Reinstalling Oblivion, what mods do you recommend?

Post » Fri Jan 28, 2011 12:14 am

Rename the OBGEv2 DLL OBGE.dll, so that mods that depend on the OBGE.dll can find it.

I think it's not necessary to do that (maybe not advised)
I played two days before FearsomeMagicka/screeneffects with OBGEv2 without renaming DLL (but I deleted the old obge.dll) and it worked.
But I kept getting CDT on Exit.
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Barbequtie
 
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Post » Thu Jan 27, 2011 11:48 pm

To the subject.
I have my own top mods but they are not:
Better Cittie
Unique Landscape
Qarl's TP3

To say I never install those.

My List

OOO, MMM, Armamentarium & Artifacts
(usually I install FCOM without Francesco and WarCry)
All Natural
Windows Lighting System and Chemineys
Enhanced Economy
RL & Progress
COBL
Alchemy Advanced
Supreme Magicka & Fearsome Magicka
BTmod & Immersive Inteface (my own omod custom version http://www.zshare.net/download/778685865712fb5b/)
Stirk
Elsweyr Desert Aquequinna
Refscope (if not FormID finder)
Flying Camera
Tekuromoto mods (DS Less Predictable Respawn, DS Portable Sorters, DS Storage Sacks)
Map Markers Overhaul
Companion Share & Recruit
Companion Master
Body Mods (Usually I use HGEC + Robert Male v5 seamless)
Cyrodiil Travel Services

Best Tools:
OBSE
Wrye Bash
OBMM
Fastexit2
TES4FILES
Oblivion Stuter Remover
BOSS
TES4Edit
TES4Gecko
TES4LODGen
TES Construction Set OBSE :D
FaceGen to Oblivion Converter
Map of Cyrodiil v3.52
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Guinevere Wood
 
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Post » Thu Jan 27, 2011 9:22 pm

You need to set about deactivating a bunch of mods there.

Read the bosslog.txt file that should be in Oblivion\Data - otherwise, run BOSS (preferably from within Wrye Bash) and read the text file that pops up on the screen (same file). Follow its advice. Also, click on Mod Checker (an icon along the bottom part of the Wrye Bash screen (the status bar, basically). This will further inform you of things that should be deactivated, or whatever else.

Oh, and before running Mod Checker, but after running BOSS and reading - and following - its advice, rebuild your Bashed Patch, merging and importing as needed, and selecting any other options you might want. Have a look at Tomlong's site for further tips for this stage of the process. Then, Mod Checker, and follows *its* advice. If necessary...

Mostly, you'll do fine if you do these things. There are few exceptions.
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Kate Norris
 
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Post » Fri Jan 28, 2011 2:51 am

I removed EE. Somewhere along the way, the entire structure of my character's face has changed. Probably the BP patch. There are no longer ANY custom eyes, even though I added the eyes tab back on bgBalancingEVCore.esp

Did you rebuild the Bashed Patch? There must be a conflict in your LO then.

I think it's not necessary to do that (maybe not advised)
I played two days before FearsomeMagicka/screeneffects with OBGEv2 without renaming DLL (but I deleted the old obge.dll) and it worked.
But I kept getting CDT on Exit.

The OP tried without renaming, but trying without renaming is fine too, as long as it works. It is not "not advised." I do not use OBGE. I heard about doing that somewhere on this forum. If it works without renaming the v2 DLL, I will stop mentioning that step.

Install Fast Exit 2 to take care of the CTD on exit.
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Trevor Bostwick
 
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Post » Fri Jan 28, 2011 1:09 am

Looking over the latest posted load order, it's clear that the OP is not using enough of the bashed patch options. Many mods that should be completely mergeable are not marked merged in the load order. This probably also means many other options, such as import graphics, are not being used.

There's also a section on "googly eyes" in the Wrye Bash help html file, if I remember correctly.

  • Read the bosslog and do what it says.
  • Read the Wrye Bash help file on googly eyes.
  • Read and follow Tomlong's site's advice on building a bashed patch.


If you do all those things thoroughly, you should have far less problems left to sort out, and the ones you may still have at that point will be so much easier for everybody to help you troubleshoot.

gothemasticator
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marie breen
 
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Post » Fri Jan 28, 2011 2:08 am

Did you rebuild the Bashed Patch? There must be a conflict in your LO then.

I did rebuild the bashed patch. Twice, actually. I'm hoping that the problem was caused by the resources being removed by OBMM. If so, reinstalling RBP should fix it.

Edit: The following mods are affecting Race Records in my bashed patch: Robert's, Heart of the Dead, Blood&Mud, bgBalancingEVCore

Eyes are only worth so much to me. Crazy missing wall segments in the IC should definitely take priority.

Edit 2: Reinstalling RBP did not add eyes back in... Because I never had its eye package installed in the first place. Since EE has more issues, I'll install RBP's eye package instead.

Edit 3: Signing out for the weekend. I should be back troubleshooting again next week. Thanks for all the help, folks!
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Jodie Bardgett
 
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Post » Fri Jan 28, 2011 7:27 am

I did rebuild the bashed patch. Twice, actually. I'm hoping that the problem was caused by the resources being removed by OBMM. If so, reinstalling RBP should fix it.

Edit: The following mods are affecting Race Records in my bashed patch: Robert's, Heart of the Dead, Blood&Mud, bgBalancingEVCore

Eyes are only worth so much to me. Crazy missing wall segments in the IC should definitely take priority.

Edit 2: Reinstalling RBP did not add eyes back in... Because I never had its eye package installed in the first place. Since EE has more issues, I'll install RBP's eye package instead.

Edit 3: Signing out for the weekend. I should be back troubleshooting again next week. Thanks for all the help, folks!

RBP comes with a number of custom eyes. You do not need to install any special add-on. It does sound like you need to reinstall some mods with OBMM. The missing walls have nothing to do with your cosmetic mods though.

http://tesivpositive.animolious.com/index.php?page=know_how_to#PostYourLoadOrder (you get back. :))
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claire ley
 
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Post » Fri Jan 28, 2011 10:13 am

RBP comes with a number of custom eyes. You do not need to install any special add-on. It does sound like you need to reinstall some mods with OBMM. The missing walls have nothing to do with your cosmetic mods though.

http://tesivpositive.animolious.com/index.php?page=know_how_to#PostYourLoadOrder (you get back. :))


So, I worked on Oblivion again today... You were right about not needing the optional RBP module. As it turns out, the eye and hair options for Nords were reverted to their vanilla defaults by my race-birthsign reversion esp, which BOSS placed after the bashed patch. I've added it to the patch, and moved the patch to the bottom of my load order. Hairs and eyes are now as they should be, plus the new ones from the RBP module.


Active Mod Files:00  Oblivion.esm01  Windfall.esm02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]06  Mart's Monster Mod.esm  [Version 3.5.5b4]07  FCOM_Convergence.esm  [Version 0.9.8]08  Better Cities Resources.esm09  CM Partners.esm0A  Unofficial Oblivion Patch.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.2.0]0D  Unofficial Shivering Isles Patch MOBS.esp0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  FCOM_Francescos.esp  [Version 0.9.8]11  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.8]12  Natural_Weather_HDR_with_darker_Nights_by_Max_Tael.esp13  Natural_Habitat_by_Max_Tael.esp14  Natural_Water_by_Max_Tael.esp15  IWR-Lights.esp16  IWR-Windows.esp17  IWR-Shutters.esp++  Item interchange - Extraction.esp  [Version 0.76]18  Enhanced Economy.esp  [Version 4.2.1]19  DLCHorseArmor.esp1A  MaleBodyReplacerV4.esp++  EVE_StockEquipmentReplacer.esp1B  tda_Armoury Beta v1_2.esp1C  Cobl Glue.esp  [Version 1.72]1D  Cobl Si.esp  [Version 1.63]1E  OOO 1.32-Cobl.esp  [Version 1.72]1F  Oblivion WarCry EV.esp20  FCOM_WarCry.esp  [Version 0.9.8]21  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]22  OOO-Water_Weeds.esp  [Version 1.33]23  FCOM_Convergence.esp  [Version 0.9.8]++  Fransfemale.esp24  MMM-Cobl.esp  [Version 1.69]25  EVE_StockEquipmentReplacer4FCOM.esp++  EVE_StockEquipmentReplacer for OOO.esp++  EVE_StockEquipmentReplacer4MMM.esp26  Auriel's_Retreat.esp  [Version 1.1]27  HeartOftheDead.esp  [Version 6.0]28  VaultsofCyrodiilBC.esp29  Windfall.esp2A  DLCBattlehornCastle.esp2B  DLCfrostcrag.esp2C  FrostcragRebornCobl.esp2D  Knights.esp2E  EVE_KnightsoftheNine.esp2F  AFK_Weye.esp30  Blood&Mud.esp31  Origin of the Mages Guild.esp  [Version 5.1]32  FCOM_Blood&Mud.esp  [Version 0.9.8]33  FCOM_Knights.esp  [Version 0.9.8]34  FCOM_OMG.esp  [Version 0.9.8]35  xuldarkforest.esp  [Version 1.0.4]36  xulStendarrValley.esp  [Version 1.2.2]37  xulTheHeath.esp38  XulEntiusGorge.esp39  xulFallenleafEverglade.esp  [Version 1.3.1]3A  xulColovianHighlands_EV.esp  [Version 1.2.1]3B  xulChorrolHinterland.esp  [Version 1.2.2]3C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]3D  xulBravilBarrowfields.esp  [Version 1.3.2]3E  xulLushWoodlands.esp  [Version 1.3]3F  xulAncientYews.esp  [Version 1.4.2]40  xulAncientRedwoods.esp  [Version 1.6]41  xulCloudtopMountains.esp  [Version 1.0.3]42  xulArriusCreek.esp  [Version 1.1.3]43  xulPatch_AY_AC.esp  [Version 1.1]44  xulRollingHills_EV.esp  [Version 1.3.2]45  xulPantherRiver.esp46  xulRiverEthe.esp  [Version 1.0.2]47  xulBrenaRiverRavine.esp  [Version 1.0.2]48  xulImperialIsle.esp  [Version 1.6.3]49  xulBlackwoodForest.esp4A  xulCheydinhalFalls.esp  [Version 1.0.1]4B  xulAspenWood.esp  [Version 1.0.1]4C  xulSkingradOutskirts.esp4D  Natural_Vegetation_200%_by_Max_Tael.esp4E  Roleplaying Dialogues.esp4F  immersive_caves_auto.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]50  bgBalancingEVCore.esp  [Version 10.52EV-D]51  bgMagicEV.esp  [Version 1.7EV]52  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]53  bgMagicItemSigil.esp  [Version 1.68EV]54  bgMagicEVStartspells.esp  [Version 1.68EV]55  bgMagicBonus.esp  [Version 1.7EV]56  bgMagicEVAddEnVar.esp  [Version 1.68EV]57  bgMagicEVPaperChase.esp  [Version 1.68EV]58  bgBalancingEVOptionalMoreEyes.esp  [Version 10]59  bgBalancingVanillaGMSTArmorPenalty.esp  [Version 9.0UV-U]5A  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]5B  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]5C  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]5D  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]5E  bgIntegrationEV.esp  [Version 0.993]++  EVE_KhajiitFix.esp5F  Better Cities - Full City Defences.esp60  Better Cities - Unique Landscape Chorrol Hinterland.esp61  Better Cities - Unique Landscape Skingrad Outskirts.esp62  Better Cities - VWD of the IC.esp63  Better Imperial City.esp64  bgMagicEVShader.esp  [Version 1.7EV]65  bgMagicShaderLifeDetect.esp  [Version 1.68]66  bgMagicLightningbolt.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]67  Cobl Silent Equip Misc.esp  [Version 01]68  Oblivion Graphics Extender Support.esp  [Version 0.2]69  nord-atr_vanillafication.esp6A  BSSAotN.esp6B  DW_MagickalArsenal.esp6C  RinzeiCrystalStaff.esp6D  Bashed Patch, 1.esp



I'm pretty concerned about that chunk of wall being missing; is there anything that stands out as a possible culprit?

Edit: As it turns out, ALL of the exterior walls of the IC are missing, whether viewed from inside the city or out. The torches in the IC also have missing mesh indicators instead of flames.
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Janeth Valenzuela Castelo
 
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Post » Fri Jan 28, 2011 12:03 pm

Natural_Weather_HDR_with_darker_Nights_by_Max_Tael.esp <-- fixed version?

62 Better Cities - VWD of the IC.esp <-- Try removing this

Use FormID Finder on the torches. Are you sure all of the BC BSAs are present, all six of them?

15 IWR-Lights.esp <-- Replace with AWLS
16 IWR-Windows.esp
17 IWR-Shutters.esp


If the deactivating the IC add-on plugin does not work, try deactivating the BC IC plugin.
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Eve Booker
 
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Post » Fri Jan 28, 2011 6:10 am

Are you sure all of the BC BSAs are present, all six of them?

15 IWR-Lights.esp <-- Replace with AWLS

As it turns out, I hadn't activated my BC Resources OMOD. Thanks! I'll look at switching the window lighting anyway, as this one isn't awesome enough yet.
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Georgine Lee
 
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Post » Fri Jan 28, 2011 10:48 am

Well, that would make a difference, haha.
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Steve Fallon
 
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Post » Fri Jan 28, 2011 2:30 am

Well, that would make a difference, haha.

It gets better. I hadn't checked any mods in my bashed patch's "import cells" tab. Dunno how much difference that made.
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Julia Schwalbe
 
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Post » Thu Jan 27, 2011 11:30 pm

It gets better. I hadn't checked any mods in my bashed patch's "import cells" tab. Dunno how much difference that made.

That too...
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Eduardo Rosas
 
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Post » Fri Jan 28, 2011 11:41 am

In case anyone's willing to offer any follow-up advice:

I'm seeing some pretty dismal framerates, with only minor tweaks enabled in obge. 10-15 fps average, with 10-15% cpu usage and 95-100% gpu usage. Any suggestions?

Edit: I see the same clunky framerates indoors and out, which is why is seems so weird.
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Juan Cerda
 
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