255+ mods & Bashed patch

Post » Fri Feb 18, 2011 6:15 pm

So the question is: can i just activate 254 mods + bashed patch and thenbuild patch, and once those are built, virtually load them,
i.e deactivate, activate the other mods, rebuild the bashed patch to include them all?

i couldnt find information on this in the readme.., and i'm a bit hesitant about merging mods.



one a side note: is there a way to disable/rever the fcom / francescos guard feature to vary their size between 85% and 115% ?
i'm getting annoying clipping errors :s

Cheers!
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Fri Feb 18, 2011 8:31 pm

Leave mods that are not going to be activated, deactivated. There is no reason to have them activated, ever, but there are a few reasons why they should not be active during the rebuilding of the bashed patch. Do not confuse Bash merging and full plugin merging.
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Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Sat Feb 19, 2011 4:21 am

one a side note: is there a way to disable/rever the fcom / francescos guard feature to vary their size between 85% and 115% ?
i'm getting annoying clipping errors :s
For MMM you can try "set zMMMScaleActors to 0" in the console. That should disable the scaling.

I don't see anything in Fran's that changes anyone's scale, so I can't recommend anything.

Can you be more specific regarding the error you are having? Clipping?
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Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Fri Feb 18, 2011 10:29 pm

For MMM you can try "set zMMMScaleActors to 0" in the console. That should disable the scaling.

I don't see anything in Fran's that changes anyone's scale, so I can't recommend anything.

Can you be more specific regarding the error you are having? Clipping?


Ah, thanks, is there a way to set that, permanently?

Leave mods that are not going to be activated, deactivated. There is no reason to have them activated, ever, but there are a few reasons why they should not be active during the rebuilding of the bashed patch. Do not confuse Bash merging and full plugin merging.


the problem is, they are going to be active, just virtually active e.g omobs etc: they're going to be merged into the patch, but ive reached the 255 limit, so i cant merge everything in one go, can i just do it in two?
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AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Sat Feb 19, 2011 1:18 am

Ah, thanks, is there a way to set that, permanently?



the problem is, they are going to be active, just virtually active e.g omobs etc: they're going to be merged into the patch, but ive reached the 255 limit, so i cant merge everything in one go, can i just do it in two?
It's a global, so once it's set it should stay that way.

Mods that are green, that can be fully merged, don't have to be active when building the patch...it's mostly preferable that they not be. So they'll never count toward the 254 limit at all.
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Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Fri Feb 18, 2011 5:33 pm

You do not understand. Rebuilding the Bashed Patch is not going to change whether or not any plugins in your load order are mergeable. Pseudo-active and merged are completely different. That question does not make sense


Edit: Showler, I think the OP think that the Bashed Patch is a merged plugin of the mods selected in it when it is rebuilt, and that is simply not the case.

Edit: Merging Plugins - http://sites.google.com/site/oblivionpoinfo/tunesetup/merging <-- real merging
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Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Fri Feb 18, 2011 9:36 pm

I got the impression he wanted to use the bashed patch to merge/import all the green mods and "import and deactivate" mods, then turn them all off, and then run the bashed patch again in order to add a bunch of new mods without losing the ones he had merged into it the first time.

Which is in no way necessary. Mods that are going to be virtually active never have to be active and never count toward the limit.
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Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Fri Feb 18, 2011 6:13 pm

I got the impression he wanted to use the bashed patch to merge/import all the green mods and "import and deactivate" mods, then turn them all off, and then run the bashed patch again in order to add a bunch of new mods without losing the ones he had merged into it the first time.

Which is in no way necessary. Mods that are going to be virtually active never have to be active and never count toward the limit.


Oh i see, yes, i've been doing it wrong ^_^

well thanks for the help!

P.s. any idea which graphics card drivers are best for nvidia users?
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Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Sat Feb 19, 2011 5:45 am

Not a clue, wish we could just depend on the latest drivers to work, but we are using an older game...
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kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Fri Feb 18, 2011 8:18 pm

Not a clue, wish we could just depend on the latest drivers to work, but we are using an older game...


i seem to be getting horrible performance, and i cant qutie figure out why, it should be better with pyffid stuff now shouldnt it ? :(

been messing around with stutter remover, streamline and the oblivion ini for a few while, as well as switching on and off mods..,
running pc accelerate and game booster, i seem to just get horrible lag in towns, and only 15ish fps in the wilderness,
and before i was getting 25-30 fps constant, modded, and 60fps constant unmodded :s

my specs are amd4200+ 64x2
2.5gigs ddr ram @ 500 or so hz,
8800 geforce gts,

hmm, let me think, what else have i done.

Oh, i had to start running obge v2.2 instead of 2.3 because light sources turn my character invisible when i walked through them/half way,
new direct x, new gfx card drivers, HMM...

tough nut <_>

--

here's my wrye-bash load order incase you have any ideas:

Spoiler
00 Oblivion.esm
01 Mart's Monster Mod.esm [Version 3.7b3p3]
02 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
03 Windfall.esm
04 MathFunctions.esm
05 Jog_X_Mod.esm
06 ScreenEffects.esm
07 You Are Here.esm
08 All Natural Base.esm [Version 0.9.9]
09 Francesco's Leveled Creatures-Items Mod.esm
0A Francesco's Optional New Items Add-On.esm
0B Cobl Main.esm [Version 1.72]
0C TamrielTravellers.esm [Version 1.39c]
0D FCOM_Convergence.esm [Version 0.9.9MB3]
0E Armamentarium.esm [Version 1.35]
0F Artifacts.esm
10 BetterMusicSystem.esm
11 HorseCombatMaster.esm
12 UnnecessaryViolence.esm
== ROOT=====================
13 DLCShiveringIsles.esp
14 Unofficial Oblivion Patch.esp [Version 3.2.6]
15 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
== LIBRARY==================
16 Cobl Glue.esp [Version 1.72]
== COSMETIC=================
17 bgBalancingEVCore.esp [Version 10.52EV-D]
== CLOTHING=================
18 ExnemEC_Rogue01.esp
19 Hentai_CerenityArmor.esp
== TWEAK-1==================
1A LoadingScreens.esp
== OVERHAUL=================
1B Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
== MISC.====================
1C DLCHorseArmor.esp
1D DLCOrrery.esp
1E DLCSpellTomes.esp
1F Oblivion Graphics Extender Support.esp [Version 0.2]
20 P1DseeYouSleep.esp
21 Scathe.esp [Version 0.1]
== HOME=====================
22 DLCBattlehornCastle.esp
23 DLCThievesDen.esp
24 DLCVileLair.esp
== PLACE====================
25 bartholm.esp
26 Salmo the Baker, Cobl.esp [Version 3.08]
== QUEST====================
27 DLCMehrunesRazor.esp
28 Knights.esp
29 The Lost Spires.esp
== NONE=====================
2A Lera's KnightArmor.esp
2B Plate of the Shadow.esp
2C Nicos Gift.esp
2D Sigil Maces by Jojjo v1_0.esp
2E Blackscar Citadel.esp
2F UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
30 Oblivion Citadel Door Fix.esp
31 Francesco's Optional Chance of Stronger Bosses.esp
32 Francesco's Optional Chance of Stronger Enemies.esp
33 Francesco's Optional Chance of More Enemies.esp
34 Francesco's Optional Leveled Guards.esp
35 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
36 All Natural.esp [Version 0.9.9]
37 All Natural - SI.esp [Version 0.9.9]
38 AmbientDungeons.esp [Version 1.3]
39 Book Jackets Oblivion.esp
3A 7lbsBedrolls-OBSE.esp
3B VanityCameraSmoother.esp
3C P1DlookHereYou.esp
3D TryBeforeYouBuy.esp
3E Living Economy.esp
3F Living Economy - Items.esp
40 Cutthroat Merchants.esp
41 Choices and Consequences.esp [Version 2.02]
42 sr_super_hotkeys.esp
43 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
44 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
45 Choices and Consequences - SM Plugin Refurbish - Orrery.esp [Version 2.0]
46 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
47 P1DseeYouSleep - DLCVileLair.esp
48 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
49 Andragorn_Weapons_Armors.esp
4A BlackLuster.esp
4B Crossbows of Cyrodiil.esp
4C DarkFlame.esp
4D EY_AoD.esp
4E GoldenShadowArmor.esp
4F Lich King's Helm v1_0.esp
50 Morrigan Swords Axes and Shield by Jojjo v1_1.esp
51 New Frostmourne Sword by Jojjo v1_0.esp
52 Nicoroshi Creations DW Light.esp
53 slayersword.esp
54 Silverlight Armor by Jojjo.esp
55 Town_Ceremonial_Armor.esp
56 Warglaives by Jojjo v1.0.esp
57 Thieves Arsenal.esp
58 Francesco's Mage Equipment.esp
59 EY_BM_Armory.esp
5A ExnemZorlackArmory.esp
5B XiaNewAmuletsV1.esp
5C DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
5D DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
5E KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]
5F Cobl Si.esp [Version 1.63]
60 OOO 1.32-Cobl.esp [Version 1.72]
61 Bob's Armory Oblivion.esp
62 FCOM_BobsArmory.esp [Version 0.9.9]
63 Loth's Blunt Weapons- Mobs.esp
64 Loth's Blunt Weapons for Npcs.esp
65 Oblivion WarCry EV.esp
66 FCOM_WarCry.esp [Version 0.9.9MB3]
67 Choices and Consequences - OOO.esp [Version 2.0]
68 ArmamentariumLLVendors.esp [Version 1.35]
69 ArmamentariumArtifacts.esp [Version 1.35]
6A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
6B FCOM_Convergence.esp [Version 0.9.9Mb3]
6C FCOM_RealSwords.esp [Version 0.9.9]
6D FCOM_DurabilityAndDamage.esp [Version 0.9.9]
6E Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
6F Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
70 Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]
71 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
72 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
73 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
74 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
75 TamrielTravellers4MMM.esp [Version 1.39c]
76 TamrielTravellers4OOO.esp [Version 1.39c]
77 TamrielTravellersItemsnpc.esp [Version 1.39c]
78 TamrielTravellersItemsCobl.esp [Version 1.39c]
79 TamrielTravellersItemsVendor.esp [Version 1.39c]
7A TamrielTravellersItemsUnscaled.esp [Version 1.39c]
7B ShiveringIsleTravellers.esp [Version 1.39c]
7C FCOM_MoreRandomSpawns.esp [Version 0.9.9]
7D FCOM_MoreRandomItems.esp [Version 0.9.9]
7E Nightshade_Armor.esp
7F Ancient_Goblin_City-4843.esp
80 Artifacts.esp
81 Blackrock_Mountain-4489.esp
82 BravilSeaDomesixpanded.esp
83 GB_Oblivion Tournament.esp
84 Lair_of_the_Hydra-4490.esp
85 LetThePeopleDrink.esp [Version 2.5]
86 ScarletMonastery.esp
87 Servant of the Dawn.esp
88 The Ayleid Steps.esp [Version 3.3.2]
89 The_Dragon_Citadel-6178.esp
8A The_Tower_of_the_Lich_King-4492.esp
8B thievery.esp
8C Windfall.esp
8D Cyrodiil Travel Services.esp [Version 1.3.1]
8E DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
8F Lynges Thieves Highway - OOO.esp
90 DLCFrostcrag.esp
91 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
92 Knights - Unofficial Patch.esp [Version 1.0.9]
93 TOTF.esp
94 Blood&Mud.esp
95 MannimarcoRevisited.esp
96 MannimarcoRevisitedOOO.esp [Version 0.1]
97 Shadowcrest_Vineyard_COBL.esp
98 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
99 xuldarkforest.esp [Version 1.0.4]
9A LostSpires-DarkForest patch.esp
9B xulStendarrValley.esp [Version 1.2.2]
9C xulTheHeath.esp
9D XulEntiusGorge.esp
9E xulFallenleafEverglade.esp [Version 1.3.1]
9F xulColovianHighlands_EV.esp [Version 1.2.1]
A0 xulChorrolHinterland.esp [Version 1.2.2]
A1 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
A2 xulBravilBarrowfields.esp [Version 1.3.2]
A3 xulLushWoodlands.esp [Version 1.3]
A4 xulAncientYews.esp [Version 1.4.2]
A5 xulAncientRedwoods.esp [Version 1.6]
A6 xulCloudtopMountains.esp [Version 1.0.3]
A7 xulArriusCreek.esp [Version 1.1.3]
A8 xulPatch_AY_AC.esp [Version 1.1]
A9 xulRollingHills_EV.esp [Version 1.3.2]
AA xulPantherRiver.esp
AB Blood&Mud-PantherRiver patch.esp
AC xulRiverEthe.esp [Version 1.0.2]
AD xulBrenaRiverRavine.esp [Version 1.0.2]
AE xulImperialIsle.esp [Version 1.6.3]
AF xulBlackwoodForest.esp
B0 xulCheydinhalFalls.esp [Version 1.0.1]
B1 Blood&Mud-CheydinhalFalls patch.esp
B2 xulAspenWood.esp [Version 1.0.1]
B3 xulSkingradOutskirts.esp
B4 Bartholm-Panther River Patch.esp [Version 1.0]
B5 Harvest [Flora].esp [Version 3.0.0]
B6 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
B7 EVE_ShiveringIslesEasterEggs.esp
B8 ImmersiveWait.esp
B9 P1DkeyChain.esp [Version 5.00]
BA Alternative Start by Robert Evrae.esp
BB RealisticForceMedium.esp
BC PJs Spell Compendium - Spell Requirements.esp
BD MofMagecraft1.7.esp
BE SupremeMagicka.esp [Version 0.90]
BF SM Ancestral Guardian.esp
C0 SM_ShiveringIsles.esp [Version 0.86]
C1 SM_EnchantStaff.esp [Version 0.80]
C2 SM Spell Leveller.esp
C3 SM Spell Leveller - SupremeMagicka.esp
C4 SM Spell Leveller - Vile Lair.esp [Version 1.2.0]
C5 MidasSpells.esp
C6 StealthOverhaul.esp
C7 No psychic guards v1.2.esp
C8 Duke Patricks - Actors Can Miss Now.esp
C9 Duke Patricks - Fresh Kills Now Alert The NPCs.esp
CA Oblivion XP.esp [Version 4.1.5]
CB Mayu's Animation Overhaul.esp
CC bgMagicEV.esp [Version 1.7EV]
CD bgMagicEVPaperChase.esp [Version 1.68EV]
CE bgMagicAlchemy.esp [Version 1.57]
CF bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
D0 bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
D1 1310-Chamelion-NoRefraction-TESSource.esp
D2 bgMagicLightningbolt.esp
D3 QTdof.esp
D4 ScreenControls.esp
D5 UnnecessaryViolence.esp
D6 Cobl Silent Equip Misc.esp [Version 01]
D7 Bashed Patch, 0.esp
D8 Streamline 3.1.esp
D9 Deadly Reflex 5 - Timed Block with no damage or durability changes.esp
DA DeadlyReflex 5 - Combat Moves.esp
DB FearsomeMagicka.esp

User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Sat Feb 19, 2011 4:55 am

Your RAM is not on the high end, nor is your video card. I would not expect 60FPS at all with that setup, not with the game modded with visual enhancements. What did you PyFFI-optimize? It could not have been anything significant if you have are reporting now (and not tomorrow.)
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Fri Feb 18, 2011 7:40 pm

Gotta be careful what you pyffi. I'm not sure how much more they optimized in it, but not too long ago creatures, armor, hairs and a bunch of other things were to be avoided.

I'm skipping it till PacificMorrowind offers his update version and new recommendations.

And mesh behaviour can be odd sometimes. Wyverns seem to kill my framerate just by being in the same cell as me sometimes.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Sat Feb 19, 2011 7:36 am

The latest PyFFI skips .egm files automatically, and no longer has trouble with many of those types. The skip list in PyFFI takes care of the troublesome meshes.


Edit: The skip list needs to be updated with only a few more files, and those can be found in the opening post of my site's thread.
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Sat Feb 19, 2011 4:48 am

what visual enhancements do i even have though?

i guess it's not a great system, but yesterday it was running things at 25fps, and today it's 10fps with stuttering all over the place :s
User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Sat Feb 19, 2011 9:38 am

Seriously though, what did you run PyFFI on? I forgot to check over you LO too... What other non-ESP mods do you have installed?

Edit: Okay, first, drop BALO. Get BOSS.

Load Ordering - http://sites.google.com/site/oblivionpoinfo/finishinstall/loadorder <-- read up on the LO
Finishing the Installation - http://sites.google.com/site/oblivionpoinfo/finishinstall <-- this is how you take care of it with Wrye Bash

Edit: ...mixed up threads a bit there, sorry...

Edit: LO problems ---

77 TamrielTravellersItemsnpc.esp [Version 1.39c] <-- You can only choose ONE TTItemsXX plugin (in addition to ItemsCobl)
78 TamrielTravellersItemsCobl.esp [Version 1.39c] <-- This is fine
79 TamrielTravellersItemsVendor.esp [Version 1.39c]
7A TamrielTravellersItemsUnscaled.esp [Version 1.39c]

72 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] <-- drop this, get the OBSE version for OOO (in which G&G is already included) if you want a more advanced version, there is a link on the "Downloading Mods" page of my site

6A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] <-- not recommend for use with FCOM (you need a beast of a system to run it with FCOM...)

63 Loth's Blunt Weapons- Mobs.esp <-- Remove this. Where is the FCOM patch for Loth's?

6E Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] <-- Your system may not be able to handle this, but if you keep it, install the UL patches for it (included with MMM)

DB FearsomeMagicka.esp <-- Unless BOSS put that there KNOWINGLY, put it near SM and Midas. It's a magic mod, like with like, you know...

75 TamrielTravellers4MMM.esp [Version 1.39c] <-- First of all, you have two copies of the main plugin installed.
76 TamrielTravellers4OOO.esp [Version 1.39c] <-- Secondly, the FCOM instructions say to use the TTOOO plugin.
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Sat Feb 19, 2011 2:51 am

Seriously though, what did you run PyFFI on? I forgot to check over you LO too... What other non-ESP mods do you have installed?

Edit: Okay, first, drop BALO. Get BOSS.

Load Ordering - http://sites.google.com/site/oblivionpoinfo/finishinstall/loadorder <-- read up on the LO
Finishing the Installation - http://sites.google.com/site/oblivionpoinfo/finishinstall <-- this is how you take care of it with Wrye Bash

Edit: ...mixed up threads a bit there, sorry...

Edit: LO problems ---

77 TamrielTravellersItemsnpc.esp [Version 1.39c] <-- You can only choose ONE TTItemsXX plugin (in addition to ItemsCobl)
78 TamrielTravellersItemsCobl.esp [Version 1.39c] <-- This is fine
79 TamrielTravellersItemsVendor.esp [Version 1.39c]
7A TamrielTravellersItemsUnscaled.esp [Version 1.39c]

72 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] <-- drop this, get the OBSE version for OOO (in which G&G is already included) if you want a more advanced version, there is a link on the "Downloading Mods" page of my site

6A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] <-- not recommend for use with FCOM (you need a beast of a system to run it with FCOM...)

63 Loth's Blunt Weapons- Mobs.esp <-- Remove this. Where is the FCOM patch for Loth's?

6E Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] <-- Your system may not be able to handle this, but if you keep it, install the UL patches for it (included with MMM)

DB FearsomeMagicka.esp <-- Unless BOSS put that there KNOWINGLY, put it near SM and Midas. It's a magic mod, like with like, you know...
^[yep, just wasn't thinking much, boss doesn't recognize this yet]

75 TamrielTravellers4MMM.esp [Version 1.39c] <-- First of all, you have two copies of the main plugin installed.
76 TamrielTravellers4OOO.esp [Version 1.39c] <-- Secondly, the FCOM instructions say to use the TTOOO plugin.


Thanks for the awesome posts/ directions, i'd be pretty lost without this forum xD
then again, there might not have been these mods to use without this forum in the first place!

I do use boss, but i figured id use balo to structure things more easily, kinda, nice when you can see through the wall of text sometimes.

I found out i configured the ini outdoor uInterior
Cell Buffer &
uExterior Cell Buffer, too high (16 + 144)
not to mention

iPreloadSizeLimit was 10000000, so i reduced them to half and that doubled my fps outside, 54857600...

too low seemed to reduce it as well though. Hmpf.

i'm wondering, is there something wrong/ something i'm missing with streamline?
in this video by skycaptain http://www.xfire.com/video/19bc87/
it looks like streamline is adjusting to combat very well, mine does not seem to reduce lod at all to suit fps needs <_<

Well, gonna configure it all some more tommorow, sleep for now, mmh.
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Sat Feb 19, 2011 6:51 am

BOSS is completely customized for over 10000 recognize plugins. BALO is just not the same...
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Sat Feb 19, 2011 2:21 am

BOSS is completely customized for over 10000 recognize plugins. BALO is just not the same...


I didn't realize balo actually did any reorgnaizing at all, i thought it just added a few neat categories.

i guess i'll disable it asap then ^-^
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Fri Feb 18, 2011 7:05 pm

Remember to turn off lock times (temporarily) while you run BOSS on your LO too.
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Fri Feb 18, 2011 11:06 pm

Seriously though, what did you run PyFFI on? I forgot to check over you LO too... What other non-ESP mods do you have installed?

Edit: Okay, first, drop BALO. Get BOSS.

Load Ordering - http://sites.google.com/site/oblivionpoinfo/finishinstall/loadorder <-- read up on the LO
Finishing the Installation - http://sites.google.com/site/oblivionpoinfo/finishinstall <-- this is how you take care of it with Wrye Bash

Edit: ...mixed up threads a bit there, sorry...

Edit: LO problems ---

77 TamrielTravellersItemsnpc.esp [Version 1.39c] <-- You can only choose ONE TTItemsXX plugin (in addition to ItemsCobl)
78 TamrielTravellersItemsCobl.esp [Version 1.39c] <-- This is fine
79 TamrielTravellersItemsVendor.esp [Version 1.39c]
7A TamrielTravellersItemsUnscaled.esp [Version 1.39c]

72 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] <-- drop this, get the OBSE version for OOO (in which G&G is already included) if you want a more advanced version, there is a link on the "Downloading Mods" page of my site

6A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] <-- not recommend for use with FCOM (you need a beast of a system to run it with FCOM...)

63 Loth's Blunt Weapons- Mobs.esp <-- Remove this. Where is the FCOM patch for Loth's?

6E Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] <-- Your system may not be able to handle this, but if you keep it, install the UL patches for it (included with MMM)

DB FearsomeMagicka.esp <-- Unless BOSS put that there KNOWINGLY, put it near SM and Midas. It's a magic mod, like with like, you know...

75 TamrielTravellers4MMM.esp [Version 1.39c] <-- First of all, you have two copies of the main plugin installed.
76 TamrielTravellers4OOO.esp [Version 1.39c] <-- Secondly, the FCOM instructions say to use the TTOOO plugin.


do i need to delete and rebuild the patch if i have merged the duplicate mods all in one?
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Lizzie
 
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Post » Sat Feb 19, 2011 3:29 am

do i need to delete and rebuild the patch if i have merged the duplicate mods all in one?


You don't need to delete the bashed patch, just rebuild it after uninstalling the offending esps.
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Antony Holdsworth
 
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