.esp79  CUO_BadGuy_Specific_Loot_DIRTY.esp++  CUO_UnleveledGuards&Legioneers_DIRTY.esp7A  CUO_UnLeveledNPCs&Creatures.esp++  CUO_UnLeveledLoot.esp++  CUO_UnLeveledVendors.esp7B  EVE_ShiveringIslesEasterEggs.esp7C  Dungeon Actors Have Torches 1.6 DT.esp7D  Exterior Actors Have Torches 1.3 DT.esp++  Faster-grass.esp++  Faster-trees.esp7E  Kyoma's Journal Mod.esp  [Version 3.2.1]7F  Less Annoying Oblivion.esp80  P1DkeyChain.esp  [Version 5.00]81  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_MMM.esp  [Version 1.2]82  Enhanced Vegetation [110%].esp83  Toggleable Quantity Prompt.esp  [Version 3.2.0]84  LCE-addon.esp85  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights Of The Nine.esp86  RealisticForceMedium.esp87  RealisticMagicForceMedium.esp88  ClaimThatInterior.esp89  Finders Keepers.esp8A  hilarity_121.esp8B  DS Summon Luggage.esp8C  Is It Safe.esp8D  PJs Spell Compendium - Spell Requirements.esp8E  Remote Life Detect.esp8F  SetEssentialActors.esp90  Stalk'em SI.esp  [Version 1.1]91  RefScope.esp  [Version 2.1.2]92  AgarVariedSpellSounds_SupremeMagicka.esp93  SupremeMagicka.esp  [Version 0.90]94  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]95  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]96  MidasSpells.esp97  Syc_AtHomeAlchemy_No_Bounty_v2.esp98  Enchant Ripper.esp  [Version 7]99  attack and hide harder v2.1.esp9A  No psychic guards v1.2.esp9B  RenGuardOverhaul.esp9C  ProgressMBSP.esp  [Version 2.0]9D  ProgressSBSP.esp  [Version 1.0]9E  ProgressRBSP.esp  [Version 1.0]9F  ProgressRacial.espA0  ProgressArmorer.esp  [Version 1.0]A1  ProgressMercantile.esp  [Version 1.11]A2  RealisticLeveling.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Spire Revisited.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]++  Better Redguard v2.espA3  bgBalancingEVCore.esp  [Version 10.52EV-D]A4  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]A5  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]A6  bgMagicEVPaperChase.esp  [Version 1.68EV]A7  bgMagicAlchemy.esp  [Version 1.57]A8  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]A9  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]AA  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgHighElfSeamReducerFixEV.esp++  Disable Tutorial Text.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]AB  bgMagicLightningbolt.espAC  Shining Creatures.esp  [Version 1.2]++  Shining Creatures_DLCFrostcrag.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]AD  Bashed Patch, 0.esp

User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Thu Sep 02, 2010 3:02 am

++ HrmnsOblivionScriptOptimizationv1.0.esp

You can drop that one, since it doesn't actually do anything. And, unless you got the SI fixed version, it may actually cause problems.

Also, I don't believe you're supposed to have both Slof's Horses and MMM- Slof's Horses Complete. Read over the MMM thread first coupole posts where it specifies that plugin.

2A Landmarks, w Wells.esp [Version 1.11]
2B HouseMapMarkersOnlyBought.esp
6E Oblivion Gate Map Marker Remover.esp [Version 1.1.0]

You might want to trade the above three for TheNiceOne's Map Marker Overhaul. All the map functionality you'd ever want!

9E ProgressRBSP.esp [Version 1.0]
9F ProgressRacial.esp

Aren't the above two redundant, or even different versions of the same mod?

I believe that 9A No psychic guards v1.2.esp is redundant with 9B RenGuardOverhaul.esp, which achieves the same effect.

Finally, I would suppose you are heading for a huge performance hit - especially with a full RAEVWD installation. You might want to look at its readme for instructions on how to configure it for less performance impact.
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Thu Sep 02, 2010 12:23 am

@Lynx
Your Cobl is 1.72, but latest version is 1.73, http://www.gamesas.com/index.php?/topic/1104955-relz-cobl-no16/page__view__findpost__p__16875896. :)

Instead of Enhanced Weather you may want to check out All Natural which is the newest weather mod and still being developed. :)
User avatar
Donatus Uwasomba
 
Posts: 3361
Joined: Sun May 27, 2007 7:22 pm

Post » Wed Sep 01, 2010 11:40 pm

++ HrmnsOblivionScriptOptimizationv1.0.esp : You can drop that one, since it doesn't actually do anything. And, unless you got the SI fixed version, it may actually cause problems.


I do have the SI fixed version. When you say it doesn't actually do anything, do you mean that other mods (like the UOP, for example) have superseded the changes it makes, or that the practical benefit to this mod is trivial?

Also, I don't believe you're supposed to have both Slof's Horses and MMM- Slof's Horses Complete. Read over the MMM thread first coupole posts where it specifies that plugin.

Well spotted, thanks. I knew this myself, but failed to deactivate Slof’s Horses when I switched back to using MMM.

2A Landmarks, w Wells.esp [Version 1.11]
2B HouseMapMarkersOnlyBought.esp
6E Oblivion Gate Map Marker Remover.esp [Version 1.1.0]

You might want to trade the above three for TheNiceOne's Map Marker Overhaul. All the map functionality you'd ever want!


Thanks! I love tips like this. I've been away from Oblivion for over a year, & I'm always on the lookout for mods like this that more efficiently replace functions of my old standbys. Got it installed now. I was also able to do away with Borderless Icons too, in favor of this.

9E ProgressRBSP.esp [Version 1.0]
9F ProgressRacial.esp

Aren't the above two redundant, or even different versions of the same mod?


I don't believe so. The text from the OBMM file reads [ProgressRBSP.esp]: "Range Based Skill Progression (RBSP) gives a bonus for long-range archery. [ProgressRacial.esp]: Racial Advancement makes your racial bonus skills improve faster."

I believe that 9A No psychic guards v1.2.esp is redundant with 9B RenGuardOverhaul.esp, which achieves the same effect.


I've often wondered this myself. It looks like I can replace NPG with just the crime alert setting in the bashed patch & use RGO for the rest. Thanks for the tip.

Finally, I would suppose you are heading for a huge performance hit - especially with a full RAEVWD installation. You might want to look at its readme for instructions on how to configure it for less performance impact.

Point taken. I was afraid of this, but my wishful thinking got the better of me, after all the optimization I’ve done with PyFFI, etc. Better to live without it & enjoy better performance (exactly why I chose not to go the FCOM route this time).

@Lynx
Your Cobl is 1.72, but latest version is 1.73, http://www.gamesas.com/index.php?/topic/1104955-relz-cobl-no16/page__view__findpost__p__16875896. :)
Instead of Enhanced Weather you may want to check out All Natural which is the newest weather mod and still being developed. :)

Thanks again Tommy_H. I dismissed that “Loot-Drop-Merchant changes Proposal” file as some potentially buggy alpha project. Is it stable enough to be reliable?

I did have All Natural installed previously, but opted for EW when I gained the impression the latter might have less of a performance impact. Please correct me if I’m wrong there, though. I stuck with the Real Lights portion of AN, though.
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Wed Sep 01, 2010 1:55 pm

I dismissed that “Loot-Drop-Merchant changes Proposal” file as some potentially buggy alpha project. Is it stable enough to be reliable?

Yes I would definitely say so. I have 1.73 now installed for about 4 weeks and Cobl is running just fine. Also all the in-game menu's and options are all working, so I'd say Yeah get it! :)

I did have All Natural installed previously, but opted for EW when I gained the impression the latter might have less of a performance impact.

I really don't know because I don't know EW all that well. I had it once long time ago but changed to AN because of the great support and activeness of its developers. I do not note a particular performance hit from the weather to my rig (which is an E8400 Core2 and a Nvidia GTX 260-126 card). I take other hits, mainly scripts from NPC AI's and some loading stutter but I cannot attribute that to the weather of course.

Wrinklyninja has a thread where he compared the various weather mods, maybe search for that or check his signature. I read it once and it was full of good info about those mods, their pros and cons. I just don't have the link at hand. Can look for it tomorrow though. Maybe another fellow can give you some color on performance of AN vs. EW in the meantime.

Edit: http://www.gamesas.com/index.php?showtopic=960829, was rather painless. :)
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Thu Sep 02, 2010 1:53 am

OK. I've got Cobl 1.73 installed. I think I'll stick with Enhanced Weather though, since I still get the impression it has less of a performance impact than the others. My CPU is my primary bottleneck, so I try to go for the lighter scripted mods when possible. That's a great thread with all sorts of useful info though (I picked up a couple of small mods from there). Thanks for the link. You seem to be a fountain of good advice. Mind if I get a peek at your load list?
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

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