Missing things in Cheydinhal's Mage Guild

Post » Thu Apr 07, 2011 9:30 pm

I've only recently noticed this: Orintur and Uurwen have gone missing from the Cheydinhal Mage Guild. In addition, the pair of beds in the study room are gone, as is the dining room table in the landing. It's been replaced by a pair of display cases.

I've only installed The Underdark, and Stoker Wolff, recently, but I'm not about to blame them. Any number of possible conflicts could have caused this, or it could be deliberate. It could even be something deliberate in a quest mod, or caused by moving a few mods around. So I thought perhaps somebody here would know. It's my modlist, in any case:

Spoiler
00 Oblivion.esm
01 underdark.esm
02 Cybiades.esm [Version 2.0]
03 Windfall.esm
04 TR_OoT_Main.esm
05 Francesco's Leveled Creatures-Items Mod.esm
06 Francesco's Optional New Items Add-On.esm
07 Cobl Main.esm [Version 1.72]
08 Mart's Monster Mod.esm [Version 3.7b3p3]
09 TamrielTravellers.esm [Version 1.39c]
0A CyrodiilUpgradeResourcePack.esm
0B Armamentarium.esm
0C DremoraCompanion.esm
0D Fort Akatosh.esm
0E CM Partners.esm
0F Toaster Says Share v3.esm
10 Artifacts.esm [Version 1.1]
11 Unofficial Oblivion Patch.esp [Version 3.2.4]
12 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
13 DLCShiveringIsles.esp
++ DLCShiveringIsles Vwalk DG_DS UOS.esp
++ DLCShiveringIsles Vwalk UOS.esp
++ Oblivion Vwalk UOS.esp
14 Oblivion Collectible Cards.esp
15 Natural_Habitat_by_Max_Tael.esp
** LoadingScreens.esp
16 300_Lore_Dialogue_Updated.esp
** Book Jackets Oblivion.esp
17 AliveWaters.esp
18 GuildOwnership1.2.esp
19 kalikuts_raretradegoods2_0.esp
1A Banes.esp
1B moDem's City Life.esp
1C Crowded Cities 15.esp
++ Crowded Cities 15 Vwalk.esp
++ DLCOrrery Vwalk.esp
1D DLCOrrery.esp
1E DLCSpellTomes.esp
** DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
1F DLCMehrunesRazor.esp
20 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
++ DLCMehrunesRazor Vwalk UOP.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
** Book Jackets DLC.esp
21 ArmamentariumArmor.esp
++ GrimbotsSpellTomes.esp
22 ExnemEyeCandy.esp
23 Banes Guilds United.esp
++ MaleBodyReplacerV4.esp
** FineWeapons.esp
24 HiddenSkulls.esp
25 Sin's Expanded Light Armor Kit [Chest].esp
26 ArynnsDrowQueen2.0.esp
** StockClothingArmor-forExnems.esp
27 Morrowind Robes and Dresses for HGEC.esp
++ DLCThievesDen Vwalk UOP.esp
28 DLCThievesDen.esp
29 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
** DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
++ Francesco's Optional Vendor Tweaks.esp
2A Francesco's Optional Leveled Quests.esp
2B Francesco's Optional Leveled Arena.esp
2C Francesco's Optional Files 2.esp
++ Cobl Tweaks.esp [Version 1.44]
2D Bob's Armory Oblivion.esp
** Mart's Monster Mod for Fran.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
2E Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Imperial Armor.esp [Version 3.7b3p]
2F Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
30 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
31 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
32 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
33 TamrielTravellers4MMM.esp [Version 1.39c]
++ TamrielTravellers4MMM Vwalk.esp
++ TamrielTravellersFactionAll.esp [Version 1.39c]
34 TamrielTravellersItemsCobl.esp [Version 1.39c]
35 ShiveringIsleTravellers.esp [Version 1.39c]
++ ShiveringIsleTravellers Vwalk.esp
++ ShiveringIsleTravellersFriendlyFactions.esp [Version 1.39c]
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]
++ MMM-Cobl.esp [Version 1.69]
36 Extended Chorrol.esp
++ Extended Chorrol Vwalk.esp
37 Gift of Kynareth.esp
38 Kragenir's Death Quest.esp
39 LetThePeopleDrink-Cobl.esp [Version 2.5]
3A LostSwordOfTheAylied.esp
3B Quest For The Elements.esp
3C QQuix - Divine Elegance Showroom.esp
3D Ruins of Tarnesia.esp [Version 1.0]
3E Skingrad Market 1.0.esp [Version 1.00]
3F Spirit's Edge.esp
40 SSS_1.0.esp
41 The Crazy Scientist.esp
42 TheElderCouncil.esp
43 TR_Stirk.esp
44 WellspringGrove.esp
45 CybiadesDungeon.esp [Version 2.1]
46 DLCFrostcrag.esp
** DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
++ DLCFrostcrag Vwalk.esp
47 Knights.esp
48 Knights - Unofficial Patch.esp [Version 1.0.9]
++ Knights Vwalk UOP.esp
++ Mart's Monster Mod - Knights.esp [Version 3.7b3p3]
++ Cybiades Vwalk.esp
49 TOTF.esp
4A RTT.esp
++ RTT Vwalk.esp
4B The Lost Spires.esp
++ The Lost Spires Vwalk.esp
4C AFK_Weye.esp
4D GuardsofCyrodiil.esp
4E MannimarcoRevisited.esp
4F FortAkatosh.esp
50 bartholm.esp
** Duke Patricks Sickness Alarm.esp
51 Exterior Actors Have Torches 1.3 DT.esp
52 Kyoma's Journal Mod.esp [Version 3.2.0]
53 Salmo the Baker, Cobl.esp [Version 3.08]
++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0]
54 Syc_AtHomeAlchemy.esp
++ Mundane Enchantment Adjustment.esp
++ EnchantmentRestore_Wells.esp
55 Legendary Abilities-Shield MOJ.esp
56 bgBalancingEVCore.esp [Version 10.52EV-D]
57 bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
58 Kot9 Rings.esp
++ WellspringGroveZahrashaBook.esp
++ FingerOfTheMountain.esp
59 CM Armor Expansion.esp
5A EiAmod.esp [Version 1.1]
5B HeartOftheDead.esp [Version 6.2]
++ HeartOftheDead Vwalk.esp
5C CWU MM - Demon Weapons.esp
5D MagicFromTheSky.esp
5E Slof and Tanya's Fleshbeast Armour.esp
++ EiAmod_ShiveringIsles.esp
++ Fransfemale.esp
5F Riddle_Dungeon 2_v1.1.esp
60 Grandmaster of Alchemy.esp
++ YAARM_Iron.esp
++ Shivering Armor Variety.esp
61 DremoraCompanion.esp
62 Slof's & Orc's Armours.esp
63 Azure's Arcanery.esp
64 WeaponsOfTheNine.esp [Version 2.2]
65 Apachii_Goddess_Store.esp
66 Growlfs Hot Clothes.esp
67 Town_Ceremonial_Armor.esp
68 Dungeo Forgotten Tower Reduced Spawns.esp
69 SentientWeapon.esp [Version 3]
6A NecromancerHunting.esp
6B Automagic Bags.esp
6C Ayleid Loot EXtension.esp
6D PartnerArmor.esp
6E AgarMoreVariedSpellEffects.esp
++ SM_MMM.esp [Version 0.89]
6F SupremeMagicka.esp [Version 0.89]
++ SM_DLCSpellTome.esp [Version 0.80]
70 Wyverex's - Runes by DJ.esp
71 More Merchants.esp
72 DimensionalPocket.esp [Version 3.01]
++ SM_COBL.esp [Version 0.86]
73 Bottomless Cavern.esp
74 Amajor7 Imperial Furniture.esp
75 Consequences.esp
76 Malevolent.esp
77 Apachii_Heroes_Store.esp
78 sr_super_hotkeys.esp
79 Costume Forge.esp
++ bgMagicEV_Conjuration_for_Supreme_Magicka.esp [Version 1.5]
7A Kyoma's Spell Renamer.esp [Version 3.0.0]
7B Adonnays Classical Weaponry.esp
7C Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp [Version 1.0]
7D CLS-Object Renamer-OBSE.esp
7E Harvest [Flora].esp [Version 3.0.0]
7F Bullet Time Custom.esp
80 RealitySpectre'sBetterPotions.esp
81 PTArtifacts.esp
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ NoHFailure_HFlora.esp
++ NoHFailure_HFlora_SE.esp
82 Tarana The Golden Impling.esp
83 1em_Vilja.esp
++ 1em_Vilja Vwalk.esp
** SPARTAN VIs Diverse City Guards v1 2.esp
84 Blackscar Citadel.esp
** Mage Equipment.esp
++ HGEC_special_armor_repl.esp
85 Saerileth.esp
86 Acolyte_Of_Kynareth_HGEC.esp
87 Merged Dungeons.esp
** Artifacts.esp [Version 1.1]
88 The Ayleid Steps.esp [Version 3.3]
89 CompanionMaster.esp
8A IDKRRR_C_race.esp
8B IDKRRR_C_race_closed_mouth_version.esp
8C Nec-Character_Sonnet_Mature.esp
8D Sylar_INNMergedCyrodillInnsRevised.esp
++ Sylar_INNMergedCyrodillInnsRevised Vwalk.esp
8E Sonia.esp
++ Sonia Vwalk.esp
8F CMPartner_Xenia.esp
++ CMPartner_Xenia Vwalk.esp
90 Baddy.esp
----> Delinquent MASTER: Corean_hair_for_Original_race.esp
++ Oblivion Vwalk.esp
91 Dschinni.esp
++ Dschinni Vwalk.esp
92 DexwoodFamilySaga.esp
93 Tchos Alchemy Tower.esp
94 StokerWolff.esp
++ SWalk.esp
++ 77_Umpa_sixy_walk.esp
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
** bgMagicEVShader.esp [Version 1.7EV]
** TNR ALL RACES FINAL.esp
95 Corean_hair_for_Original_race.esp
96 Chocolate Elves.esp
97 CMChocloateelves.esp
++ bgHighElfSeamReducerFixEV.esp
++ bgBalancingEVOptionalSeamReducerHighElfFix.esp [Version 10.0EV-D]
98 Reznod_Mannequin.esp
++ Duke Patricks - BASIC Script Effect Silencer.esp
++ Item interchange - Extraction.esp [Version 0.78]
++ Item interchange - Placement.esp [Version 0.78]


In advance, thanks.
User avatar
Veronica Martinez
 
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Post » Thu Apr 07, 2011 9:43 pm

I was thinking it might be changed FormIDs, but it is really convenient that they were still replaced with furniture. Use http://www.tesnexus.com/downloads/file.php?id=16704 on the things. Use the console command "Player.PlaceAt 0000364B" to find Orintur. Maybe his inventory (which FormID Finder can anolyze) will reveal something. I would guess Underdark if one of the two new mods did something, but...ehh, those changes are kind of random.
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glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Thu Apr 07, 2011 9:38 pm

Might want to Give BOSS a try (Better Oblivion Sorting Software)
Thats a Nice Long List and without Boss and Wrye I would have to venture that Something Someplace is a conflict, But Without BOSS its tough to Sift thru this all. the Reason I mention Wrye BASH is if you were to Post your Load order with BASH it will show us Version Numbers for all your Mods.

NOT saying You couldn't have a Stable Game without these Programs


Never Mind was looking at wrong thread...DUH!!

But i see this...

90 Baddy.esp
----> Delinquent MASTER: Corean_hair_for_Original_race.esp
Edit 2 IS that your entire List??...Where is Bash patch?? is it just too early and i need more coffee?
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Alexx Peace
 
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Post » Fri Apr 08, 2011 12:54 am

Actually, where is your bashed patch. You should not have mods merged into it loading after it. Run BOSS and fix your load order. Rebuild the bashed patch afterward. That might set things back to however they should be, though I could not guess what that might be.

Get the BOSS download at step #2. Instructions to install BOSS are at step #10: http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide/installutilities.
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Jessie
 
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Post » Fri Apr 08, 2011 2:50 am

Thanks for replying, TomLong.

Actually, where is your bashed patch.


Right at the end. It just didn't show up. In that list, which came from the BP.

You should not have mods merged into it loading after it. Run BOSS and fix your load order. Rebuild the bashed patch afterward. That might set things back to however they should be, though I could not guess what that might be.


But you *should* have some things running after the BP, if the mod's author says so. Check out Hemingway's Capes, for example. There's nothing wrong with the few I've got running after the BP. And BOSS won't tell me what's made the change. I'm not looking to undo it, because I don't know if it's important to a mod. I want to know what's caused it--and using FormID won't tell me that, since I can't identify the parent of something that's gone missing. ;)

In fact, I strongly suspect this is the result of a quest mod, because you don't replace beds with a nice rug or a dining table with display cases in a mage guild unless you want to make a change for a reason--and that reason probably isn't putting in a new merchant, for example. I just figured someone might know this. It's odd enough to have two mages go missing. Since the Underdark has an entrance near Cheydinhal, I was thinking that might be part of its plot, but I'm not pointing fingers. Any number of possibilities exist.
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biiibi
 
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Post » Fri Apr 08, 2011 7:05 am

You CAN use a formID to identify which mod made the change if it also modified the inventory. Oh, wow. Open your whole load order up in TES4View and look at those to NPCs AI packages or scripts. The mod likely changed them to make the move and STAY in a different location Also, delinquent masters are BAD. Mods are not made for masters to load after plugins that depend on them. That makes no sense. Also, you just said your bashed patch is at the end, so none of these mods are running after the bashed patch...I hope. Also "running" after the bashed patch means the mod is activated (with a check mark in the check box.) Therefore, you should NOT merge plugins into the bashed patch that load after it. Only put mods after the bashed patch if the mod's readme says so because the plugin can override many changes that way.
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DarkGypsy
 
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Post » Fri Apr 08, 2011 8:57 am

Thanks for replying, TomLong.



Right at the end. It just didn't show up. In that list, which came from the BP.



But you *should* have some things running after the BP, if the mod's author says so. Check out Hemingway's Capes, for example. There's nothing wrong with the few I've got running after the BP. And BOSS won't tell me what's made the change. I'm not looking to undo it, because I don't know if it's important to a mod. I want to know what's caused it--and using FormID won't tell me that, since I can't identify the parent of something that's gone missing. ;)

In fact, I strongly suspect this is the result of a quest mod, because you don't replace beds with a nice rug or a dining table with display cases in a mage guild unless you want to make a change for a reason--and that reason probably isn't putting in a new merchant, for example. I just figured someone might know this. It's odd enough to have two mages go missing. Since the Underdark has an entrance near Cheydinhal, I was thinking that might be part of its plot, but I'm not pointing fingers. Any number of possibilities exist.

If you Use Form ID finder on the Display cases ....Where are they From ..Might give Clue to what is editing What.
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Greg Cavaliere
 
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Post » Thu Apr 07, 2011 7:25 pm

You CAN use a formID to identify which mod made the change if it also modified the inventory.


But it didn't. It only made changes to the guild.

Oh, wow. Open your whole load order up in TES4View and look at those to NPCs AI packages or scripts. The mod likely changed them to make the move and STAY in a different location Also, delinquent masters are BAD. Mods are not made for masters to load after plugins that depend on them. That makes no sense.


Not to fret: that's just a minor error that occurred last night while I was modding something else with ESMified files, and Baddy got caught in the fallout. It's not part of the problem. He's been given a new parent for his hair, in the Race Balancing Project.

Also, you just said your bashed patch is at the end, so none of these mods are running after the bashed patch...I hope. Also "running" after the bashed patch means the mod is activated (with a check mark in the check box.) Therefore, you should NOT merge plugins into the bashed patch that load after it. Only put mods after the bashed patch if the mod's readme says so because the plugin can override many changes that way.


That's pretty much what I said above. There are no problems, there.

What I'm really looking for is someone who can scan my quest mod list, knows quests, and knows which one has made those changes in the Cheydinhal Mage Guild.
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Lil Miss
 
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Post » Thu Apr 07, 2011 7:09 pm

You could quickly find it by looking in TES4View to find out which mod modified that cell though, putting the new stuff in it...your time I guess.
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FoReVeR_Me_N
 
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Post » Thu Apr 07, 2011 7:06 pm

If you Use Form ID finder on the Display cases ....Where are they From ..Might give Clue to what is editing What.


Oh, good catch. That might work. Trying it, now.
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Sudah mati ini Keparat
 
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Post » Fri Apr 08, 2011 7:15 am

That is what I said in my first post, in the second sentence. Display cases are "things" right...?

Edit: Sorry, getting upset over nothing. If that does not work: Use the console command "tdt," then "sdt 0," jot down the cell ID, search for it in TES4View. You could probably use the EditorID search to find it too...
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Paula Ramos
 
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Post » Fri Apr 08, 2011 1:56 am

That is what I said in my first post, in the second sentence. Display cases are "things" right...?

Edit: Sorry, getting upset over nothing. If that does not work: Use the console command "tdt," then "sdt 0," jot down the cell ID, search for it in TES4View. You could probably use the EditorID search to find it too...


You're right, though, about the cases: I completely missed that. Instead, I focused on the "missing" side of the equation, ignoring the replacements. :blink:

The display cases revealed a curious fact: they're owned by Sylar's Inns Revised in Cyrodil mod. Curious. I'm removing it from my BP right now, and going to check out the guild, again.
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ANaIs GRelot
 
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Post » Fri Apr 08, 2011 7:46 am

Why would the Inns Revised Mod touch the guilds? That is discomforting news. I was going to use that mod too...
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KiiSsez jdgaf Benzler
 
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Post » Thu Apr 07, 2011 7:05 pm

Why would the Inns Revised Mod touch the guilds? That is discomforting news. I was going to use that mod too...


I suspect the name is not quite appropriate--I'd certainly missed this part of it, because I concentrated on the inns, themselves. (Who knew?) And though I regularly check mod docs, I admit to bypassing this one. (It's always the one you bypass that's important.) Here's what it says:

Spoiler
The following 57 NPCs shows as changed in the Construction Set.

Adosi Serethi – added sleep and eat packs
Alix Lencolia – added sleep and eat packs
AlvesUvanim – will visit Three Sisters Inn on weekends (post quest)
Andreas Draconis – added a version of packages to be used in the new Drunken Dragon Inn
Brag gro-Bharg – added a Post Quest Ai and SkingradFaction
Candice Corgine – added sleep pack
Davela Hlaren – added sleep pack
Deetsan – changed the ai according the new guild hall decoration
Delos Fandas – added sleep pack
Denel – added a Post Quest Ai and CheydinhalFaction
Dervera Romalen – added sleep pack
Diram Serethi – added sleep and eat packs
Dubok gro-Shagk – added Post Quest sleep and eat packs
Eilonwy – changed the ai according the new guild deco and a sleep at Wilow Bank
Elidor – added a Post Quest Ai and CheydinhalFaction
ErnestManis – added sleep pack
EugalBelette – added an AI if you reveal his plot in a mini quest that I created.
Gan Luseph – created a new schedule.
Gaturn gro-Gonk – changed his sleep pack and added a wander pack for the middle of night
Gemellus Axius – added a Post Quest Ai, once you beat TG10Boots.
Gilgondorin – added sleep pack
HafidHollowleg – added sleep pack
Jeelius – added Post Quest sleep and eat packs
JeeTah – added sleep and eat packs
Kiara – created a new schedule.
K'Sharr – added a Post Quest Ai, where he’ll hide in Bleaker’s Way.
Ley Marillin – added sleep pack
Logvaar – created a new schedule.
Luther Broad – added sleep pack
Maenlorn – added sleep pack
Manheim Maulhand – added sleep pack
MarianaAncharia – added sleep pack
Mirisa – added new sleep pack
Mog gra-Mogakh – added sleep pack
Olav – added sleep pack
Orintur – created a new schedule
Ormil – added sleep pack
Pista Marillin – created a new schedule
Rellian – created a Post Quest schedule
Rienna – created a Post Quest schedule and added ChorrolFaction
RosentiaGallenus – will visit Three Sisters Inn on weekends (post quest)
Schlera Sestius – added sleep and eat packs
Shomara – created a new schedule
Shuravi – added sleep and eat packs
Skaleel – added Post Quest schedule and CheydinhalFaction
SnarTheCook – changed his face
Tandilwe – added sleep and eat packs
TrayvondtheRedguard – created new schedule
Urnsi Serethi – added sleep and eat packs
Uurwen – created new schedule.
VantusPrelius – added Post Quest sleep and eat packs
Varulae (MS93Varulae) – added Post Quest schedule
VelusHosidius – added sleep and eat packs
Wilbur – added sleep pack
Willet – added sleep pack
Winson – added different sleep pack
Witseidutsei – added sleep pack...

These are other places that look changed and aren’t related to inns. Here’s why they were changed:

BlackRockCaverns02: Added bandits for the shady guest that attend The Oak and Crossier and improved their camp.
BlankenMarchHouse01: Added a wife to Nathan and marked their bed as belonging to the blankenmarch faction. Blankenmarch is a bit useless and maybe a merchant here would make it worthy to visit sometimes.
BravilCastleDinningHall: The new Castle Bravil workers start here: Yvaine, Yvone and Sebastien. I also put a ceramic goblet that was on the floor up in the shelf.
BravilCastlePrivateQuartersEastWing: There is a map mark for Teemil once Hans Black-Nail dies.
CheydinhalMagesGuild: Transformed the bedroom upstairs into a dinning and sitting area, on the other hand, improved the basemant to become their bedroom. It was weird to have so many rooms here and Mages Guild characters sleeping in Cheydinhal Bridge Inn, now it won’t be, because they’ll only have one free bed.
ChorrolMagesGuildLivingQuarters: Since Alberic Litte will sleep with his wife, I changed his bed’s ownership to be none and turned it to be a single bed, now you can have your own room at this guild.
ChorrolJirolimDoranHouse: Here’s the start point for their daugther.
DesolateMine: The mine was organized to become a mine once you beat the quest related to it. It’s because the people that stay at Newlands Lodge are workers from there.
HrotandaVale02: Added bandits for the shady guest that attend The Oak and Crossier
FortCarmala: Added bandits for the shady guest that attend The Oak and Crossier
SkingradFightersGuildBasemant: Added a Mark for the smith.
LeyawiinFightersGuildRoom01: Fixed the pathgrid in this room, so the Fighters Guild members that will sleep here won’t have problems to arrive at the last bed.
LeyawiinMaheisHouse2ndFloorWest: Transformed this place to accomodate the new daughters of the Derics.


So, new schedules, and rearranged interiors. I'm still going to try it, but only after reading everything very thoroughly, this time.
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Anna Watts
 
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Post » Fri Apr 08, 2011 9:12 am

Oh, pooh. I am going to ask if non-Inn changes can be moved to a separate plugin. I have too many quest mods and overhauls that already jump over each other making various changes to the guilds. If not anything else, at least move the guild edits to another plugin. I have mods for the purpose of expanding the guilds.
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JD bernal
 
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Post » Fri Apr 08, 2011 3:44 am

In advance, thanks.

I see you have already found the problem. I noticed that you have one of the Vwalk esps in the wrong sequence...

++ DLCOrrery Vwalk.esp
1D DLCOrrery.esp

...probably worth correcting - suprised that the game actually loads, but perhaps that is WB's new animation import that is preventing any problems :)

Also noticed that you have a lot of mods that introduce additional NPCs. As a matter of interest, do you have a stable game? I seem to have to keep removing NPC introducers because I seem to get more CTDs when I have too many of them installed. Perhaps you have a really powerful rig or I am missing something.
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Lory Da Costa
 
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Post » Fri Apr 08, 2011 7:22 am

That list looks find to me. What CPU do you have? NPCs hit that the heaviest. What optimization options are you using? You can see my Optimization thread for a summary version of my website. It is all about optimization and stability.

Edit: Maybe I should add a "why is my performance..." page and list PC specs information, and add info about CPU bottlenecks and whatnot.
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Fluffer
 
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Post » Fri Apr 08, 2011 7:03 am

I see you have already found the problem. I noticed that you have one of the Vwalk esps in the wrong sequence...

++ DLCOrrery Vwalk.esp
1D DLCOrrery.esp

...probably worth correcting - suprised that the game actually loads, but perhaps that is WB's new animation import that is preventing any problems :)


Thanks for catching that, though. I'm surprised Wrye Bash didn't.

Also noticed that you have a lot of mods that introduce additional NPCs. As a matter of interest, do you have a stable game? I seem to have to keep removing NPC introducers because I seem to get more CTDs when I have too many of them installed. Perhaps you have a really powerful rig or I am missing something.


Dual core, with 4 GB RAM. It's been pretty stable, thus far. I did find that pulling a couple of mods introducing extra NPCs in specific cities for flavor helped speed things up a bit, but otherwise, I'm getting good FPS, few stutters (except, as expected, around Weye), and a crash perhaps every 3-4 hours. I save every few minutes, just in case, and clean everything I add before trying it out.
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alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Thu Apr 07, 2011 10:07 pm

Oh, pooh. I am going to ask if non-Inn changes can be moved to a separate plugin. I have too many quest mods and overhauls that already jump over each other making various changes to the guilds. If not anything else, at least move the guild edits to another plugin. I have mods for the purpose of expanding the guilds.


Actually, that's a very good idea. Though I suspect Sylar will respond that all these quests originate in, and relate to, the inns.
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Heather M
 
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Joined: Mon Aug 27, 2007 5:40 am

Post » Fri Apr 08, 2011 12:52 am

I have no clue where the thread is. I think I have seen one because I think that is how I began to look for the mod anyway. Your setup seems sound to me. I also have a Core2Duo, the E8500 (3.16GHz.)
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meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Thu Apr 07, 2011 5:57 pm

Dual core, with 4 GB RAM. It's been pretty stable, thus far. I did find that pulling a couple of mods introducing extra NPCs in specific cities for flavor helped speed things up a bit, but otherwise, I'm getting good FPS, few stutters (except, as expected, around Weye), and a crash perhaps every 3-4 hours. I save every few minutes, just in case, and clean everything I add before trying it out.

Thanks for the info - it must be my setup.

My spec is...
Processor: Intel® Core™ i7 CPU - 920 @ 2.67GHz, 3200 Mhz, 4 Core(s), 8 Logical Processor(s)
Memory: 6gb
Video Memory: 1gb

Guess I will have to do something on my installation one day - rarely measure my up time in hours :(
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Lillian Cawfield
 
Posts: 3387
Joined: Thu Nov 30, 2006 6:22 pm

Post » Thu Apr 07, 2011 9:40 pm

Oh, man. Yeah, I would check and make sure that your Oblivion setup is configured properly. That machine should run fable2's setup with ease. I think you should check out my site...definitely. You should be able to get at least close to 30 FPS or more even with BC and QTP3 installed. Is your video card an HD4870 or better model card?
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Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Fri Apr 08, 2011 7:21 am

I should have been more detailed:

AMD Athlon 64x2 Dual
Core Processor 5600+
2.90 GHz, 3.5 GB RAM (actually 4, but I'm running WinXP, so the additional .5 GB goes to the video card)

I never would have attempted this ambitious a mod load with my old machine, but when I saw how quickly things zoomed by in Oblivion with this new one, I had to of course attempt to slow things down. :)

By the way, I strongly recommend the latest version of the Oblivion Stutter Remover. It is a gem.
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Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Thu Apr 07, 2011 5:18 pm

My system:

OS Windows XP
CPU Core2Duo E8500 3.16GHz (no OC)
4GB RAM (same situation)
HD4870 1GB
Sound X-FI Audio Xtreme? <-- don't remember what the name is but having any kind of sound card can really up the performance. I highly recommend this $20+ investment

Mods: Don't have my load list... Summary: SL, FCOM, BC, UL, 40 texture and mesh replacers (including ATP OR QTP3R), 10-ish quest mods, item mods don't really matter, lots of game tweaks (no real performance hit here either)

OBSE plugins: Fast Exit 2, OSR, Elys USV, Elys Uncapper, Pluggy
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Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Fri Apr 08, 2011 12:51 am

Mods: Don't have my load list... Summary: SL, FCOM, BC, UL, 40 texture and mesh replacers (including ATP OR QTP3R), 10-ish quest mods, item mods don't really matter, lots of game tweaks (no real performance hit here either)


It's almost a given that if you have plenty of mods, you'll have a ton of mesh and texture replacements, isn't it? QTP3R, too...

OBSE plugins: Fast Exit 2, OSR, Elys USV, Elys Uncapper, Pluggy


Same list here. Also one of the buffer purgers--not LazyPCB, though I am considering it.

Just heard back from Sylar, who's currently pulled back on modding because of college. He sent on the AI travel schedule of the two mages, and they should have been in the guild during the times I've checked. So he'll be looking at it further, as will I.
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BEl J
 
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