[Relz] Item Interchange - Thread #4

Post » Tue Mar 22, 2011 5:43 am

Item Interchange (II)

Makes any mod a library mod!*
*Well, almost

v0.78

Download locations: http://www.tesnexus.com/downloads/file.php?id=17557
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4805

http://wrye.ufrealms.net/ details of these are available at http://wrye.ufrealms.net/


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List of contents:
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1 - Principal goals

2 - Installation/deinstallation
i) Deinstallation of versions pre 0.52 and pre 0.64
ii) Plugin choice
iii) Load order (IMPORTANT)
iv) Bash patch (IMPORTANT)
v) Respawn
vi) Deinstallation
vii) Incompatibilities and other notes

3 - Support
i) General support info
ii) Advice for faster/friendlier/more helpful support

4 - Work completed
i) Mods supported

5 - Description
i) Preamble
ii) Method
iii) General considerations
iv) Future

6 - Changelist

7 - Credits

8 - Legal info

9 - Appendix - Information on using II with specific mods
i) TamrielTravellers
ii) Frans
iii) OOO
iv) FCOM
v) Crowded Roads
vi) Frostcrag and Frostcrag overhauls
vii) The Lost Spires, Ancient Goblin City, Blackrock Mountain, Cybiades, Lair of the Hydra, The Dragon Citadel, The Tower of the Lich King

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1 - Principal Goal: 1) Creation of a "Meta-library" for Oblivion
This in turn allowed
2) Creation of a systematic loot/item patch for any and every mod using items from any and every mod. This means that if you have mods installed that make changes to the loot system you will now find these changes replicated across all your mods!
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2 - Installation [new info available; please re-read the section marked with "new"]
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This mod requires the use of Wrye Bash to work, if you do not know how to use Wrye Bash learn first before attempting to install this mod. Make sure you are using version 210 or above, as earlier versions do not support all of II's features fully. You can find the latest version of Wrye Bash at wrye.ufrealms.net/

This mod also requires Cobl, version 171 or later to host the meta-library. If you require a Cobl-independant version then search for version 0.63 which was the last version that did not require Cobl. Be aware that version 0.63 does contain some errors, is missing a huge amount of content compared to current versions and is essentially no longer supported by the author.

i) Due to the complete overhaul of the II plugin system between version 0.51 and 0.52, users updating from versions 0.50 and 0.51 should remove *all* previous II plugins from your data folder. Do *not* attempt to install version 0.52 or later over earlier versions as the old plugins will not be replaced and erroneous behaviour *will* result.
As of version 0.64 Item Interchange no longer uses its own esm master and instead uses Cobl to host the meta-library. You should ensure the "Item interchange.esm" file is removed from your data folder when updating to any version from 0.64 onwards.

ii) Extract the archive to a spare folder and select the plugins you desire to use. The extraction plugin and one regular placement plugin should then be copied into your game data folder. Choose a placement plugin appropriate for the version of Frostcrag Spire you are using and then consider whether you want to use any optional plugins. Better yet; make an omod of these files for easy and quick installation and uninstallation using OBMM. The esp plugins should not be active, but are merged into the Bashed patch. Do *NOT* activate them as if you use the correct load order this guarantees your game will not load. Try not to worry too much about the funny colours you get from them in Wrye Bash.

As of v0.76, II comes with eight files:

Item interchange - Extraction.esp - This plugin populates the meta-library with materials from the mods you have installed. There is currently only one version of this plugin. Required.

Item interchange - Placement.esp - This plugin places references into the base game and into the mods you have installed that makes them use the II meta-library. There are two versions of this plugin available. This plugin is not required however as there are currently no other mods using the II meta-library if you do not use this you will gain no benefits from installing II.

Item interchange - Placement for FCOM.esp - A hack-job to ensure compatibility with FCOM. See mod-specific notes at the bottom.

Item interchange - Placement for Frostcrag.esp - A mod-specific plugin that makes changes to the original Frostcrag only. You should still install the regular or FCOM placement plugin described above. Do not install this plugin if you use any Frostcrag overhaul.

Item interchange - Placement for Frostcrag Reborn.esp - A mod-specific plugin that makes changes to Frostcrag Reborn only. You should still install the regular or FCOM placement plugin described above. Do not install this plugin if you do not use Frostcrag Reborn.

Item interchange - Placement for Frostcrag Spire Revisited.esp - A mod-specific plugin that makes changes to Frostcrag Spire Revisited only. You should still install the regular or FCOM placement plugin described above. Do not install this plugin if you do not use Frostcrag Spire Revisited.

NEW Item interchange - Option, Ingredients in Bulk.esp
NEW Item interchange - Option, Ingredients in Bulk, reduced.esp
These options do *NOT* require the mod Ingredients in Bulk. In fact I quite like it as a stand alone option. In theory, this is a semi-replacer/patch for the mod Ingredients in Bulk. Ingredients in Bulk is partially incompatible with II (i.e. certain vendor items won't be in bulk) because of how the two mods work, therefore I have made an option in II to "partially" patch the incompatibilities. Partially, because quite honestly, I didn't like the quantities available in Ingredients in Bulk, but I like the quantities I have set here. If you want an option with the kind of quantities available in the original Ingredients in Bulk mod, please make it yourself. I'd be willing to redistribute it with II with appropriate credit. The "reduced" version reduces the ingredient quantities still further. If neither of these versions suit you, feel free to make your own version.

iii) Load order (IMPORTANT)
Balo tags are provided for those using Wrye Bash's Balo system.
If you do not use Balo then BOSS may be worth considering.
If you use hand-ordering via OBMM, Wrye Bash or another tool then you should aim to achieve these ends:
Both the extraction and placement plugins are completely reliant on features of Wrye Bash to get their important changes through everything else. The extraction plugin can load anywhere before the bashed patch, I suggest putting it with other library mods. All placement and option plugins should load immediately before the bashed patch. Option plugins should load after placement plugins.
Please note Yes, some plugins will most likely be missing masters. Don't worry, just use Wrye Bash correctly and it'll all work out.

iv) Bash patch (IMPORTANT)
Make sure the following options are set when rebuilding the Bashed Patch (you must be using v210 or later):
1) Merge Patches: all II esps should be merged.
2) Import Inventory: all installed II placement plugins should be selected.
3) Leveled Lists: automatic for all II placement plugins.

After the Bashed Patch has been built make sure that all II esps are set to virtually active, with just a + symbol in the box.

Item Interchange plugins come pre-tagged with Wrye Bash tags. Should you accidentally (or deliberately) change these II will most likely no longer function correctly. Should this occur, please reset the Bashed tags as follows. Extraction plugin {{BASH:Merge,Filter}}, placement plugins {{BASH:Merge,Filter,IIM,Invent,Delev}}, the Ingredients in Bulk option file needs {{BASH:Merge,Filter,IIM,Relev}}.

v) Finally, respawn
After rebuilding your patch you should be able to play without further installation issues, though you should perform the usual wait in an isolated interior cell so inventories and spawns reset under the usual conditions for your game setup.

vi) Uninstallation
Remove all II files from your load order. After removing all II files rebuild your pashed patch. Once you get back into game you should wait for a respawn.

vii) Incompatibilities and other notes
You should continue using Cobl tweak files for/from the following mods: Cobl, Better Cities, MMM, OOO and FCOM. I cannot guarantee glitch-free loot using Cobl loot tweaks from any other sources you may currently be using.
You should also check the mod-specific notes at the end of the readme to see if I have anything to say about specific mods you are using.

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3 - Support
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i) Support is only available through the Bethesda Softworks boards at http://www.gamesas.com/bgsforums/index.php?showforum=25 where the current thread for this mod should be located. The thread for the mod at the time of writing this readme is http://www.gamesas.com/bgsforums/index.php?showtopic=876392

ii) If you believe II has a bug please check the "Information on using II with specific mods" section below to make sure that your problem is not already known about. If your problem is not met there then please report the issue at the forums above. When reporting a problem please include the following information: Load order (in a codebox), II version number, a sensible description of the problem (i.e. what you *think* should be happening and what is *actually* happening) and, if possible, TES4View screenshots of the records causing problems.

Due to the extensive master list of II it is not likely that many users will be able to load the plugins directly into TES4View (I have to use a separate data folder for development of this mod myself). To see what II is actually doing to your game you should follow Wrye's directions (I've edited them to keep them up-to-date):
One thing that can help here is for the user to create an intermediate patch. To do this:
* Create a new bashed patch. Call it something like "II Filtered.esp". Make sure the author name is still "BASHED PATCH" though. Move it to load just before the regular Bashed Patch.
* Make sure that the desired mods are active and the II plugins are NOT active.
* Now, rightclick on II Filtered.esp and choose "Rebuild Patch". Turn off all features except Merge Patches (select the II plugins), Import inventory (II plugins) and Leveled lists.
* When you're done rebuilding the II Filtered it should have no changes except those that II applies to it.

Looking at this patch will enable you to use TES4View to see the changes made to your game by II.

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4 - Work completed:
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i) Version numbers in brackets indicate the latest version that *definitely works* in II, if you have a later version it's *unlikely*, but not impossible to cause problems. If you are using an earlier version you should consider updating.

The following sources currently contribute materials to II:
Oblivion [Version 1.20416]
Shivering Isles
Frans [Version 4.5b]
OOO [Version 1.34 beta5]
MMM [Version 3.7beta3]
MMM Gems & Gem Dust
TIE [Version 1.25]
TIE4Mods [Version 0.41]
Armamentarium [Version 1.2.2]
Ulrim's Horses [Version 1.3]
DLCSpellTomes
Cobl [Version 171]
More Vegetables [Version 2.0]
Qarl's Harvest [Version 1.1]
Qarl's Harvest addon [Version 1.1]
HappyHannah's Wines [Version 2.0]
Q - More and Moldy Ingredients [Version 1.1]
AliveWaters [Version 0.6]
zCats and Rats [Version 2.5b]
Pitcher Plant Harvestable [Version 1.1]
Lily of the Valley Nectar [Unknown Version]
Pitcher Plant and Lily Ingredients [Version 1.0]
Exnem's Runeskulls [Version 1.0]
Ayleid Loot Extended [Version 2.0]
Better Cities [Version 4.2.3]
Lost Paladins of the Divine [Version 1.0]
Com's Torch Compendium [Version 1.1]
Jade Dishes [Version 1.02]
Oblivion Collectible Cards [Version 1.21]
FF Real Thirst [Version 1.20]
Imperial City Library [Version 1.3]
Diverse Wisps [Version 1.0]
advlt Books [Version 1.1.1]
Elder Scrolls Book Club [Version 1.0]
VASE [Version 2.0]


The following destinations currently accept data from II:
Oblivion [Version 1.20416]
Shivering Isles
Knights of the Nine
DLC Battlehorn Castle
DLC Thieves Den
Frostcrag Spire Revisited [Version 1.5]
Frostcrag Reborn [Version 3.06]
Frans [Version 4.5b]
OOO [Version 1.34 beta5]
MMM [Version 3.7beta3]
Warcry [Version 1.08]
TIE [Version 1.25]
TIE4Mods [Version 0.41]
Tamriel Travellers [Version 1.39c]
Crowded Roads [Version 2.0]
Persuasion Overhaul [Version 1.4]
Qarl's Harvest [Unknown Version]
The Lost Spires [Version 14.00]
Ancient Goblin City [Version 2.6]
Blackrock Mountain [Version 2.7]
Lair of the Hydra [Version 2.6]
The Dragon Citadel [Version 1.6]
The Tower of the Lich King [Version 2.6]
The Ayleid Steps [Version 2.4]
Ivellon [Version 1.8]
Bartholm [Version 6.0]
Tears of the Fiend [Version 1.22]
Clocks of Cyrodiil [Version 1.0]
Mini Cyrodiil [Version 1.2]
Cybiades [Version 2.1]
Adonnay's Classical Weaponry [Unknown version]
Armamentarium Artifacts [Version 1.0, part of Armamentarium complete]
Unique Dungeons - Lich's Lair [Unknown Version]
Unique Dungeons - Lost Glory [Unknown Version]
Unique Landscapes - Chorrol Hinterland [Version 1.2]
Unique Landscapes - Ancient Redwoods [Version 1.5.1]
Unique Landscapes - Arrius Creek [Version 1.1.1]
Unique Landscapes - Brena River Ravine [Version 1.0.2]
Unique Landscapes - Imperial Isle [Version 1.6.1]
Unique Landscapes - Rolling Hills [Version 1.3.1]
Unique Landscapes - Stendarr Valley [Version 1.2]
Snowglobe [Version 1.0]
Slof's Dogs [Unknown Version]
Enchanced Daedric Invasion [Version 1.0]
Grandmaster of Alchemy [Version 3.0]
Dremora Companion [Version 1.1]
Wogs! [Version 1.2]
Midas Magic [Version 0.970]
Choices and Consequences [Version 1.2]
C&C - The Blackwood Company [Version 1.1]
Blood & Mud [Unknown Version]
Thieves Arsenal [Version 1.5]
More Animals [Version 1.2]
Crowded Cities [Version 1.2]
Better Cities [Version 4.2.3]
Lost Paladins of the Divine [Version 1.0]
Crowded Roads Advanced [Version 1.3]
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Tue Mar 22, 2011 8:37 am

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5 - Description:
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i) I got annoyed at the fact that while many mods add items and ingredients to the game, they generally have very limited integration with the rest of the game. When you're running 200 or more mods you'll often find that you hardly ever see a lot of the stuff available in the game unless the developer consciously decided to add their new ingredients into the vanilla vendor and loot lists, and few do. I decided that I wanted the ingredients from Alive Waters to be available for sale alongside slaughterfish scales. I wanted the MMM daedric ingredients to be found on conjurers along with the vanilla daedric ingredients. I'd particularly like those Tamriel Traveller merchants to carry some unusual ingredients from outside Tamriel, well they are travellers after all; who's more likely to be carrying exotic ingredients from Morrowind?

ii) Method:
After trying a couple of different methods and with support and advice from those interested in the project a 3 module system has been implemented.
There is a single master, which is required (as of v064 this master is the Cobl esm). This contains a series of (mostly) empty lists. The lists are kept empty in the master to allow for maximum compatibility with any TO (total overhauls) that may ever be added to support.
There is an Extraction plugin which populates the meta-library with data. This plugin is required and only comes in one version at present.
There is a Placement plugin which creates changes in the "real world". Without this plugin you will see no effect of the mod in your game. In theory, if someone creates mods that use Item Interchange as a library then you might want to avoid installing this plugin so you can use Item Interchange without any other changes to your game, but as no other mods use Item Interchange as a master at present there's no point in not installing this.

The fundamental glue that makes it all work is Wrye Bash. Without Wrye Bash this will not work as intended.

iii) General considerations:
Firstly, please appreciate that this mod is for myself first and foremost. Constructive feedback is essentially welcome. Suggestions for mods to add support for are most certainly welcome. If you dislike the changes I have made to a mod (especially if it's your mod) then you are free to complain, but remember that as with all mods, this follows my own personal ideas: I want this in my game, and you are welcome to have it in your game too.

There is absolutely *no* new material in this mod. None, nothing, nada. There are two reasons for this:
(i) This allows me to use some features of Wrye Bash that makes the mod much more discrete in terms of causing conflicts and also make a large number of changes to many files while only using one mod slot.
(ii) This also completely avoids any issues of Intellectual Property theft/abuse, though I understand some mod authors might not appreciate the tweaks I make to their mods. If this is the case please contact me via PM so we can discuss the issues.

Any really huge changes to a supported mod's contents may break support for that mod. There's no way around that, I simply have to be informed ASAP that the latest release of said mod has broken the II plugins so I can fix II for the newest version.

iv) Future

General:
I have further plans for this mod. It's a library of sorts, but one that collects materials from all the other mods, therefore the more mods that supported the better the experience provided (hopefully). It also places items into other mods, which makes each mod appear more thoroughly integrated with the player's world at large.


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6 - Changelist:
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v0.78 Added support for VASE. That's it, sorry!

v0.77 Updated support for new MMM material. Updated various entries over numerous mods to ensure maximum compatibility. Added slaughterfish tweaks for numerous mods.

v0.76 Added support for three Unique Landscapes: Imperial Isle, Brena River Ravine and Stendarr Valley. Added a second ingredients in bulk option (two options available now). Added support for advlt Books and Elder Scrolls Book Club. Added an esp supporting the original Frostcrag DLC (three Frostcrag options are available now).

v0.75 Added support for Diverse Wisps. Updated support for ALEX to v2.0. Added new optional file to increase ingredient volumes at regular vendors (thereby patching with the mod Ingredients in Bulk).

v0.74 Added missing support for Library books from Better Cities. This was supposed to be in v0.73 but I managed to miss that patch file when I was putting 0.73 together.

v0.73 Updated and expanded support for Better Cities. Further tweaks for balance/seamlessness across many mods.
Added support for Oblivion Collectible Cards, Jade Dishes, FF Real Thirst, Imperial City Library, Crowded Roads Advanced and MMM Runeskulls.

v0.72 Not released - updated to support Cobl's new expanded range of ingredients.
Expanded support for Cobl's lore books. Expanded support for Com's Torch Compendium.

v0.71 (Changes from 0.69) Added support for Better Cities, Lost Paladins of the Divines, Ayleid Loot Extended and initial support for Com's Torch Compendium.
Updated, expanded and reviewed support for OOO, MMM, Bartholm, Cobl, Tamriel Travellers, HappyHannah's Wines, Frostcrag Reborn, Crowded Roads and Persuasion Overhaul.
Numerous tweaks and adjustments throughout, including improvement of meta-library lists in Cobl.

v0.70 Not released

v0.69 Added support for Exnem's Runeskulls.
Added support for lore books from Cobl.
Expanded support for Armamentarium-sourced enchanted items through Tamriel Travellers, Persuasion Overhaul and more.
Various tweaks and improvements.

v0.68 Added support for Armamentarium-sourced weapons and armour. These items are now available in all II-supported mods.

v0.67 Expanded support for DLC Spell Tomes and Persuasion Overhaul
Added support for the following mods: Thieves Arsenal, More Animals, Crowded Cities

v0.66 Numerous tweaks for many records.
Added support for the following mods: Unique Dungeons - Lost Glory
Blood & Mud
Choices and Consequences
C&C - The Blackwood Company

v0.65 Numerous fixes with the existing support for Ivellon, OOO, Adonnay's Clasical Weaponry, MMM, Bartholm, Tower of the Lich King, UD - Lich's Lair, More Vegetables.

v0.64 (Released by Wrye) Item Interchange adapted to create and use a meta library within Cobl rather than using its own esm. Kudos to Wrye for this.

v0.63 Bugfix/tweak release
The support for Dremora Companion will work with the current version of that mod now.
Tweaks for current version of Tamriel Travellers.

v0.62 Really added support for the following mods: Dremora Companion

v0.61 [not released] Added support for the following mods: MidasMagic
Wogs!
Dremora Companion
Removed support for troublesome NPC entry in The Dragon Citadel

v0.60 Support for new Bash tags (thankyou Wrye!)
Added support for the following mods: Snowglobe
Slof's Dogs
Enchanced Daedric Invasion
Grandmaster of Alchemy
Small handful of minor tweaks.
Updating is recommended due to new Bash tags/features!
Please also update your version of Wrye Bash to v210 or later!


v0.59 Support added for the following mods:
TIE
TIE4Mods
Ulrim's Horses

Further adjustments made to support for:
Pretty nearly everything! :D

Significant tweaking of meta-library behaviour

v0.58 Support added for the following mods: DLC Thieves Den
Frostcrag Spire Revisited
Frostcrag Reborn
Unique Landscapes - Chorrol Hinterland
Unique Landscapes - Ancient Redwoods
Unique Landscapes - Arrius Creek
Unique Landscapes - Rolling Hills
Further adjustments made to support for: OOO
Tamriel Travellers

v0.57 Integration of the following mods: Mini Cyrodiil
Persuasion Overhaul
DLCBattlehorn Castle
Mart's Monster Mod - Additional Enemy NPC Vars
Further adjustments made affect support for the following mods:
OOO
MMM
Qarl's Harvest
Frans
The Tower of the Lich King
Cybiades
Bartholm
Tamriel Travellers
Crowded Roads

v0.56 Integration of the following mods: Adonnay's Classical Weaponry
Armamentarium Artifacts
Unique Dungeons - Lich's Lair

v0.55 Expanded support for Qarl's Harvest addons
Integration of the following mods: Clocks of Cyrodiil
Cybiades

v0.54 Bugfix release: replaced some records that got lost.

v0.53 Expansion of the ingredient section of the meta-library.
Tweaking of item placement and list structures.
Finally added support for OOO loot lists.
Integration of the following mods: Bartholm
The Ayleid Steps
Ivellon
Tears of the Fiend
Knights of the Nine
Lily of the Valley Nectar
Pitcher Plant Harvestable
Pitcher Plant and Lily Ingredients

v0.52 Complete (re)systemisation of the master file.
Complete reconstruction of the Extraction and Placement system.
Extensive tweaking of item placement.
Integration of the following mods: OOO (partial: pending full FCOM integration)
Frans (partial: see notes below)
Crowded Roads (partial: see notes below)
TIE4Mods (partial: see notes below)
DLC Spell Tomes
zCats & Rats
Blackrock Mountain
Lair of the Hydra
The Dragon Citadel
The Tower of the Lich King

v0.51 Integration of HappyHannah's Wines
Integration of Q - More and Moldy Ingredients
Placement of items from newly integrated mods
Tweaked existing placement of items
Major restructuring of the meta-library performed

v0.50 Initial release

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7 - Credits:
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Wrye: without whose tools and (often poorly appreciated IMO) hard work this kind of mod would simply be impossible. His feedback and suggestions have been invaluable as well. Finally he did the work of adapting Cobl and II to work together. Thankyou!
ElminsterAU: for making TES4View/TES4Edit, without which this kind of mod would be brain-meltingly difficult.
Corepc: for being so helpful and for his constant drive to make Tamriel Travellers and II work together perfectly.
Leandro Conde: for advice on load order, compatibility and also keeping me encouraged at the beginnign of the project.
Dev_akm: for advice on item precedence and discussions on compatibility.
Dewshine: for advice, encouragement and suggestions on Frans.
L@zarus: for advice on some records in Warcry.
The creators of all the mods I have added support for thus far. If they hadn't made great mods I wouldn't have done this.
The regulars in the support/development thread for giving me suggestions and generally being very helpful and supportive and sometimes giving me a good laugh. Thanks guys!
Bethesda Softworks for creating Oblivion.

Vac

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8 - Legal info
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Under the licensing agreement of the CS this mod belongs to Bethesda softworks.
No user-owned/created material has been distributed with this mod, and no material from any mod is accessible without the mod being downloaded and installed.

The Item Interchange - Extraction.esp file creates the meta-library. I would therefore dissuade anyone from distributing any changes they make to this file.
If I pass on responsibility for further development of these files to a 3rd-party then they will become responsible for further development.
If I have been absent from the development scene for longer than 181 days, have not responded to all reasonable attempts to contact me including, but not limited to: PMs, e-mail (as some users know my e-mail address) and at the last resort a general plea for contact then I acknowledge that I am not developing the mod further and these files can be developed further as the community on Bethesda's modding boards sees fit.

All Item Interchange placement esps are essentially open for anyone to modify, create and distribute themselves. However only the original version(s) included in the release archive are directly supported by me.

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9 - Information on using II with specific mods
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i) II and TamrielTravellers
You should *NOT* use the optional COBL plugin for Tamriel Travellers as this will "double up" items in some lists.

ii) Frans
Due to the way Frans implements it's changes in the game world I have declined to attempt modifications of Frans loot tables. II only supports versions of Frans with un-merged files. If you want to get it to work with merged versions of Frans then feel free to make your own placement plugin.

iii) OOO
Players should use the Cobl tweak file distributed in Cobl along with II for the best overall experience.

iv) FCOM
If you are using FCOM then you should use the alternate placement plugin provided for this mod package.

v) Crowded Roads
Initial changes have been made to Crowded Roads Revamped. I would very much like feedback on these changes, so I can measure what direction to take further modifications (if any). Other versions of Crowded Roads should be supported in the future.

vi) Frostcrag and Frostcrag overhauls
The original DLC requires no adjustments by II. If you use one of the excellent DLC replacers then you should install the appropriate II placement plugin for the version you are using in addition to the normal placement plugin.

vii) The Lost Spires, Ancient Goblin City, Blackrock Mountain, Cybiades, Lair of the Hydra, The Dragon Citadel, The Tower of the Lich King and a whole bunch more
These mods all make extensive use of hand-placed creatures/NPCs. As these actors get their inventories generated at the moment the mod becomes active (i.e. the first time you load it into the game, or when you start a new game) these mods are prone to a few minor glitches with II. Firstly, if these mods were active before you installed II then you will gain no new loot on any actors that the mod placed by hand. This can be solved by uninstalling the mod(s) in question and then reinstalling them again. If you are starting a new game then all inventory material is generated based on (most likely) a level 1 player. As II uses level 1 and sometimes level 2 to "find" the optimal source for an item this means that these actors will not have optimal loot choices. This can be solved fairly easily by simply uninstalling these mods and not installing them until your player is level 2 or 3. Vilbiribland's mods are completely unachievable at these levels anyway.
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Mon Mar 21, 2011 11:59 pm

A reminder for people: I *encourage* people to suggest mods to add support for. The mods should offer one or more of the following:

New generic ingredients
New generic miscellaneous items
New generic drinks (new wines and beers, that kind of thing)
New generic books (not much done in this area so far)
New loot lists (principally lists covering, uhh, ingredients, miscellaneous items, drinks and books)
New equipment lists (i.e. new lists supplying weapons and armour to NPCs, *NOT* new weapons and armour)
New vendor lists (principally lists covering, uhh, ingredients, miscellaneous items, drinks and books)
New creatures
New NPCs (mostly lower class or "evil" Khaajits, but I occasionally tweak other NPCs)

If you're not sure whether the mod you're thinking about might be of interest then http://i285.photobucket.com/albums/ll61/Revanchism/TES4ViewfilterforII.jpg of the only part of TES4Views filter options that matter. No other options should be checked. If you see new (not override) records in one of these areas and it seems to tie in with what I've described above then it's quite possibly of interest to me. Post and tell me about it.

In general I don't do weapons or armour and I don't use II to fix other mod's mistakes/bugs, so you're best off not asking for these things.

Here's a mostly current list of targets. It gets updated occasionally when I get new suggestions and when I actually add support for the mods into II.
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Definite - II can/will definitely work with these mods in the future

Craftybits (not for the current release version)
Ancient Towers
Crowded Roads Revisited
Crowded Cities - Open Cities
SNR Crowded Roads
DLC Orrery
TIE Integration Revised
Tamriel Snacks
Great Forest Market
Street Market
Markets of Cyrodiil
Marketplace
Tchos' breakfast mod
Kvatch Rebuilt
DLCMehrunes Razor
Crescent Island
MTCThievesGrotto
MTCBravilRiverShackandVillage

Possible - I haven't checked how these mods work yet or am not sure how/if I will add support

Ruined-Tail's Tale
Malevolent
StarX Vanilla Vampires Revised
Blitzs Dungeons and Realms - Molag Fel
Blitzs Dungeons and Realms - Laughing Maw
Blitzs Dungeons and Realms - Deepgrave
kvatch rebuilt
Bank of Cyrodiil (I don't think I can resist putting mod-added items into those chests...)
bedrolls
Real Sleep Extended and Bors Bedrolls fixed
Vim & Vigor Advanced
UL - Beaches Of Cyrodiil Lost Coast
Temple of Zealots
Immersive Travelers
Morerunes' food collection
SNR Citizens
Castle Ravenpride
Ash'kale
Realm of Ruun
Verbesserte Magiergilde
Zwei Tropfen Blut
Reznod Mannequins
Oblivion Wine Overhaul
MALO
++++++++++++++++++++++++++++++++++++++++++++++++++++++++
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Tue Mar 22, 2011 2:08 am

from last thread

Absolutely, I forgot that TT would have it's own potion lists as I've not touched those until now. Yep. I'll add the potions into the meta-library and make them available via your travellers. No promises on how fast, mind. I think there are some other mods that add potions and poisons, I don't suppose people would help me to track them down? I know WAC adds quite a few, but I'm holding off on support for WAC until it's more developed.

BIG SNIP


Thank you by the way for understanding ..

There are quite a few mod that new types of potions and poison to game, I will see try and find some of the better and more unique ones.

WAC I agree wait until it more developed and fleshed out before working on that, since that will be huge undertaking itself..Just thinking about it and making it compatible with other mods..Make my brain hurt..LOL..

Totally understandable all that you stated, some mods maker go out of their way to please the community, while other do not worry about going the extra mile and just use whatever they can.

I will get that revamped itemnpcs.esp to you has soon has I can, I have a few more things I need to do, then it will ready..Been busy with MMM and Armamentarium (75% rebuilt now) with Artifacts expansion (80% complete) ..So have not spent much time on Travellers, like I want to..

Corepc
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OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Tue Mar 22, 2011 12:21 pm

Vacuity, a strange bug cropped up recently that seems to be related to II. In fact, I stumbled across this bug about a month ago but, being short on time, I just ignored it, and promptly forgot about it until --

-- I recently encountered it again.

Whenever I approach Sink Hole Cave, I get a CTD. I began the ole' disable-mods-until-the-problem-goes-away method until, to my surprise, I found it to be the bash patch. I then proceeded to rebuild the bash patch, eliminating merged files on each rebuild, and was shocked to find that removing II from the patch made the problem go away. Mind you, this took many rebuilds and the problem consistently reappeared until I removed II. Now the game plays fine. Strange. I was wondering if you have ever heard of this before? The only connection I can make is that the bandits that normally spawn around Sink Hole Cave are somehow winding up with something in their inventory that is causing the crash.
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neil slattery
 
Posts: 3358
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Post » Tue Mar 22, 2011 3:07 am

Whenever I approach Sink Hole Cave, I get a CTD. I began the ole' disable-mods-until-the-problem-goes-away method until, to my surprise, I found it to be the bash patch. I then proceeded to rebuild the bash patch, eliminating merged files on each rebuild, and was shocked to find that removing II from the patch made the problem go away.

Interesting. In that case I have the following questions:
First, do you have Wrye Bash's Contents Checker function active when you're rebuilding your bashed patch?
Second, could you post your load order?
The real bugger is that II cannot cause the crash directly, there was an implication that it could lead to crashes due to issues of trying to place non-existant or incorrect record types into inventories, thus leading to the game engine trying to have NPCs with cell records in their inventories or other wierdness. The Contents Checker function in Wrye Bash was developed by Wrye to deal specifically with this possible problem and should prevent anything inappropriate from happening.
The problem that remains is that if a mod is adding an item that causes crashes, II is likely spreading that item around further and will thus increase the user's crashes. The crash is being caused by a bug in another mod, but II's increasing your chances of being exposed to the crash-causing material. I can't do anything about that at all (and I know there's at least one mod II supports that causes crashes).

Sorry I can't be of more help.

Vac

Edit: Oh, and you did wait for a respawn after last updating II, right?
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Cash n Class
 
Posts: 3430
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Post » Tue Mar 22, 2011 5:11 am

I didn't have the content checker active.

I will reinstall II when I have a moment and try it again with the Contents Checker active.

Respawn time is a problem for me as I run a number of survival mods, i.e., Real Thirst, Real Hunger, Real Sleep, Wounds Healed, etc. If I do anything that requires time advancing, other than sleeping, I get a lot of strange stuttering and weirdness in the game and it's likely my character would die in the process.

If the problem persists, I will post my load order, but it's a massive: counting misc. mod merges and such, run with over 400 mods!

Strange thing is, I've been playing the game with rock solid stability except in this one strange instance. You would think that other bandits would spawn with the errant object. I mean, like, I played in other parts of the world, even Elsweyr and Valenwood for a month and it didn't surface. That's why I had forgotten about it. I'll take your advice and get back to you either way. Thanks.
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Tracy Byworth
 
Posts: 3403
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Post » Tue Mar 22, 2011 7:37 am

ihought the conflict checker still had issues (at least with FCOM), is this not the case anymore?
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Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Tue Mar 22, 2011 7:50 am

Respawn time is a problem for me as I run a number of survival mods, i.e., Real Thirst, Real Hunger, Real Sleep, Wounds Healed, etc. If I do anything that requires time advancing, other than sleeping, I get a lot of strange stuttering and weirdness in the game and it's likely my character would die in the process.

Ugh.
That's one of the reasons I've never seriously considered using those kinds of mods.
ihought the conflict checker still had issues (at least with FCOM), is this not the case anymore?

Err, no real idea whether it's not suitable for some setups. It's worked fine for me. You might be better asking for more details in the Bash thread or the FCOM thread. :shifty:

Vac
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Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Tue Mar 22, 2011 11:33 am

That is why when using survival oriented mods that cell respawn should be done in a cell with a bedroll and food.

Using wrye bash set the cell respawn time to 1 day.
Use a bedrolls mod and at early leveles use the end of the tutorial dungeon in sewers.

totally doable to have cell respawn and survival mods. Think of it as just being holed up somewhere.
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Timara White
 
Posts: 3464
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Post » Tue Mar 22, 2011 4:07 pm

I just don't get it. So if I use FCOM what do I deactivate, the FCOM.esp?
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Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Tue Mar 22, 2011 10:39 am

I just don't get it. So if I use FCOM what do I deactivate, the FCOM.esp?

Install, the extraction esp and the placement for FCOM esp, then deactivate both of them. In Wrye Bash select the option to merge both, and in "import inventory" select the option to import inventory from the placement for FCOM. The "Leveled Lists" box should also be selected, but don't make any adjustments to the settings here.

Does that answer your question?

Vac
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Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Tue Mar 22, 2011 9:10 am

Install, the extraction esp and the placement for FCOM esp, then deactivate both of them. In Wrye Bash select the option to merge both, and in "import inventory" select the option to import inventory from the placement for FCOM. The "Leveled Lists" box should also be selected, but don't make any adjustments to the settings here.

Does that answer your question?

Vac


Awesome, Thanks!
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Tue Mar 22, 2011 5:26 pm

In case I never mentioned it, I'm glad to see my breakfast food will be included at some point. :) Just, please list me as "Tchos", not as "Tcho". (Possessive form Tchos', or Tchos's -- I prefer the former.)
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Tue Mar 22, 2011 4:09 pm

In case I never mentioned it, I'm glad to see my breakfast food will be included at some point. :) Just, please list me as "Tchos", not as "Tcho". (Possessive form Tchos', or Tchos's -- I prefer the former.)

You didn't mention it before, but you're welcome. I'm just sorry it's taking me a while to get the next release done. I'm *more* than http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/HiggsRed2.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/SmallGod5.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/OrangeVatteLysRest.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/bluestar.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/NewTexts.jpg http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/Firewispalt.jpg yet again. I'll edit the third post just now, and make sure to get your name right in future. My apologies for the error, and my thanks for the mod!

Vac
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Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Tue Mar 22, 2011 11:04 am

hmm,quick question on the matter,just to clarify:

does II require the source mod's esp's to be active,or is it enough for the files to be installed?
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Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Tue Mar 22, 2011 4:15 pm

I love this mod its great finding things you've downloaded :trophy:
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Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Tue Mar 22, 2011 4:02 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1018373, but I think this means you have to change the subtitle :P
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Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Tue Mar 22, 2011 5:15 am

hmm,quick question on the matter,just to clarify:

does II require the source mod's esp's to be active,or is it enough for the files to be installed?

You need the mods active.
http://www.gamesas.com/bgsforums/index.php?showtopic=1018373, but I think this means you have to change the subtitle :P

Yes, I've noticed that mod, but I'm not going to bother the mods to change the subtitle for this thread. I'll change it for the next thread or summat. For the record, I haven't yet looked at the contents of the mod in question and so don't know how (in)compatible it is with II at this point. It's in my list of "urgent things to do once I finish my wisps".

Vac
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jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Tue Mar 22, 2011 8:53 am

For the record, I haven't yet looked at the contents of the mod in question and so don't know how (in)compatible it is with II at this point. It's in my list of "urgent things to do once I finish my wisps".


Well, I came here to see for myself about incompoatabilities. I use II, but admittedly do not have a lot of the mods that are used by the library plugin, so in my game there is no noticable problems, I mostly find new ingredients in barrels which should have ingredients.

My question is does II add to leveled lists or to containers? If II adds the new items to leveled lists, any incompatabilities should be a minimum as I did not modify many leveled lists. If it adds directly to containers, that might cause a problem as I modify many containers. But so far I haven't seen any issues.

And for the record, I believe you can still use your subtitle as my mod aims to add more items to vendors and remove items from loot, making purchases more necessary. I simply made enemy lairs more loot specific, but did not actually "add" loot when offset with what I removed.
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Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Tue Mar 22, 2011 12:21 pm

Well, I came here to see for myself about incompoatabilities. I use II, but admittedly do not have a lot of the mods that are used by the library plugin, so in my game there is no noticable problems, I mostly find new ingredients in barrels which should have ingredients.

My question is does II add to leveled lists or to containers? If II adds the new items to leveled lists, any incompatabilities should be a minimum as I did not modify many leveled lists. If it adds directly to containers, that might cause a problem as I modify many containers. But so far I haven't seen any issues.

And for the record, I believe you can still use your subtitle as my mod aims to add more items to vendors and remove items from loot, making purchases more necessary. I simply made enemy lairs more loot specific, but did not actually "add" loot when offset with what I removed.

Right now Vac's only editing LLs, and actor inventories but now (after the wisps) with my change to the Wrye Bash Invent tag to support merging of container inventory changes he might start... at least I'm voting for also edited containers since with WB it can be fully compatible with any container edits from other mods (as long as they are also tagged invent).
Pacific Morrowind
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Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Tue Mar 22, 2011 4:44 am

Right now Vac's only editing LLs, and actor inventories but now (after the wisps) with my change to the Wrye Bash Invent tag to support merging of container inventory changes he might start... at least I'm voting for also edited containers since with WB it can be fully compatible with any container edits from other mods (as long as they are also tagged invent).
Pacific Morrowind

Yep, that's basically it. I'll see about what kinds of changes I wish to make to containers once I finish the wisps, but there may not be anything in the next release. I've got a bunch of stuff to catch up on with Item Interchange before I start adding new features. A case of getting my head back above water before I start trying to pick fights with hippos. Or something.

I think npm78's mod is probably more "incompatible" with ALEX than II from the very brief look I took at the documentation, as they're both adding Ayleid clutter to the ruins. I'm guessing you didn't add the items via new containers stuffed into the deepest, darkest cracks found in the ruins though. Heheh. I love ALEX. That's how loot should be placed.

OK, back to my wisps. Too many things to do and not enough Vacs to do them all.

Vac
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bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Tue Mar 22, 2011 4:44 pm

Oi Vac, been having an issue. It probably blatant, but I don't play the game enough to know. I've been having CTDs on load after I updated Cobl from 1.67 to 1.71. Didn't use it's version of II, ever. I've narrowed down the issue to the main Placement plugin file - Merging it into Bashed Patch causes the CTD. Here's my load order :
Active Mod Files:00  Oblivion.esm01  Windfall.esm02  EnhancedWeather.esm  [Version 1.3.5]03  A_Bloody_Mess.esm04  Cobl Main.esm  [Version 1.71]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Diverse Wisps - Base.esm07  TamrielTravellers.esm  [Version 1.39c]08  Better Cities Resources.esm09  HorseCombatMaster.esm0A  UnnecessaryViolence.esm0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0D  Oblivion Citadel Door Fix.esp0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  SM Plugin Refurbish - SI.esp  [Version 1.05]11  Better Cities .esp12  LoadingScreens.esp13  _Real_Lights.esp14  Natural_Habitat_by_Max_Tael.esp15  EnhancedWeather.esp  [Version 1.3.5]16  Natural_Water_by_Max_Tael.esp17  MIS.esp18  MIS New Sounds Optional Part.esp19  Distant Chapel Bells.esp1A  Storms & Sound.esp1B  WindowLightingSystem.esp1C  AliveWaters.esp1D  AliveWaters - Koi Addon.esp1E  AliveWaters - Slaughterfish Addon.esp1F  Ayleid Loot EXtension.esp20  Book Jackets Oblivion.esp++  Item interchange - Extraction.esp  [Version 0.76]21  Lock Bash Omega.esp  [Version 1.4]22  QZ Easy Menus.esp23  Immersive Combat Music.esp  [Version 1.00]24  P1DlookHereYou.esp25  RAEVWD Cities.esp  [Version 1.4]26  RAEVWD New Sheoth.esp  [Version 1.3.3]27  RAEVWD Imperial City.esp  [Version 1.4]28  RoadSigns.esp29  TryBeforeYouBuy.esp++  VA_BetterGold.esp2A  Harvest[Containers].esp2B  Harvest[Containers] - Flat-Top Barrels Add-on.esp2C  Harvest[Containers] - Havok Crates Add-on.esp2D  Living Economy.esp2E  Living Economy - Items.esp2F  Cutthroat Merchants.esp30  Crowded Roads.esp  [Version 2.0]31  C&C - The Blackwood Company.esp32  DLCHorseArmor.esp33  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]34  SM Plugin Refurbish - HorseArmor.esp  [Version 1.08]35  DLCOrrery.esp36  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]37  SM Plugin Refurbish - Orrery.esp  [Version 1.06]38  DLCVileLair.esp39  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]3A  SM Plugin Refurbish - VileLair.esp  [Version 1.08]3B  DLCMehrunesRazor.esp3C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]3D  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.08]3E  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]3F  Adonnays Classical Weaponry.esp++  CSR - Fine Iron.esp++  CSR - Golden Saint.esp40  DarkIllusionArmor.esp41  KDDwemerSpectacles.esp42  Nicos  Scimitars Back.esp  [Version 1.61]++  VA_UniqueKatana1Replace.esp43  Thieves Arsenal.esp44  StockClothingArmor-forExnems.esp45  Slof's Horses Base.esp46  Slof's Extra Horses.esp47  Slof's Black Unicorn.esp48  DLCThievesDen.esp49  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]4A  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]4B  SM Plugin Refurbish - ThievesDen.esp  [Version 1.08]4C  Slof's Oblivion Robe Trader.esp4D  Cobl Glue.esp  [Version 1.69]4E  Cobl Si.esp  [Version 1.63]**  OOO 1.32-Cobl.esp  [Version 1.69]++  Cobl Tweaks.esp  [Version 1.44]4F  Bob's Armory Oblivion.esp50  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  Diverse Wisps - for Vanilla.esp51  TamrielTravellers4OOO.esp  [Version 1.39c]52  TamrielTravellersItemsnpc.esp  [Version 1.39c]53  TamrielTravellersItemsCobl.esp  [Version 1.39c]54  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  OOO-Armor.esp55  C&C - The Blackwood Company - OOO.esp56  OOO-WaterFish.esp  [Version 1.34]57  Nightshade_Armor.esp58  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp59  Akaviri Imports.esp5A  AyleidArrows.esp  [Version 1.8]5B  BravilSeaDomes.esp5C  Eyja.esp5D  GlenvarCastle.esp5E  Servant of the Dawn.esp5F  The Ayleid Steps.esp  [Version 2.6]60  Windfall.esp61  Cyrodill Travel Services.esp  [Version 1.0]62  za_bankmod.esp63  zDangerSense.esp64  DLCBattlehornCastle.esp65  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]66  SM Plugin Refurbish - Battlehorn.esp  [Version 1.06]67  DLCFrostcrag.esp68  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]++  SM Plugin Refurbish - FrostCrag.esp  [Version 1.03]69  Knights.esp6A  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  Knights_FEM.esp6B  The Lost Spires.esp6C  RTT.esp6D  Mighty Umbra.esp6E  MannimarcoRevisited.esp6F  MannimarcoRevisitedOOO.esp  [Version 0.1]70  road+bridges.esp  [Version 4.1]71  xuldarkforest.esp  [Version 1.0.2]72  xulStendarrValley.esp73  xulTheHeath.esp74  XulEntiusGorge.esp75  xulFallenleafEverglade.esp  [Version 1.3]76  LostSpires-Everglade patch.esp77  xulColovianHighlands_EV.esp78  xulChorrolHinterland.esp79  xulBeachesOfCyrodiilLostCoast.esp7A  xulBravilBarrowfields.esp  [Version 1.3]7B  xulLushWoodlands.esp  [Version 1.3]7C  xulAncientYews.esp7D  xulAncientRedwoods.esp7E  xulCloudtopMountains.esp7F  xulArriusCreek.esp80  xulPatch_AY_AC.esp81  xulRollingHills_EV.esp82  xulPantherRiver.esp83  xulRiverEthe.esp84  xulBrenaRiverRavine.esp  [Version 1.0.1]85  xulImperialIsle.esp  [Version 1.6.1]86  LostSpires-DarkForest patch.esp87  FightersGuildContracts.esp88  Natural_Vegetation_by_Max_Tael.esp89  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]8A  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]8B  Banes Diverse Guards.esp8C  Birthsigns Expanded.esp  [Version 3.]8D  A Bloody Mess - Bloody Fights.esp++  A Bloody Mess - Armor Shader Supression.esp++  A Bloody Mess - Arena Wash Basin.esp8E  Cliff_CountyNames.esp  [Version 1.1]8F  DS Less Predictable Respawn.esp  [Version 1.1]90  SleepRestAnyTime.esp91  ReneersTrainingMod.esp92  Enhanced Vegetation [125%].esp93  Slof's Dogs.esp94  Quest Award Leveller.esp  [Version 2.0.1]++  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]++  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]95  Alternative Start by Robert Evrae.esp96  RealisticForceMedium.esp97  RealisticMagicForceLow.esp98  DS Realistic Enchanted Item Limits.esp  [Version 1.2]99  RefScope.esp  [Version 1.3.0]9A  Vector.esp  [Version 0.1]9B  qazFingerSnap.esp9C  StealthOverhaul.esp9D  RenGuardOverhaul.esp9E  RenGuardOverhaulShiveringIsles.esp9F  sycHearNoEvil.esp  [Version 1.0]A0  sycSHOUT.esp  [Version 1.02]A1  Deadly Reflex 5 - Timed Block and 250% damage.espA2  Oblivion XP.esp  [Version 4.1.0]A3  Immersive Caves Auto.espA4  Let There Be Darkness.espA5  Let There Be Darkness - Knights.espA6  Let There Be Darkness - Shivering Isles.espA7  Let There Be Darkness - Mehrunes Razor.esp**  Item interchange - Placement.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]++  ScriptEffectIconReplace.espA8  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]A9  bgBalancingEVCore.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]AA  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]----> Delinquent MASTER: bgMagicEV.esp++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  Cobl Races - Balanced.esp  [Version 1.52]AB  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]AC  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]AD  bgMagicEVPaperChase.esp  [Version 1.68EV]AE  SupremeMagicka.esp  [Version 0.89]AF  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_COBL.esp++  SM_NoPoisonLevitationEffects.esp  [Version 0.70]B0  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]B1  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]B2  bgIntegrationEV.esp  [Version 0.9]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.895]B3  Better Cities Full.espB4  Better Cities - Unique Landscape Barrowfields.espB5  Better Cities - Ruined Tail's Tale.espB6  Better Cities - Unique Landscape Chorrol Hinterland.espB7  Better Imperial City.espB8  Better Cities - COBL.esp  [Version 0]B9  MRP - Autosaving.espBA  MRP - Horse stabled outside gate.espBB  MRP - Loading area.espBC  MRP - Not enough charge.espBD  MRP - Quickloading.espBE  MRP - You find nothing of use.espBF  MRP - You successfully harvest.espC0  SPAWN.esp  [Version 0.3]++  [GFX]_Initial_Glow-all.esp++  [GFX]_Initial_Glow-creatures.espC1  bgMagicShaderLifeDetect.esp  [Version 1.68]C2  bgMagicLightningbolt.esp++  Life Detected - Enhanced Shader.espC3  Forward Motion Blur.espC4  Get Wet.espC5  MotionBlur.espC6  omg-dynamicDoF.esp++  Real Lava 1.3.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]C7  Bashed Patch, 0.espC8  Streamline 3.1.espC9  Fizzle.esp  [Version 2.1]CA  GGElm.espCB  MiniMap.espCC  ReneerNPCNameMod.espCD  Enhanced Grabbing.esp  [Version 0.5]


Mind helping ? :P
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Tue Mar 22, 2011 4:05 am

53 TamrielTravellersItemsCobl.esp [Version 1.39c]


AA bgBalancingEVLAMEAddition.esp [Version 10.0EV-D]
----> Delinquent MASTER: bgMagicEV.esp

AB bgMagicEV.esp [Version 1.7EV]

Mind helping ? :P


Disable TTItemsCobl.esp - Item Interchange handle all cobl items on Travellers..

bgMagicEV.esp should be loading before bgBalancingEVELameAddition.esp

Check the master list on the the placement.esp and move it so that is load after the last mod that you have installed that is in that list. That helped me..
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Tue Mar 22, 2011 2:12 pm

Disable TTItemsCobl.esp - Item Interchange handle all cobl items on Travellers..

bgMagicEV.esp should be loading before bgBalancingEVELameAddition.esp


Check the master list on the the placement.esp and move it so that is load after the last mod that you have installed that is in that list. That helped me..
No Good :( Still crashing.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

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