Need help with Ulrims Horses please

Post » Tue Nov 30, 2010 1:36 pm

I am running Ulrims Horses 1.3 with Slofs horses base 2.0. My problem is that the bridles do not appear on any of the horses, so the reins are just floating there not connected to the horses heads. If I disable Ulrims .esp the opposite occurs, there are bridles but no reins..

I have tried overwriting the meshes and textures with Slofs, and then with Ulrims, but I get the same result.

Its driving me crazy that I cant make it work!

Any help is greatly appreciated.
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Catharine Krupinski
 
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Post » Tue Nov 30, 2010 9:35 am

Get a Bashed Patch and use Import Graphics, and there will no longer be a compatibility issue. Just install both.

Wrye Bash - http://tesivpositive.animolious.com/index.php?page=wrye_bash#Config
Finishing the Installation - http://tesivpositive.animolious.com/index.php?page=finishing_the_installation <-- This will tell you how to activate/deactivate your plugins appropriately.
Bash Plugin Colors Quick Reference - http://tesivpositive.animolious.com/index.php?page=bash_plugin_colors_quick_reference <-- You'll probably need this.
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Cccurly
 
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Post » Tue Nov 30, 2010 6:02 am

You need to install Slof's Horses first, then Ulrim's. Use OBMM to install Ulrim's - it has a scrpt that will automatically detect what you have installed and will create the appropriate plugin (ESP). Use BOSS to sort your load order (it should load Slof's first, then Ulrim's later in the list). If you want, you can follow TomLong's advice and just import the graphics, but it's not necessary. In fact you might lose out on some of the tweaks Ulrim's makes (horse loot, health and attack values).
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CArla HOlbert
 
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Post » Tue Nov 30, 2010 7:07 pm

You need to install Slof's Horses first, then Ulrim's. Use OBMM to install Ulrim's - it has a scrpt that will automatically detect what you have installed and will create the appropriate plugin (ESP). Use BOSS to sort your load order (it should load Slof's first, then Ulrim's later in the list). If you want, you can follow TomLong's advice and just import the graphics, but it's not necessary. In fact you might lose out on some of the tweaks Ulrim's makes (horse loot, health and attack values).

How? Using import graphics on Slof's horses does not mean that you have to deactivate Ulrim's plugin.
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Nicole Coucopoulos
 
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Post » Tue Nov 30, 2010 6:40 am

Get a Bashed Patch and use Import Graphics, and there will no longer be a compatibility issue. Just install both.



You didn't say which mod to import the graphics from. Ulrim's overrides a number of Slof's meshes - it varies per breed :) Sometimes he just overrides the reins, other times it's the eye colour and other pattern markings...

Actually I meant to mention previously, Fignuts, you might want to have a look at http://www.tesnexus.com/downloads/file.php?id=27675 too - this replaces all of the stock horse meshes with Slof's horse meshes so all the horses in the game benefit from Slof's artistry. I'm running that one too and it works great.

Install order:
Slof's
Espless
Ulrim's

Happy horsing :)
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Judy Lynch
 
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Post » Tue Nov 30, 2010 6:09 pm

You didn't say which mod to import the graphics from. Ulrim's overrides a number of Slof's meshes - it varies per breed :) Sometimes he just overrides the reins, other times it's the eye colour and other pattern markings...

Actually I meant to mention previously, Fignuts, you might want to have a look at http://www.tesnexus.com/downloads/file.php?id=27675 too - this replaces all of the stock horse meshes with Slof's horse meshes so all the horses in the game benefit from Slof's artistry. I'm running that one too and it works great.

Install order:
Slof's
Espless
Ulrim's

Happy horsing :)

I just saw that today too. ^____^
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Olga Xx
 
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Post » Tue Nov 30, 2010 11:21 am

I have been using Wrye Bash for sorting my load order, and i have been installing all my mods manually. I never had any real issues until I tried to get Oblivion going on my new PC. I had Ulrims and Slofs working great on my old PC..

Well I just installed the ESPless slofs horses, but i think i screwed it up cause now my horses are completely invisible.
The readme for ESPless makes it sound like you dont need the old Slofs meshes at all, so i removed them all, and inserted the ESPless meshes instead, which gives me invisible horses.

Do I install all the meshes from Slofs, then install the new meshes from ESPless Slofs ? Also then do i need to install the Ulrim meshes? EDIT: I just reinstalled all meshes and textures for each mod in order from Slof 2.0, then ESPless, then Ulrims. I have visible Slof horses again with reins, but they still have no bridles...

If I disable Ulrims mod, then I have reins and bridles, but no Slofs horses.

I dont understand what you mean by bash patching it using import graphics. When i select import graphics its just blank. I assume it only works with omods? Im not using any omods which is probably the root of all my problems.
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Floor Punch
 
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Post » Tue Nov 30, 2010 7:06 pm

Ok, this is too weird. Don't worry about Bash patching at this point - it's mainly an optimization step. It has nothing to do with omods. Ulrim's has bridles and reins so I don't understand why they are disappearing for you. I would try disabling all the mods, opening the game, ignore all the complaints about missing mods and save the game. Exit and reinstall the mods. Use OBMM to create omods by selecting the archives (click Create, then click Add archive, give it a name, then click Create omod). Double-click on Slof's, then ESPless, then Ulrim's to install them (they will be listed as omods in the right pane in OBMM). Now Ulrim has the omod conversion information already - you need to say "yes" about importing it when prompted. It's REALLY important to at least install Ulrim's as an omod because the script needs to run to create the proper ESP (plugin). That might be what your problem is. Even though the ESP will always be called "Ulrim's Horses.esp", it will actually be a completely different esp depending on which mods you have loaded. That's why everything else needs to be installed first.

Sorry for the excruciating detail, but I've done computer support in the past...

Me: "Press any key"
User: "Where's the any key?"
Me: :sigh: Just press the spacebar...
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Tamara Primo
 
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Post » Tue Nov 30, 2010 3:55 pm

Ok, this is too weird. Don't worry about Bash patching at this point - it's mainly an optimization step. It has nothing to do with omods. Ulrim's has bridles and reins so I don't understand why they are disappearing for you. I would try disabling all the mods, opening the game, ignore all the complaints about missing mods and save the game. Exit and reinstall the mods. Use OBMM to create omods by selecting the archives (click Create, then click Add archive, give it a name, then click Create omod). Double-click on Slof's, then ESPless, then Ulrim's to install them (they will be listed as omods in the right pane in OBMM). Now Ulrim has the omod conversion information already - you need to say "yes" about importing it when prompted. It's REALLY important to at least install Ulrim's as an omod because the script needs to run to create the proper ESP (plugin). That might be what your problem is. Even though the ESP will always be called "Ulrim's Horses.esp", it will actually be a completely different esp depending on which mods you have loaded. That's why everything else needs to be installed first.

Sorry for the excruciating detail, but I've done computer support in the past...

Me: "Press any key"
User: "Where's the any key?"
Me: :sigh: Just press the spacebar...

The invisible textures just sounds like you do not have archive invalidation setup. Set BSA Redirection in OBMM > Utilities > Archive Invalidation <-- no more invisible horses
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Micah Judaeah
 
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Post » Tue Nov 30, 2010 5:54 pm

The invisible textures just sounds like you do not have archive invalidation setup. Set BSA Redirection in OBMM > Utilities > Archive Invalidation <-- no more invisible horses



I have been using "ArchiveInvalidation Invalidated!" which I thought made all other forms of archive invalidation unnecessary?
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cheryl wright
 
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Post » Tue Nov 30, 2010 4:20 pm

ArchiveInvalidation Invalidated! Implements BSA Redirection. OBMM makes it obsolete. Also, when you regenerate the Oblivion.ini, redirection BSAs are not automatically added back. However, if you use OBMM, OBMM makes sure to add it, probably as it exits, and will also check to see if it need to be re-added if you use the update option in that Archive Invalidation menu. There is no reason to have that extra tool if you use OBMM, and I think it has a slight disadvantage if my understanding of the tool is correct, in that it does not automatically re-add the BSA. You'd have to re-run it, probably...another thing to remember...


Edit: BSAs and Archive Invalidation - http://tesivpositive.animolious.com/index.php?page=bsas_and_archive_invalidation <-- Reading this (or skimming it) may be helpful...
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NAkeshIa BENNETT
 
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