Possible huge issue with my install

Post » Fri Aug 27, 2010 9:45 am

When I installed the game I configured and installed all of my mods. Game ran but mouse was slow, so I used the UESP cleaning guide for TES4Edit and did what it said then I appeared to have more issues. Well turned out it was an .ini setting I changed. So I took OBMM and deactivated all my mods and then reebaled them all to undo all of the TES4Edit stuff. Merged a new bashed patch and went to start a new game and it crashed. I was able to get in the game before. Would TES4Edit have damaged my Oblivion.esm somehow to cause this? I did merge different stuff (that it recommended) into bashed patch so I am not sure if that has anythign to do with it. What would be my next step besides a reinstall since I just spent half a day on this and it was just working. I think there is probably something that isn't a clean reinstall I could do but I am not sure what.

Here is my mod list from Bash:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.3]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]05  Cobl Main.esm  [Version 1.72]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  emperorface.esp08  Unofficial Oblivion Patch.esp  [Version 3.3.5]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0D  MOBS SI.esp  [Version 2.0]0E  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]0F  All Natural.esp  [Version 1.3]10  All Natural - SI.esp  [Version 1.3]11  Realistic Water.esp12  Better Bell Sounds.esp13  Cities Alive At Night.esp14  WindowLightingSystem.esp15  Reznod_Mannequin.esp16  Enhanced Economy.esp  [Version 5.2.2]17  Streamline 3.1.esp18  Map Marker Overhaul.esp  [Version 3.9]19  Map Marker Overhaul - SI additions.esp  [Version 3.5]1A  DLCHorseArmor.esp1B  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]1C  DLCOrrery.esp1D  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]1E  DLCVileLair.esp1F  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]**  Lair_mobs.esp20  DLCMehrunesRazor.esp21  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]**  Mehrunes_mobs.esp22  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  Ethereal - Armor Imperial Legion Edition.esp  [Version FINAL]23  JG Elven.esp24  Imperial Horse Armor.esp25  DLCThievesDen.esp26  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.9]27  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]**  Thievesden_mobs.esp28  Francesco's More Wilderness Life.esp29  Francesco's Optional Chance of Stronger Bosses.esp2A  Francesco's Optional Chance of Stronger Enemies.esp2B  Francesco's Optional Dungeon Chest Loot.esp2C  Francesco's Optional Dungeon Chest Locks.esp2D  Francesco's Optional Leveled Guards.esp2E  Francesco's Optional House Chest Loot.esp2F  Francesco's Optional New Adventurers.esp++  Francesco's Optional Vendor Tweaks.esp30  Francesco's Optional Leveled Quests.esp31  Francesco's Optional Leveled Arena.esp32  Cobl Glue.esp  [Version 1.72]33  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]34  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Spiders.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Werewolves.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Wyvern.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]38  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]39  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions MMM+Fran.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]3B  SkingradBridgeLights.esp3C  301_Compass.esp3D  za_bankmod.esp3E  Cliff_RankDependantArenaSpectators.esp  [Version 1.0]3F  DLCBattlehornCastle.esp40  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]**  Battlehorn_mobs.esp41  DLCFrostcrag.esp42  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]43  Knights.esp44  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]**  DLC_MOBS.esp45  xulStendarrValley.esp  [Version 1.2.2]46  xulTheHeath.esp47  FranMWL-TheHeath patch.esp48  XulEntiusGorge.esp49  xulFallenleafEverglade.esp  [Version 1.3.1]4A  xulChorrolHinterland.esp  [Version 1.2.2]4B  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]4C  xulBravilBarrowfields.esp  [Version 1.3.3]4D  xulLushWoodlands.esp  [Version 1.3.1]4E  xulAncientYews.esp  [Version 1.4.3]4F  xulAncientRedwoods.esp  [Version 1.6]50  xulArriusCreek.esp  [Version 1.1.3]51  xulPatch_AY_AC.esp  [Version 1.1]52  xulPantherRiver.esp53  xulRiverEthe.esp  [Version 1.0.2]54  xulBrenaRiverRavine.esp  [Version 1.1]55  xulImperialIsle.esp  [Version 1.6.7]56  xulBlackwoodForest.esp  [Version 1.1.0]57  xulCheydinhalFalls.esp  [Version 1.0.1]58  xulAspenWood.esp  [Version 1.0.2]59  xulSkingradOutskirts.esp  [Version 1.0.1]5A  xulSilverfishRiverValley.esp  [Version 1.0]5B  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]5C  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]5D  Dungeon Actors Have Torches 1.6 DT.esp5E  Exterior Actors Have Torches 1.32 DT.esp5F  Quest Award Leveller.esp  [Version 2.0.1]60  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]61  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]62  RenGuardOverhaul.esp63  nGCD.esp++  No Loading Screen Text v1.0.esp++  Smaller Elf ears.esp64  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp65  [GFX]_Initial_Glow-all.esp66  GW71_Life_Detect.esp67  Cobl Silent Equip Misc.esp  [Version 01]68  Bashed Patch, 0.esp

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Jessica Stokes
 
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Post » Fri Aug 27, 2010 10:39 am

TES4Edit won't touch Oblivion.esm. I think it may have more to do with your install order. OBMM doesn't take into account precedence or anything like that, so it relies on the user. BAIN with Wrye Bash is a lot more useful when it comes to installing mods because it will properly anneal files based on the order of your installers, and it is easier to uninstall or start over again because it will preserve the file and directory structure. There is a thread http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects that goes into a lot of detail on how to use BAIN.

A note about Bash. You should use the mod checker in Wrye Bash and disable the mods in your load order that it lists. Mods with the NoMerge tag should be imported into the Bashed Patch and then deactivated in your load order. MOBS is an example of a plugin that this should be done with.
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Reanan-Marie Olsen
 
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Post » Fri Aug 27, 2010 7:51 am

I used BOSS for the load order so you think it is the issue since that is the same order it gave me last time?
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Project
 
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Post » Fri Aug 27, 2010 12:52 am

I used BOSS for the load order so you think it is the issue since that is the same order it gave me last time?

I if read all contributions here correctly, I think you confuse 'load-order' and 'install-order'. It's an easy slip if you use OBMM as your mod installation program of choice. OBMM deals with install-order only indirectly, and rather cumbersomely. Fast and easy manipulation of install-order, on the other hand, is one of the chief virtues of Wrye Bash / BAIN.

Load-order simply refers to the ordering of ESMs and ESPs, which both OBMM and Wrye Bash handle well. Install-order refers to the order in which each mod's resources are installed, important in case of conflict(s).

Let's say you currently run a high-res Road Sign texture replacer. You come upon a more generalized texture overhaul that, amongst many other things, includes Road Signs. You want to try the overhaul, yet prefer to keep your high-res Road Sign textures. With Wrye Bash this is easy. Create a BAIN package housing the overhaul (assuming it doesn't come BAIN friendly from the get-go). Drop it in your BAIN installers folder. Open Wry Bash. Move to the Installers tab. Position the new overhaul package so that it is higher on-screen than the specialized Road Sign BAIN package**. Install the overhaul package. VOILA. BAIN automatically knows to retain the specialized Road Sign textures while install all else from your new overhaul. If at some later point you decide you'd rather use the overhaul's road sign textures, just uninstall the specialized BAIN package. Wrye Bash will automatically compensate and install the overhaul's road sign textures. Pretty snazzy, eh?

With OBMM, you would first need to uninstall your high-res textures OMOD, activate the general texture overhaul OMOD, then reactivate the high-res OMOD. Cumbersome but doable. This is a pretty basic example after all. Nothing overly complex here. A big disadvantage with this system is that there is no obvious means within OBMM itself to know what you have done, install-order wise. Half a year from now are you going to remember every conflict winner? You might! Me? It's highly unlikely. With Wrye Bash I simply visit the Installers tab and see winners at a glance.

**This assumes you display packages by their install-order, the common practice.

-Decrepit-
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Sara Johanna Scenariste
 
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Post » Thu Aug 26, 2010 9:29 pm

So would it be easier to just start with a clean install then at this point?
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Kahli St Dennis
 
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Post » Thu Aug 26, 2010 9:12 pm

Have you tried regenerating a new ini?
Don't forget to add in any changes UI mods make, if you use one.
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Claudz
 
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Joined: Thu Sep 07, 2006 5:33 am

Post » Fri Aug 27, 2010 7:49 am

I reapplied changes from DarN UI and created a new ini and no luck. I would really like to some how salvage my current install if possible if anyone knows if I might be able to.
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JLG
 
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Post » Fri Aug 27, 2010 12:09 pm

If you want to avoid re-installing Oblivion, just delete everything except the files and folders mentioned in http://www.tesnexus.com/articles/article.php?id=340.

Than I would suggest carefully installing and testing certain questionable mods one by one.
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D IV
 
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Post » Fri Aug 27, 2010 1:20 am

Convert to a BAIN install, You do not lose the ability to play your current saves, and almost every OMOD can be turned into a BAIN archive.
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Naazhe Perezz
 
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Post » Fri Aug 27, 2010 8:13 am

If you generate a new INI file, be sure you reinitialize Streamline via its menu (CTRL+Home).
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Hilm Music
 
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