Mod Conflict?

Post » Wed Mar 30, 2011 7:52 am

Hey everyone,

I was just doing a test character run through of my game as I'm finishing up my mod list, and I came across this (I grouped the screens into two different view points, and in both groups the top screenshot is the normal one, the bottom is the one with the mysterious water problem taken only a couple steps in a different direction)

Spoiler

http://s12.photobucket.com/albums/a201/GrimZ1113/?action=view¤t=Oblivion2011-05-1918-29-30-81.jpg

http://s12.photobucket.com/albums/a201/GrimZ1113/?action=view¤t=Oblivion2011-05-1918-29-34-20.jpg



Spoiler

http://s12.photobucket.com/albums/a201/GrimZ1113/?action=view¤t=Oblivion2011-05-1918-29-58-68.jpg

http://s12.photobucket.com/albums/a201/GrimZ1113/?action=view¤t=Oblivion2011-05-1918-30-00-66.jpg
'

This also kept happening as I kept walking up that road, almost like the water level kept rising. I am assuming this is a conflict between Unique Landscapes and something else, but I'm really not sure and was hoping you guys could offer some assistance. As I said above, the water disappears and re-appears depending on where you stand almost, if I ran off the road and looked back it'd be there, but a few steps to the right and it'd be gone, and it always went away once I got close to it. However, a guard on horseback walked into it and it reflected and everything, and then when I approached it it disappeared again. Any idea on how to fix this?

Here is my load order:

Spoiler

Oblivion.esm
All Natural Base.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
FCOM_Convergence.esm
Armamentarium.esm
Artifacts.esm
Kvatch Rebuilt.esm
Better Cities Resources.esm
Progress.esm
HorseCombatMaster.esm
TNR ALL RACES FINAL.esp
TNR - ShiveringIsles.esp
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Better Cities .esp
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Chance of More Enemies.esp
Francesco's Optional Leveled Guards.esp
FCOM_FrancescosNamedBosses.esp
Natural_Habitat_by_Max_Tael.esp
All Natural.esp
All Natural - SI.esp
Immersive Interiors.esp
Immersive Interiors - Lights Addon.esp
OBGE - Liquid Water.esp
All Natural - Real Lights.esp
Enhanced Economy.esp
Choices and Consequences.esp
DropLitTorchOBSE.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
Cobl Glue.esp
Cobl Si.esp
Bob's Armory Oblivion.esp
FCOM_BobsArmory.esp
Loth's Blunt Weapons for Npcs.esp
Oblivion WarCry EV.esp
FCOM_WarCry.esp
Oscuro's_Oblivion_Overhaul.esp
Choices and Consequences - OOO.esp
ArmamentariumArtifacts.esp
OOO 1.32-Cobl.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
FCOM_Convergence.esp
FCOM_RealSwords.esp
FCOM_DurabilityAndDamage.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
FCOM_FriendlierFactions.esp
FCOM_MoreRandomSpawns.esp
FCOM_MoreRandomItems.esp
OOO-WaterFish.esp
Artifacts.esp
Kvatch Rebuilt.esp
Kvatch Rebuilt - Leveled Guards - FCOM.esp
Kvatch Rebuilt Weather Patch.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
Choices and Consequences - SM Plugin Refurbish - Orrery.esp
Mart's Monster Mod - City Defences.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
xulSnowdale.esp
xulCliffsOfAnvil.esp
xulSilverfishRiverValley.esp
Salmo the Baker, Cobl.esp
HUD Status Bars.esp
Deadly Reflex 6 - Timed Block with no damage or durability changes.esp
Mounted_Spellcasting_Deadly_Reflex_Compatible.esp
DRSplatter.esp
ProgressRBSP.esp
ProgressRacial.esp
ProgressArmorer.esp
bgBalancingEVCore.esp
bgMagicEV.esp
bgMagicBonus.esp
bgMagicEVPaperChase.esp
bgMagicAlchemy.esp
bgMagicPotionNumberSoulGemValue.esp
bgBalancingOptionalLessHealth.esp
bgBalancingEVLAMEAddition.esp
bgBalancingEVOptionalNPCDiversityLAME.esp
Better Cities Full.esp
Better Cities - VWD of the IC.esp
Better Imperial City.esp
Better Cities - Unique Landscape Barrowfields.esp
Better Cities - Unique Landscape Chorrol Hinterland.esp
Better Cities - Unique Landscape Cheydinhal Falls.esp
Better Cities - Unique Landscape Skingrad Outskirts.esp
Better Cities - COBL.esp
Better Cities - Unique Landscape Imperial Isle.esp
bgMagicEVShader.esp
bgMagicLightningbolt.esp
FCOM_Archery.esp
Bashed Patch, 0.esp
DeadlyReflex 6 - Combat Moves.esp


Thanks for any help!!
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Wed Mar 30, 2011 12:34 am

Im going to take a shot at it and say that it could have something to do with the OBGE Living Water and its ability to have an animated and realtime shoreline,perhaps its ini setting is causing i to pop up whenever a new cell loads or its with UL and OBGE Liquid Water, perhaps theres a lake somewhere that UL overwrote and its water level is rising.
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Wed Mar 30, 2011 8:29 am

Hmm, so is there anything I should test in particular? Or anything that I could try to fix the issue?
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Tue Mar 29, 2011 11:50 pm

From the http://www.gamesas.com/index.php?/topic/1189226-obge-liquid-water/ FAQ;

Q: Why does Lake Arrius act very weirdly, with the water being rendered at incorrect heights?
Q: Why does water not in the current cell sometimes render at the wrong height or not at all?

A: These are all unfixable issues caused by the required assumption that all water is located on the same plain as the water in the current cell. You'll have to live with them or uninstall the OBGEv2 Water package.

Try uninstalling it to see if the issue goes away or read through the thread to see if there's some solution. If not, then maybe it could be a UL issue. More info on the location of those screenshots might help.
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am

Post » Wed Mar 30, 2011 1:11 am

From the http://www.gamesas.com/index.php?/topic/1189226-obge-liquid-water/ FAQ;


Try uninstalling it to see if the issue goes away or read through the thread to see if there's some solution. If not, then maybe it could be a UL issue. More info on the location of those screenshots might help.


I'll give uninstalling a shot, those screen shots are taken on "The Blue Road," almost dead in the center of it near the Barren Cave (the road that leads to Cheydinhal), and it happens when I look at the road when I am standing a few yards into the woods (when I look at my position on the map the marker is right over the word "road" of Blue Road).
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Wed Mar 30, 2011 2:05 pm

Yup it's LW that's causing the problem =(

I guess I'll either just keep LW installed and deal with it, or use OBGEv2 and then update to LW if they fix those bugs down the road. *sigh*, that LW water looks soooooo nice ;)
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm


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