[RELZ]MartsMonsterMod37b3 Public Release [RELZ]

Post » Thu Nov 05, 2009 4:53 am

Why would i need to do a clean install? Are the meshes, textures etc renamed so they dont overwrite the old ones or what?

Because they are now inside the BSA file, so the old files are not only redundant, but also can lead to unwanted issues (as a file inside a folder blocks the corresponding file in BSA).
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kristy dunn
 
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Post » Thu Nov 05, 2009 12:15 pm

Because they are now inside the BSA file, so the old files are not only redundant, but also can lead to unwanted issues (as a file inside a folder blocks the corresponding file in BSA).


Ah i see, thanks.
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Justin
 
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Post » Thu Nov 05, 2009 11:15 am

Or I just go with the 3 downloads and installer above?


the 3 downloads listed on the first page are the lastest version for OOO 1.34beta5

Is that BSA really needed?

Really?

Because I already have 3.7b1 and I can't exactly spare another 300 MB as my internet has a cap on it and its running out of space. =/


Yes the bsa is required if you try to use the ESM/ESP without the bsa you will get missing meshes and textures because there is ton of new content that has been added to MMM and can only be found in MMM.bsa...

So stick with 3.7b1 until you can download the MMM.bsa..


Yup. And for starters, you'll have to uninstall your previous version - yeah, completely, including any meshes and textures associated. I know, believe me, unless you installed it completely with OBMM to start with, it's a pain in the ass - but you're running into trouble if you don't.

Afraid so :whisper: If you can't install it yet, stick with 3.7b1 for now, it worked great already. Untill you get some more bandwidth...


Thanks for answering question..

Thanks for the MMM Shivering Isles addon. I really like the monster variations, plus the Dead Skin Clan Goblins look awesome. Nice to have interfighting as well - and it seems balanced to me as far as I've seen anyway. I was going to ask if it's possible to use it together with Fran's SI, but reading the OP I see that it does so that's great, because I miss the more and stronger enemies it gives. As for difficulty everything seems very leveled so too easy IMO.

The new NPCs are about as easy as Zealots - they fit in quite well. One of them who cast bound armor I guess looked a bit weird as he was wearing finery, which was removed when casting the spell - so he shifted from dressed to naked several times. But, hey, it's Shivering Isles.

Anyway, I like the diversity and interfighting but miss the way Fran's makes it harder - so I'll add Fran's and get back with more feedback. The bottom line is that it's great to have MMM in SI, though.


Frans for SI redirects many of leveledlist , and MMMforSI does not redirect them, just adds to them..So that type of conflict has to be resolved with a patch itself, not something that wrye bash can do to extent of what you are looking for .

Has MMM become dominate when it comes to creatures and npc in SI in leveledlist. It will still work, but, you will hardly ever see any Frans SI Changes.

I will try and get started on MMMforFrans SI patch. But, not any time soon..


I wonder if I skipped something in the readme, or if I shouldn't be using a particular part of MMM, because I haven't seen a single Durzog since I upgraded to the newest version of MMM.

0B FCOM_Convergence.esm [Version 0.9.9a7]

51 FCOM_MoreRandomSpawns.esp [Version 0.9.9]


FCOM is causing them to not show up and in particular the morerandmonspawns has well. You will have to wait on the unofficial fcom version that should be released within the next few days. That will fix that problem. I even updated the fcom spawn rate plugins has well..

I just completed a full reinstallation of Oblivion, and many of my mods. Right from the start, I did a fresh installation of MMM 3.7b3, including the BSA. I am still getting the same problem with items missing icons, and I also noticed several guards in the Imperial City which were missing textures on their torso armor, helms, and in some cases, shields. I can see Imps again, though the corpse still turns dark green.

When I use FormID Finder 4.5 on missing items/icons, either Mart's Monster Mod.esm, hunting and crafting (for the pelts and ingredients missing icons), or gems and gem dust come up as the culprits.


Imperial City Guards missing armor, helms, etc..ARe you using any body mods you will need to reinstall those..

Corspe turn dark green on death < - Sound like blood textures issue, are you running at medium or small texture setting?

Gems from G&GD, if you are using COBL you will need to reinstall this.

If you change your texture setting to high does this fix the problem of icons not showing up and other various issue that you are having?

Corepc
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Harry Hearing
 
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Post » Thu Nov 05, 2009 9:42 am

FCOM is causing them to not show up and in particular the morerandmonspawns has well. You will have to wait on the unofficial fcom version that should be released within the next few days. That will fix that problem. I even updated the fcom spawn rate plugins has well..

Ahh, I saw that you were making an unofficial patch in the FCOM thread, but I didn't know it covered Durzogs as well. Thanks for the info. :)
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Mrs Pooh
 
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Post » Thu Nov 05, 2009 7:04 am

Frans for SI redirects many of leveledlist , and MMMforSI does not redirect them, just adds to them..So that type of conflict has to be resolved with a patch itself, not something that wrye bash can do to extent of what you are looking for .

Has MMM become dominate when it comes to creatures and npc in SI in leveledlist. It will still work, but, you will hardly ever see any Frans SI Changes.

I will try and get started on MMMforFrans SI patch. But, not any time soon..


Yes, I've added Fran's and have noticed no difference at all really so far. A patch would be awesome. Another addon that would be great is an MMM SI - More Wilderness Life. I've always thought that parts of SI are almost spookily (and boringly) empty. But I like the MMM additions to SI a lot - looking forward to seeing my first Mini War. :)
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Jack Walker
 
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Post » Thu Nov 05, 2009 11:11 am

Ahh, I saw that you were making an unofficial patch in the FCOM thread, but I didn't know it covered Durzogs as well. Thanks for the info. :)


Hopefully it should not be much longer for the unofficial FCOM update. Just have to finish checking over fcom spawn rate plugin and get those updated. And then send out to Alpha Team for testing, and then release.

Yes, I've added Fran's and have noticed no difference at all really so far. A patch would be awesome. Another addon that would be great is an MMM SI - More Wilderness Life. I've always thought that parts of SI are almost spookily (and boringly) empty. But I like the MMM additions to SI a lot - looking forward to seeing my first Mini War. :)


MMM SI MWL - Would be nice has well, but, not something that I plan on doing at this time either. Me and Dev talked about adding more spawn points to existing MMMForSI plugin. Right along where the border between mania / dementia side. But we have not done it yet.
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Chris Jones
 
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Post » Thu Nov 05, 2009 4:51 am

Hey Corepc long time, remember me? Haven't played in a year or so but was curious so checked in and tried latest MMM (with Fran). Temporarily ditched FCOM. I still got the crashes I used to (with XP) but then after instaling Windows 7 they are gone (how weird). The game even exits to desktop quickly without CTD (Super weird). Congrats on the continuing project - Its a blast to play again! Hey one question - I still have the bad NPC spawn with the friendly talk icon once in a while. When you activate the talk icon they attemp to attack but just pull their weapon and bump you. This has been a long standing problem no? - never figured this one out? No biggie just curious. BTW I am running MMM for frans and thats it...not even OBSE.

update: walked behing Fort Alessia and got CTD. This was a reproducable CTD (ie I could load last save go back and reproduce over and over). Simply rebuild bashed patch (forcing different spawn) and CTD goes away. Afraid there are still spawn issues associated with CTD...

I was using more NPC variants..is this still an issue (was a year ago)?

Also has anyone been able to get to Wrye Bash Musings? It seems to be down...any other link to get?
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Suzie Dalziel
 
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Post » Thu Nov 05, 2009 12:32 pm

It has been a long time.

CorePC is about to go on vacation, so it may be a few days before he can answer, but you should definitely get the newest version of Wryebash. WryeMusings is down, but you can get the latest from TesNexus. Sorry, I can't address your crashes; I use FCOM, and find that the BSA version of MMM is very stable in that configuration. I presume you did a fresh install of Oblivion?
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Eileen Müller
 
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Post » Thu Nov 05, 2009 5:04 pm

Hi,
I just installed MMM 3.7b3 (using the omod installer by TheNiceOne) and now I'm getting reproducable CTDs whenever I try to travel outside of cities (moving within a city or fast-travelling to another one works fine, going anywhere else instantly causes crashs). I'm unable to post my load order right now because I'm at another computer, but I could do it later if required. Does anyone experience similar problems or could somebody offer an idea on the cause of it?
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Silencio
 
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Post » Thu Nov 05, 2009 9:36 am

The game even exits to desktop quickly without CTD (Super weird).

Hey one question - I still have the bad NPC spawn with the friendly talk icon once in a while. When you activate the talk icon they attemp to attack but just pull their weapon and bump you. This has been a long standing problem no? - never figured this one out? No biggie just curious. BTW I am running MMM for frans and thats it...

update: walked behing Fort Alessia and got CTD. This was a reproducable CTD (ie I could load last save go back and reproduce over and over). Simply rebuild bashed patch (forcing different spawn) and CTD goes away. Afraid there are still spawn issues associated with CTD...

I was using more NPC variants..is this still an issue (was a year ago)?


exit without ctd, I fixed that long ago

Friendly Npc, I need to know the formid or reference name so that I check them out.

Fort Alessia, please post your load order so that I can see what other mods you are using


CorePC is about to go on vacation,


I have a few days before I leave for vacation. So I will be here till like Monday most likely..


Hi,
I just installed MMM 3.7b3 (using the omod installer by TheNiceOne) and now I'm getting reproducable CTDs whenever I try to travel outside of cities (moving within a city or fast-travelling to another one works fine, going anywhere else instantly causes crashs). I'm unable to post my load order right now because I'm at another computer, but I could do it later if required. Does anyone experience similar problems or could somebody offer an idea on the cause of it?


Did you do a clean reinstall of MMM has needed, that is required for this version.
Please when you get a chance post your load order.
Does it happen with a different character?
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Ebou Suso
 
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Post » Thu Nov 05, 2009 6:16 am

Microscopic "bug" report for the final release: "DurzogMeat" change to "Durzog Meat". Hey, that's my entire bug report for 37b3 so far.

Two random MMM moments. Walking through the woods close to Leyawiin, a Goblin Assassin suddenly lungs at my char from behind a big rock. It really seemed as if it had been laying in wait for her. A couple of nights later my char is exploring Shivering Isles when a Black Hunger sneaked up right behind her. They are really cool. I didn't even notice it until it attacked really up close.

MMM not only adds an amazing amount of cool creatures and features to the game world, it actually turns that world alive. The one time I tried to play without MMM (when trouble shooting a long time ago) I was shocked by how lifeless the vanilla game is compared to it. Can't imagine Oblivion without it.
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Wanda Maximoff
 
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Post » Thu Nov 05, 2009 2:51 pm

Did you do a clean reinstall of MMM has needed, that is required for this version.
Please when you get a chance post your load order.
Does it happen with a different character?

I deactivated the older version of MMM in the mod manager, is that a clean reinstall or do I need to do something else?

Load order:

Oblivion.esm
Mart's Monster Mod.esm
HrmnsOblivionScriptOptimizationv1.0.esp
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp (not activated but it's shown anyway)
Oblivion Citadel Door Fix.esp
Symphony of Violence.esp
Xero's Fame Indicator.esp
Harvest[Containers].esp
Harvest[Containers] - Player Home Add-on.esp
Harvest[Containers] - Flat-Top Barrels Add-on.esp
Harvest[Containers] - Havok Crates Add-on.esp
Expanded Hotkeys and Spell Delete v1.0.esp
Expanded Hotkeys Brief Equip Message.esp
PersuasionOverhaul.esp (not activated)
Bob's Armory Oblivion.esp
Cheat Bob's Armory Oblivion.esp
Mart's Monster Mod.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Diverse Imperial Armor.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Durability & Damage.esp
Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Spawn Rates - Reduced.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - More Wilderness Life No Gates.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod - Slof Horses Complete.esp
Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp
Mart's Monster Mod - City Defences.esp
Harvest [Flora].esp
moremerchantmoneyv1.1.esp
P1DkeyChain.esp
Alternative Start by Robert Evrae.esp
haz_encumbrance_x1.5.esp
StealthOverhaul.esp
ZumbsLockpickingMod - OBSE.esp
ZumbsLockpickingMod - Hide Difficulty Addon.esp
Enhanced Mercantile Progress.esp
Kobu's Character Advancement System.esp
Stat Restore.esp
Mart's Monster Mod - Resized Races.esp
[GFX]_Initial_Glow-all.esp
[GFX]_Initial_Glow-self.esp
[GFX]_Initial_Glow-creatures.esp
Chameleon-NoRefraction-2411.esp
Visually Enchanted Fire 1.esp
Visually Enchanted Fire 3.esp
Visually Enchanted Frost 1.esp
Visually Enchanted Frost 2.esp
Visually Enchanted Frost 3.esp
Visually Enchanted Shock 1.esp
Visually Enchanted Shock 2.esp
Visually Enchanted Shock 3.esp
-----------------------------------------------------------------
Unrecognised mod files:
Reorder these by hand using your favourite mod ordering utility.
-----------------------------------------------------------------
Unknown mod file: Packhorses v1.esp
Unknown mod file: Mart's Monster Mod - More Passive Wildlife.esp
Unknown mod file: Mart's Monster Mod - Safer Quest Locations.esp

The problem exists with all characters, but it seems to be more complicated i.e. travelling to some non-city areas works, but travelling to certain locations like the stables by the bridge next to the Imperial City alway causes crashs.
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TOYA toys
 
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Post » Thu Nov 05, 2009 6:13 pm

ever thought about adding plants that will attack you if you try and harvest them/get too close? I think that would be really awesome, especially for an active alchemist.
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Destinyscharm
 
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Post » Thu Nov 05, 2009 7:33 am

I deactivated the older version of MMM in the mod manager, is that a clean reinstall or do I need to do something else?

Load order:

Oblivion.esm

Mart's Monster Mod - Additional Enemy NPC Vars.esp

Mart's Monster Mod - City Defences.esp

Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Slof Horses Complete.esp

Mart's Monster Mod - City Defences.esp

Harvest [Flora].esp

Unknown mod file: Packhorses v1.esp

The problem exists with all characters, but it seems to be more complicated i.e. travelling to some non-city areas works, but travelling to certain locations like the stables by the bridge next to the Imperial City alway causes crashs.


Did you download the MMM.bsa has well?

Check you load to make sure that you only have one city defences else that is misprint in boss log..

crashing around stables etc would releate to farm animals and slof horses complete, which are modifying those locations..

make sure that harvest (flora).esp is 3.0.1 Version.

Not sure what packhorses does if it modifies one of the vanilla ones it will conflict with the slof horses complete version.

Install Wrye Bash.
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El Khatiri
 
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Post » Thu Nov 05, 2009 3:35 pm

Did you download the MMM.bsa has well?

Check you load to make sure that you only have one city defences else that is misprint in boss log..

crashing around stables etc would releate to farm animals and slof horses complete, which are modifying those locations..

make sure that harvest (flora).esp is 3.0.1 Version.

Not sure what packhorses does if it modifies one of the vanilla ones it will conflict with the slof horses complete version.

Install Wrye Bash.

I did download the mmm.bsa.

There was only one city defenses.

I deactivated farm animals and slof horses, yet the problem remains.

Edit: Travelling to other stables is apparently possible, but the one next to IC still doesn't work.

Harvest flora is 3.0.1.

Packhorses adds an NPC who sells three unmountable horses whose inventory you can access, I deactivated it but that doesn't change anything either.

I have installed Wrye Bash, but I don't really know how I can solve my problem with it.
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Darren Chandler
 
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Post » Thu Nov 05, 2009 4:49 pm

Imperial City Guards missing armor, helms, etc..ARe you using any body mods you will need to reinstall those..

Corspe turn dark green on death < - Sound like blood textures issue, are you running at medium or small texture setting?

Gems from G&GD, if you are using COBL you will need to reinstall this.

If you change your texture setting to high does this fix the problem of icons not showing up and other various issue that you are having?

Corepc


As a matter of fact, I am using Robert's Male Replacer and Fastasy Figures. Reinstalling these fixed the missing armor issue.

The icons were still missing after removing COBL (using Wrye Bash's BAIN feature), and the mods which were dependant on it. I also tried setting texture size to large. I will now try reinstalling COBL (and associated mods).

I will report on the 'dark green corpse' issue next time I survive a fight.
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CArla HOlbert
 
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Post » Thu Nov 05, 2009 10:44 am

As a matter of fact, I am using Robert's Male Replacer and Fastasy Figures. Reinstalling these fixed the missing armor issue.

The icons were still missing after removing COBL (using Wrye Bash's BAIN feature), and the mods which were dependant on it. I also tried setting texture size to large. I will now try reinstalling COBL (and associated mods).

I will report on the 'dark green corpse' issue next time I survive a fight.


Don't worry, I am having to reinstall mods, my self since I had built a new bsa. I do this every few days anyways.

My process has been this with MMM.bsa and this work's. The reason behind this is for some resources are shared between UOP/MMM/Cobl that are needed to be kept a certain way.

Unofficial Patches first and DLC Mod Patches
Frans and OOO, WarCry, Bob's Armory, Arma and Artifacts,
MMM
Cobl
Cobl Races
Body Replacers
Textures

I have already added some install notes to requirements section about install order for bsa compatiblity for the next html manual.

Else, I am already working on Next Public Release Update, and ESM/ESP and BSA that will get uploaded to PES for all Hallow EVE.



Corepc
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Miss K
 
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Post » Thu Nov 05, 2009 5:07 am

Hmm, I think the diverse waterlife.esp caused the crashes (probably in all areas next to water), I deactivated it and now it works.
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Kate Schofield
 
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Post » Thu Nov 05, 2009 4:09 pm

Unofficial Patches first and DLC Mod Patches
Frans and OOO, WarCry, Bob's Armory, Arma and Artifacts,
MMM
Cobl
Cobl Races
Body Replacers
Textures

Corepc

Should be made sticky in the first page for everyone to read.

I'm copying this notice in a text file and save it in my FCOM archives folder. This is my method to remember important notes.

I'm installing Oblivion and FCOM on a laptop (my desktop PC become aged for the new Oblivion stuffs).
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suzan
 
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Post » Thu Nov 05, 2009 6:18 pm

Hmm, I think the diverse waterlife.esp caused the crashes (probably in all areas next to water), I deactivated it and now it works.


That is strange, Waterlife does add a ton of new spawn points to world and will put a strain on some computer.

can you give me some details about system? CPU / Video Card/ What texture setting you are running at?

And is anybody else having ctd with diverse waterlife



Should be made sticky in the first page for everyone to read.

I'm installing Oblivion and FCOM on a laptop (my desktop PC become aged for the new Oblivion stuffs).


Added Install Notes to first page. Since it is very important after all with this version.
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C.L.U.T.C.H
 
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Post » Thu Nov 05, 2009 11:02 am

Haven't seen any waterlife related problems, other than having a few spawns on dry land in modded areas (Angel Shark south of IC, where Wickmere farm is loading).
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naome duncan
 
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Post » Thu Nov 05, 2009 6:51 pm

That is strange, Waterlife does add a ton of new spawn points to world and will put a strain on some computer.

can you give me some details about system? CPU / Video Card/ What texture setting you are running at?


I have an Intel Q6600 @ 2.4 Ghz and an ATI Radeon HD 3800, textures are set to medium.

Unrelated to that, the resized races plugin mutes all NPCs in the German version of Oblivion.
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Riky Carrasco
 
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Post » Thu Nov 05, 2009 7:53 am

Hi CorePC, thank you again for keeping up your work on MMM!

That said, I am experiencing some strange issues in my game, and I think MMM wounding system could be the cause, I would like to hear your advice on it...

Basically, each time a Flame Atronach gets summoned by me or one NPC, he (The Atronach) faints immediately to the ground, without ever getting up again...
This does not happen with Flame A. that are spawned as actual creatures, just to the summoned ones...
Also all this only happens to one of my characters, all the other savedgames are fine.
I've been tinkering on it for days, tried to disable some suspect mods, but in the end I found no cause to it...
I would like to know, is there any way to temporarily disable MMM wounding system? I am by no means sure MMM is the "culprit" but I would like to be sure I tried everything...
Thx again!
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cutiecute
 
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Post » Thu Nov 05, 2009 7:16 pm

Haven't seen any waterlife related problems, other than having a few spawns on dry land in modded areas (Angel Shark south of IC, where Wickmere farm is loading).


Dry land spawns, I am pretty sure this is related to how the fish are spawned, guess I could lower the detection radius so that they do not become activate so far away.

I have an Intel Q6600 @ 2.4 Ghz and an ATI Radeon HD 3800, textures are set to medium.

Unrelated to that, the resized races plugin mutes all NPCs in the German version of Oblivion.


Your cpu is better that mine, and video has well. amd x2 4000 and ati 3650 but I run at high texture settings. Do you get ctd if you changed to high textures setting for testing with waterlife installed.

resized races nothing I can do about that, since I use english version, but, there may be a german version of MMM floating around somehwere that has the resized races updated for that version. I have not changed anything related to resized races so older version of this should still work fine with current MMM.


Basically, each time a Flame Atronach gets summoned by me or one NPC, he (The Atronach) faints immediately to the ground, without ever getting up again...
This does not happen with Flame A. that are spawned as actual creatures, just to the summoned ones...

Also all this only happens to one of my characters, all the other savedgames are fine.

I would like to know, is there any way to temporarily disable MMM wounding system? I am by no means sure MMM is the "culprit" but I would like to be sure I tried everything...
Thx again!


When you upgraded to this version of MMM, did you wait x amount of days for new changes to take effect. We did add UOP fixes to summon creatures, swimming, etc. But that should not have affected them like what you are reporting.

Are you using any magic mod by chance? Post your load order.

The save that has the problem, where you using extra wounding with that save at one time, and once you upgraded to this version you started having the problem.

I do not think there is a way to disable wounding features once again , but, I will have to check with my scripter to be sure about that.
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keri seymour
 
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Post » Thu Nov 05, 2009 7:10 pm

Are you using any magic mod by chance? Post your load order.

The save that has the problem, where you using extra wounding with that save at one time, and once you upgraded to this version you started having the problem.


Actually, I upgraded to the new version of MMM, but after the problem presented (I waited 3 days + 1 to be sure, respawn is set to 3)... I also removed extra wounding when I made the upgrade! (Are you a telepath?!?)

I'm using Supreme Magicka, and here's my L/O

Masters for: Streamsave_20.ess00  Oblivion.esm01  EnhancedWeatherSIOnly.esm  [Version 1.0.7]02  All Natural Base.esm  [Version 0.9.6]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.71]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  CyrodiilUpgradeResourcePack.esm09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9a7]0B  Armamentarium.esm  [Version 1.3]0C  Artifacts.esm0D  Kvatch Rebuilt.esm0E  AFC v2 Core.esm0F  Progress.esm  [Version 2.0]10  CustomSpellIcons.esm11  HorseCombatMaster.esm12  Unofficial Oblivion Patch.esp  [Version 3.2.0]13  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]14  Oblivion Citadel Door Fix.esp15  DLCShiveringIsles.esp16  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]17  Francesco's Optional Chance of Stronger Bosses.esp18  Francesco's Optional Chance of Stronger Enemies.esp19  Francesco's Optional Chance of More Enemies.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  EnhancedWeatherSIOnly.esp  [Version 1.0.5]1C  All Natural.esp  [Version 0.9.6]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]1D  phinix-waterfix.esp++  Symphony of Violence.esp1E  300_Lore_Dialogue_Updated.esp1F  AliveWaters.esp20  AliveWaters - Koi Addon.esp21  AliveWaters - Slaughterfish Addon.esp22  Ayleid Loot EXtension.esp23  AFC v2 Combat Moves.esp24  AFC v2 Damage Text.esp25  AFC v2 Gauntlet Weaponry.esp26  AFC v2 Locational Damage.esp++  AFC v2 Tempfix.esp++  Item interchange - Extraction.esp  [Version 0.76]27  Mage_Guild_Teleport.esp28  Oblivion Cats v0.2b.esp29  Redecoration.esp2A  Living Economy - Items.esp2B  Enhanced Economy.esp  [Version 2.1.2]2C  moDem's City Life.esp2D  Choices and Consequences.esp2E  Landmarks.esp2F  Guild Map Markers.esp30  HotkeyCasting.esp31  Lem - Hotkey Cyclers.esp++  MaleBodyReplacerV4.esp32  DMGloves.esp33  PersuasionOverhaul.esp  [Version 1.4]34  HorseCommandsSI.esp35  XSPipeMod.esp  [Version 1.2]36  Thieves Arsenal.esp++  Slof's Horses Essential.esp37  MD Saddlebags v3.0.esp38  MELF_HorseSanity.esp39  Slof's Oblivion Robe Trader.esp3A  Cobl Glue.esp  [Version 1.69]3B  Cobl Si.esp  [Version 1.63]3C  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]3D  Bob's Armory Oblivion.esp3E  FCOM_BobsArmory.esp  [Version 0.9.9]3F  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]40  Oblivion WarCry EV.esp41  FCOM_WarCry.esp  [Version 0.9.9]42  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]43  Choices and Consequences - OOO.esp  [Version 0.2]++  ArmamentariumLLVendors.esp44  ArmamentariumArtifacts.esp  [Version 1.3]45  OBSE-Storms & Sound SI.esp46  FCOM_Convergence.esp  [Version 0.9.9]47  Choices and Consequences - MMM.esp  [Version 0.2]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]48  FCOM_RealSwords.esp  [Version 0.9.9]49  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9]4A  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]++  Mart's Monster Mod - More Passive Wildlife.esp++  Mart's Monster Mod - Midas Creature Ingredients.esp4B  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]4C  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]4D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]4E  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3]4F  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]50  Mart's Monster Mod - Farm Animals.esp51  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3]++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]++  TamrielTravellerAdvScript.esp  [Version 1.39c]52  TamrielTravellers4OOO.esp  [Version 1.39c]53  TamrielTravellersItemsnpc.esp  [Version 1.39c]54  TamrielTravellersItemsCobl.esp  [Version 1.39c]55  TamrielTravellersItemsVendor.esp  [Version 1.39c]56  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]57  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]58  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [Version 2.0]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Fransfemale.esp59  SSEE-OOO.esp++  MMM-Cobl.esp  [Version 1.69]5A  Enhanced Quest Roleplaying.esp++  Enhanced Quest Roleplaying - OOO.esp++  Enhanced Quest Roleplaying - FCOM.esp5B  Artifacts.esp5C  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp5D  Kvatch Rebuilt - Leveled Guards - FCOM.esp5E  TheElderCouncil.esp5F  TheElderCouncil_TempleOfTheOne.esp60  VaultsofCyrodiil.esp61  24HrArenaAliveV2Towers.esp62  24HrArenaAliveLow.esp63  The Lost Spires.esp64  Mighty Umbra.esp65  Blood&Mud.esp66  Lost Paladins of the Divines.esp67  Origin of the Mages Guild.esp  [Version 5.1]68  TheNecromancer.esp69  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_MightyUmbra.esp  [Version 0.9.9]6A  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]6B  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]6C  road+bridges.esp  [Version 4.4]6D  Oblivion Gate Map Marker Remover.esp  [Version 1.1.0]6E  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  FewerOBGates.esp6F  Mimics!.esp70  Music Controller.esp71  Enhanced Vegetation [125%].esp72  Toggleable Quantity Prompt.esp  [Version 3.1.1]73  Alternative Start by Robert Evrae.esp74  RealisticForceMedium.esp75  RealisticMagicForceMedium.esp76  Power Exhaustion.esp  [Version -01]77  GalerionUnarmoredAcrobatics.esp78  EnchantmentMastery.esp79  SupremeMagicka.esp  [Version 0.89]7A  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp7B  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]7C  MidasSpells.esp7D  Midas OscuroGems.esp++  Midas Betterholy.esp7E  Syc_AtHomeAlchemy.esp7F  RshAlchemy.esp80  Enchantment Enhanced.esp81  attack and hide harder v2.1.esp82  DD_ProximitySneakPenalty.esp83  SM Bounty.esp  [Version 1.05]84  ProgressGSD.esp  [Version 1.1]85  ProgressMBSP.esp  [Version 1.0]86  ProgressSBSP.esp  [Version 1.0]87  Legendary Abilities-Fortify Health MOJ.esp88  Grandmaster of Alchemy.esp89  S.P.A.M. 100+.esp8A  S.P.A.M. option - Restore Spec.esp8B  S.P.A.M. option - Restore Fav.esp8C  immersive_caves_manual.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]8D  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]++  Cobl Races - Balanced.esp  [Version 1.52]8E  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]8F  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp90  Bashed Patch, 0.esp91  Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.esp92  CustomSpellIcons.esp93  CleanQuitAlternative.esp94  FormID Finder4.esp95  VisiblyUnlimited.esp96  Duke Patricks - Friendship Ring For Companion Detection.esp97  Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp98  Duke Patricks - Momentum Damage Bonus Custom.esp99  Duke Patricks - Fresh Kills Now Alert The NPCs.esp9A  Duke Patricks - BASIC Script Effect Silencer.esp9B  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp9C  DeadlyReflex 5 - Combat Moves.esp9D  SM_DeadlyReflex.esp  [Version 0.86]9E  Streamline 3.1.esp


Thanks for your reply!
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Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

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