Save file forensics: The mysterious dying guard

Post » Wed Jan 26, 2011 9:39 am

I've come across a mysterious bug I never encountered since I play Oblivion: in http://www.mediafire.com/?g8t2amz5rd82md0, the Chorrol Guard in front of the city gate slumped over just as I came out of the city. There were no enemies or anything suspicious. Now (as of the save you can download), the guard is lying on the ground and if I try to resurrect or enable/disable him, he slumps right back to the ground.

For a hilarious result, try this:
(Open console)
(Select Guard)
disable
enable
resurrect 1
(Close console)

Refscope and similar debugging mods don't show anything suspicious on the guard, and they didn't either before I cleaned the save (see below).

This happened with quite a few mods installed, the list is below. However I made a clean save with only Oblivion.esm (which means my character is probably naked, a warning to you body mod users :P) to see if the bug would persist, and as you can see by yourself, it does. I also removed save game bloat, updated NPC levels and fixed factions for good measure, but it didn't have any effect.

My Load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  Silgrad_Tower.esm  [Version 3.36]02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 1.0]04  Cobl Main.esm  [Version 1.72]05  Ulrim's Horses.esm06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]09  VASE - core.esm0A  Armamentarium.esm  [Version 1.35]0B  Artifacts.esm  [Version 1.1]0C  Better Cities Resources.esm  [Version 4.8.4]0D  BetterMusicSystem.esm0E  Progress.esm  [Version 2.2]0F  PMSneakySummons.esm  [Version 1]10  ScreenEffects.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]11  Unofficial Oblivion Patch.esp  [Version 3.3.3]12  Oblivion Citadel Door Fix.esp13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  SM Plugin Refurbish - SI.esp  [Version 1.30]**  MOBS SI.esp  [Version 1.2.2a]16  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]17  Better Cities .esp18  All Natural.esp  [Version 1.1]19  All Natural - SI.esp  [Version 1.0]1A  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.2]1B  Distant Chapel Bells.esp1C  Rainbows.esp1D  All Natural - Real Lights.esp  [Version 1.1]1E  ANB_TrashCan.esp1F  Ayleid Loot EXtension.esp20  Ayleid Loot EXtension - OOO Dungeons.esp21  CT-Com's Torch Compendium.esp++  Item interchange - Extraction.esp  [Version 0.78]22  Medic!.esp23  MoveQuestItems - OBSE.esp24  MYR_AyleidExtensions.esp  [Version 1.0]25  PrivateQuarters.esp  [Version 2.33]26  Q - More and Moldy Ingredients v1.1.esp27  Enhanced Economy.esp  [Version 5.1]28  BookTrackerOBSE.esp29  DarNifiedUI Config Addon.esp2A  DropLitTorchOBSE.esp  [Version 2.4]2B  FormID Finder4.esp2C  kuerteeActorDetails.esp2D  kuerteeAutoSaveAndTime.esp2E  kuerteeCleanUp.esp2F  Lock Bash Omega.esp  [Version 1.5]30  Oblivion Graphics Extender Support.esp  [Version 0.3]31  QZ Easy Menus.esp32  ScreenControls.esp33  SM Soul Delete.esp  [Version 1.00]34  Vacuity.esp  [Version 0.2]35  Dynamic Map.esp  [Version 1.0.1]36  Map Marker Overhaul.esp  [Version 3.8]37  Map Marker Overhaul - SI additions.esp  [Version 3.5]38  Enhanced Hotkeys.esp  [Version 2.1.1]39  DLCHorseArmor.esp3A  DLCOrrery.esp3B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]3C  SM Plugin Refurbish - Orrery.esp  [Version 1.11]3D  DLCVileLair.esp3E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]3F  DLCMehrunesRazor.esp40  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]41  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]42  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]43  PTArtifacts.esp**  Armamentium female.esp44  Slof's Horses Base.esp45  HRMHorseArmor.esp46  kuerteeHorseCommands.esp47  DLCThievesDen.esp48  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]49  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]4A  Cobl Glue.esp  [Version 1.72]4B  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]4C  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-DLT_Remover.esp  [Version 1.33]++  Alluring Potion Bottles v3.esp++  mg19obsefix.esp  [Version 1]++  ArmamentariumLLVendors.esp  [Version 1.35]4D  ArmamentariumArtifacts.esp  [Version 1.35]4E  OOO 1.32-Cobl.esp  [Version 1.72]4F  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]50  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]51  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]52  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]53  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]54  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]55  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  VASE - Cyrodiil for MMM.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_Archery_MMM_H&C.esp++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  EVE_StockEquipmentReplacer4FCOM.esp57  00RBScribeSupplies Intensive.esp58  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]59  HackdirtTheDeepOnes.esp5A  Insanity's Pet Shop.esp5B  LetThePeopleDrink.esp  [Version 2.5]5C  Region Revive - Lake Rumare.esp5D  Silgrad_Tower.esp  [Version 3.36]5E  The Ayleid Steps.esp  [Version 3.4]5F  thievery.esp60  VaultsofCyrodiilBC.esp61  Apachii_Goddess_Store.esp62  DLCBattlehornCastle.esp63  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]64  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]65  DLCFrostcrag.esp66  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]67  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]68  Ulrim's Horses.esp69  Knights.esp6A  Knights - Unofficial Patch.esp  [Version 1.1]**  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]6B  SM Plugin Refurbish(Merged).esp  [Version 1.30]6C  Knights - Cobl.esp  [Version 1.0]++  Ulrim's Horses - Knights patch.esp++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]++  KotN Wayshrine Fix.esp**  DLC_MOBS.esp6D  TOTF.esp++  TOTF Delayer.esp6E  RTT.esp6F  RTT-Weye Relocation Patch.esp  [Version 2.0.1]70  AFK_Weye.esp  [Version 2.2.COBL]71  Rumare-AFK_Weye Patch.esp  [Version 2.0]72  ElsweyrAnequina.esp73  BetterMusicSystem(Elsweyr).esp74  Walkabout.esp75  Feldscar.esp  [Version 1.0.4]76  Vergayun.esp  [Version 1.0.5]77  Faregyl.esp  [Version 1.0.10]78  Faregyl+Anequina Patch.esp79  Molapi.esp  [Version 1.0.1]7A  xuldarkforest.esp  [Version 1.0.5]7B  xulStendarrValley.esp  [Version 1.2.2]7C  xulTheHeath.esp7D  MMMMWL-TheHeath patch.esp7E  XulEntiusGorge.esp7F  xulFallenleafEverglade.esp  [Version 1.3.1]80  Anequina-Fallenleaf-Patch.esp81  xulColovianHighlands_EV.esp  [Version 1.2.1]82  xulChorrolHinterland.esp  [Version 1.2.2]83  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]84  xulBravilBarrowfields.esp  [Version 1.3.2]85  xulLushWoodlands.esp  [Version 1.3.1]86  xulAncientYews.esp  [Version 1.4.3]87  xulAncientRedwoods.esp  [Version 1.6]88  xulCloudtopMountains.esp  [Version 1.0.3]89  xulArriusCreek.esp  [Version 1.1.3]8A  xulPatch_AY_AC.esp  [Version 1.1]8B  xulRollingHills_EV.esp  [Version 1.3.2]8C  MMMMWL-RollingHills patch.esp8D  xulPantherRiver.esp8E  xulRiverEthe.esp  [Version 1.0.2]8F  xulBrenaRiverRavine.esp  [Version 1.1]90  xulImperialIsle.esp  [Version 1.6.6]91  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.4]92  xulBlackwoodForest.esp  [Version 1.1.0]93  xulCheydinhalFalls.esp  [Version 1.0.1]94  TearsOfTheFiend-CheydinhalFalls patch.esp95  xulAspenWood.esp  [Version 1.0.2]96  xulSkingradOutskirts.esp  [Version 1.0.1]97  xulSnowdale.esp  [Version 1.0]98  Feldscar+Snowdale Patch.esp  [Version 1.0]99  OOO-Snowdale Patch.esp9A  RR - LTPDPatch.esp9B  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]9C  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]9D  bgProtectMortalNPCs.esp  [Version 0.75SI]9E  Alchemy Pocket.esp  [Version 1.1]9F  DS Portable Sorters.esp  [Version 1.3]A0  DS Storage Sacks.esp  [Version 1.3]A1  EVE_ShiveringIslesEasterEggs.espA2  Dungeon Actors Have Torches 1.6 DT.espA3  Exterior Actors Have Torches 1.3 DT.espA4  P1DcandlesForKleptos.espA5  P1DkeyChain.esp  [Version 5.00]A6  Rune Stones!.espA7  SecretsoftheAyleidsClosure.espA8  Speedy Disrobe OBSE.esp  [Version 1.3]A9  Toggleable Quantity Prompt.esp  [Version 3.2.0]AA  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espAB  Alternative Start by Robert Evrae.espAC  RealisticFatigue.espAD  RealisticHealth.espAE  RealisticForceMedium.espAF  RealisticMagicForceHigh.espB0  Gather Ye Rosebuds.espB1  Kyoma's Spell Renamer.esp  [Version 3.0.1]B2  DS Summon Luggage.espB3  Is It Safe.espB4  QuickStore.espB5  RefScope.esp  [Version 2.1.2]B6  MidasSpells.espB7  Poison Equipper.esp  [Version 2.0]B8  RshAlchemy.espB9  RshAlchemyRecipes.espBA  SM Combat Hide.esp  [Version 1.2]BB  StealthOverhaul.espBC  Morrowind Lockpicking.espBD  SM Hand Combat.esp  [Version 1.0]BE  kuerteeAttributeAndSkillBasedDamageModifiers.espBF  ProgressGSD.esp  [Version 2.0]C0  ProgressSBSP.esp  [Version 1.0]C1  ProgressRBSP.esp  [Version 1.0]C2  ProgressRacial.espC3  ProgressArmorer.esp  [Version 1.0]C4  Grandmaster of Alchemy.espC5  RealisticLeveling.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]C6  bgBalancingEVCore.esp  [Version 10.52EV-D]C7  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]C8  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]C9  bgMagicEVPaperChase.esp  [Version 1.68EV]CA  bgMagicAlchemy.esp  [Version 1.57]CB  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]CC  SupremeMagicka.esp  [Version 0.89]CD  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]CE  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]++  PMSneakySummonCompatibility.esp  [Version 1]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]CF  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]D0  bgIntegrationEV.esp  [Version 0.993]D1  Better Cities Full.esp  [Version 4.8.4]D2  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]D3  Better Cities - Ruined Tail's Tale.esp  [Version 4.8.0]D4  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]D5  Better Cities - Tears of the Fiend.esp  [Version 4.7.0]D6  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]D7  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.7.0]D8  Better Cities - Thievery.esp  [Version 4.8.0]D9  Better Imperial City.esp  [Version 4.8.4]DA  Better Imperial City FPS Patch.esp  [Version 4.8.1]DB  Better Cities - COBL.esp  [Version 2.1]DC  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]DD  Better Cities Full FPS Patch.esp  [Version 4.8.4]++  bgMagicShaderLifeDetect.esp  [Version 1.68]DE  bgMagicLightningbolt.espDF  DS Flaming Arrows.esp  [Version 1.2]**  FCOM_Archery.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]E0  Bashed Patch, 0.esp


Here's also the plugin-loading part of my obse.log:
Spoiler

OBSE: initialize (version = 19.6 010201A0)
oblivion root = D:\jeux\Oblivion\
plugin directory = D:\jeux\Oblivion\Data\OBSE\Plugins\
checking plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\ConScribe.dll
SetOpcodeBase 000025A0
RegisterCommand Scribe (25A0)
RegisterCommand RegisterLog (25A1)
RegisterCommand UnregisterLog (25A2)
RegisterCommand GetRegisteredLogNames (25A3)
RegisterCommand ReadFromLog (25A4)
RegisterCommand GetLogLineCount (25A5)
RegisterCommand DeleteLinesFromLog (25A6)
plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\ConScribe.dll (00000001 ConScribe 00000009) loaded correctly
checking plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\EnhancedMusicControl.dll
SetOpcodeBase 000024C0
RegisterCommand emcGetDesiredMusicType (24C0)
RegisterCommand emcGetSpecialMusicType (24C1)
RegisterCommand emcCreatePlaylist (24C2)
RegisterCommand emcPlaylistExists (24C3)
RegisterCommand emcChangePlaylist (24C4)
RegisterCommand emcRestoreDefaultPlaylist (24C5)
RegisterCommand emcIsMusicSwitching (24C6)
RegisterCommand emcSetRelativeMusicVolume (24C7)
RegisterCommand emcGetRelativeMusicVolume (24C8)
RegisterCommand emcPrintPlaylist (24C9)
RegisterCommand emcRecreatePlaylist (24CA)
RegisterCommand emcAddPathToPlaylist (24CB)
RegisterCommand emcEnableBattleOverride (24CC)
RegisterCommand emcDisableBattleOverride (24CD)
RegisterCommand emcIsBattleOverridden (24CE)
RegisterCommand emcIsPlaylistActive (24CF)
RegisterCommand emcStartMusicHold (24D0)
RegisterCommand emcEndMusicHold (24D1)
RegisterCommand emcIsMusicOnHold (24D2)
RegisterCommand emcPrintAvailablePlaylists (24D3)
RegisterCommand emcPrintActivePlaylists (24D4)
RegisterCommand emcPrintPlayingMusicFile (24D5)
plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\EnhancedMusicControl.dll (00000001 enhanced_music_control 00000048) loaded correctly
checking plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) loaded correctly
checking plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll
SetOpcodeBase 00002330
RegisterCommand GetEsp (2330)
RegisterCommand CreateArray (2331)
RegisterCommand DestroyArray (2332)
RegisterCommand ArraySize (2333)
RegisterCommand ArrayCount (2334)
RegisterCommand SetInArray (2335)
RegisterCommand SetFloatInArray (2336)
RegisterCommand GetInArray (2337)
RegisterCommand GetTypeInArray (2338)
RegisterCommand RemInArray (2339)
RegisterCommand FindInArray (233A)
RegisterCommand FindFloatInArray (233B)
RegisterCommand SetRefInArray (233C)
RegisterCommand FindRefInArray (233D)
RegisterCommand CopyArray (233E)
RegisterCommand ArrayEsp (233F)
RegisterCommand ArrayProtect (2340)
RegisterCommand FirstInArray (2341)
RegisterCommand DestroyAllArrays (2342)
RegisterCommand PackArray (2343)
RegisterCommand CreateString (2344)
RegisterCommand DestroyString (2345)
RegisterCommand SetString (2346)
RegisterCommand StringEsp (2347)
RegisterCommand StringProtect (2348)
RegisterCommand StringLen (2349)
RegisterCommand DestroyAllStrings (234A)
RegisterCommand StringSetName (234B)
RegisterCommand StringGetName (234C)
RegisterCommand StringMsg (234D)
RegisterCommand StringCat (234E)
RegisterCommand UserFileExists (234F)
SetOpcodeBase 00002378
RegisterCommand RenFile (2378)
RegisterCommand DelFile (2379)
RegisterCommand StringToTxtFile (237A)
RegisterCommand CopyString (237B)
RegisterCommand IntToString (237C)
RegisterCommand FloatToString (237D)
RegisterCommand RefToString (237E)
RegisterCommand IniReadInt (237F)
RegisterCommand IniReadFloat (2380)
RegisterCommand IniReadRef (2381)
RegisterCommand IniWriteInt (2382)
RegisterCommand IniWriteFloat (2383)
RegisterCommand IniWriteRef (2384)
RegisterCommand IniKeyExists (2385)
RegisterCommand IniDelKey (2386)
RegisterCommand EspToString (2387)
RegisterCommand IniReadString (2388)
RegisterCommand IniWriteString (2389)
RegisterCommand ModRefEsp (238A)
RegisterCommand GetRefEsp (238B)
RegisterCommand StringToRef (238C)
RegisterCommand StringCmp (238D)
RegisterCommand FileToString (238E)
RegisterCommand StringPos (238F)
RegisterCommand StringToInt (2390)
RegisterCommand StringToFloat (2391)
RegisterCommand ArrayCmp (2392)
RegisterCommand StringMsgBox (2393)
RegisterCommand StringIns (2394)
RegisterCommand StringRep (2395)
RegisterCommand IntToHex (2396)
RegisterCommand LC (2397)
SetOpcodeBase 000023B0
RegisterCommand FromTSFC (23B0)
RegisterCommand ToTSFC (23B1)
RegisterCommand StrLC (23B2)
RegisterCommand CreateEspBook (23B3)
RegisterCommand FmtString (23B4)
RegisterCommand FixName (23B5)
RegisterCommand ResetName (23B6)
RegisterCommand HasFixedName (23B7)
RegisterCommand csc (23B8)
RegisterCommand StringSetNameEx (23B9)
RegisterCommand StringGetNameEx (23BA)
RegisterCommand FixNameEx (23BB)
RegisterCommand IniGetNthSection (23BC)
RegisterCommand IniSectionsCount (23BD)
RegisterCommand RunBatString (23BE)
RegisterCommand Halt (23BF)
RegisterCommand RefToLong (23C0)
RegisterCommand LongToRef (23C1)
RegisterCommand FindFirstFile (23C2)
RegisterCommand FindNextFile (23C3)
RegisterCommand GetFileSize (23C4)
RegisterCommand NewHudS (23C5)
RegisterCommand DelHudS (23C6)
RegisterCommand ScreenInfo (23C7)
RegisterCommand HudS_X (23C8)
RegisterCommand HudS_SclX (23C9)
RegisterCommand HudS_Show (23CA)
RegisterCommand HudS_Opac (23CB)
RegisterCommand HudS_Align (23CC)
RegisterCommand AutoSclHudS (23CD)
RegisterCommand HudS_Y (23CE)
RegisterCommand HudSEsp (23CF)
RegisterCommand HudSProtect (23D0)
RegisterCommand HudsInfo (23D1)
RegisterCommand DelAllHudSs (23D2)
RegisterCommand HudS_L (23D3)
RegisterCommand rcsc (23D4)
RegisterCommand HudS_SclY (23D5)
RegisterCommand NewHudT (23D6)
RegisterCommand DelHudT (23D7)
RegisterCommand HudT_X (23D8)
RegisterCommand HudT_SclX (23D9)
RegisterCommand HudT_Show (23DA)
RegisterCommand HudT_Opac (23DB)
RegisterCommand HudT_Align (23DC)
RegisterCommand AutoSclHudT (23DD)
RegisterCommand HudT_Y (23DE)
RegisterCommand HudTEsp (23DF)
RegisterCommand HudTProtect (23E0)
RegisterCommand HudTInfo (23E1)
RegisterCommand DelAllHudTs (23E2)
RegisterCommand HudT_L (23E3)
RegisterCommand HudT_SclY (23E4)
RegisterCommand PauseBox (23E5)
RegisterCommand KillMenu (23E6)
RegisterCommand SetHudT (23E7)
RegisterCommand HudT_Text (23E8)
RegisterCommand HudS_Tex (23E9)
RegisterCommand SanString (23EA)
RegisterCommand IsHUDEnabled (23EB)
RegisterCommand IsPluggyDataReset (23EC)
RegisterCommand FromOBSEString (23ED)
RegisterCommand ToOBSEString (23EE)
RegisterCommand HudT_Font (23EF)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 00000084) loaded correctly
checking plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll
plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Uncapper.dll (00000001 OBSE_Elys_Uncapper 0000005E) loaded correctly
checking plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll
SetOpcodeBase 000025D0
RegisterCommand mqSetMessageBoxSource (25D0)
RegisterCommand mqGetSelectedClass (25D1)
RegisterCommand mqGetHighlightedClass (25D2)
RegisterCommand mqGetMenuTileChildren (25D3)
RegisterCommand mqGetEnchMenuBaseItem (25D4)
RegisterCommand mqGetMapMarkers (25D5)
RegisterCommand mqGetMenuChildFloatValue (25D6)
RegisterCommand mqGetMenuChildStringValue (25D7)
RegisterCommand mqSetMenuChildFloatValue (25D8)
RegisterCommand mqSetMenuChildStringValue (25D9)
RegisterCommand mqGetMenuChildHasTrait (25DA)
RegisterCommand mqGetMenuChildName (25DB)
RegisterCommand mqGetMenuChildCount (25DC)
RegisterCommand mqCreateMenuFloatValue (25DD)
RegisterCommand mqCreateMenuStringValue (25DE)
RegisterCommand mqGetMenuActiveFloatValue (25DF)
RegisterCommand mqGetMenuActiveStringValue (25E0)
RegisterCommand mqSetMenuActiveFloatValue (25E1)
RegisterCommand mqSetMenuActiveStringValue (25E2)
RegisterCommand mqGetMenuActiveChildIndex (25E3)
RegisterCommand InsertXML (25E4)
RegisterCommand mqGetCurrentQuests (25E5)
RegisterCommand mqGetCompletedQuests (25E6)
RegisterCommand mqGetActiveQuest (25E7)
RegisterCommand mqSetActiveQuest (25E8)
RegisterCommand mqGetQuestCompleted (25E9)
RegisterCommand mqUncompleteQuest (25EA)
RegisterCommand mqGetActiveQuestTargets (25EB)
RegisterCommand InsertXMLTemplate (25EC)
RegisterCommand mqGetMenuGlobalStringValue (25ED)
RegisterCommand mqSetMenuGlobalStringValue (25EE)
SetOpcodeBase 000026B0
RegisterCommand mqSetMenuGlobalFloatValue (26B0)
RegisterCommand mqGetMenuGlobalFloatValue (26B1)
RegisterCommand ShowGenericMenu (26B2)
RegisterCommand ShowMagicPopupMenu (26B3)
RegisterCommand ShowTrainingMenu (26B4)
RegisterCommand GetGenericButtonPressed (26B5)
RegisterCommand SetMenuEventHandler (26B6)
RegisterCommand RemoveMenuEventHandler (26B7)
RegisterCommand GetMenuEventType (26B8)
RegisterCommand GetFontLoaded (26B9)
RegisterCommand UpdateLocalMap (26BA)
RegisterCommand GetLocalMapSeen (26BB)
RegisterCommand GetWorldMapData (26BC)
RegisterCommand IsTextEditInUse (26BD)
RegisterCommand GetMousePos (26BE)
RegisterCommand SetWorldMapData (26BF)
plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\OBSE_Kyoma_MenuQue.dll (00000001 OBSE_Kyoma_MenuQue 00000007) loaded correctly
checking plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\SoundCommands.dll
SetOpcodeBase 00002398
RegisterCommand SetMusicVolume (2398)
RegisterCommand SetMasterVolume (2399)
RegisterCommand SetEffectsVolume (239A)
RegisterCommand SetFootVolume (239B)
RegisterCommand SetVoiceVolume (239C)
RegisterCommand FadeMusic (239D)
RegisterCommand GetMusicVolume (239E)
RegisterCommand PlayMusicFile (239F)
RegisterCommand GetEffectsVolume (23A0)
RegisterCommand GetFootVolume (23A1)
RegisterCommand GetVoiceVolume (23A2)
RegisterCommand GetMasterVolume (23A3)
plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\SoundCommands.dll (00000001 SoundCommands 00000004) loaded correctly
checking plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin D:\jeux\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 0000410C) loaded correctly


So, is any of the mods or obse plugins I use known to cause this kind of bug (that persist even after a clean save)? I'm really curious to know what's going on here, beyond the obvious "save game is corrupted" diagnostic. Cookies for anyone who explains the mystery.
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Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Wed Jan 26, 2011 12:11 am

This reminds me of the Better Cities thing I had. A guard (biggs, had named guards.. ironic it HAD to be biggs) was killed by the rabbit in the arboretum. I came into the town one time found the guard dead, so with some luck I managed to find the culprit, white rabbit killed one guard, but not the other. When the guard was dead the rabbits went back to their normal routine, and the guard NEXT to him was still alive. If possible I'd try some tweaking of timing to see if you can find out what killed the guard.
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JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Wed Jan 26, 2011 6:42 am

I had this happen with OOO installed and ROM. I came through the gate and the guard was healing himself but the health drained faster than he could heal. I look at actor details or refscope, do not remember which, and he had a spell on him called "Die vanilla guard die" or something like that. I fixed it by not importing spells from OOO in Wrye Bash IIRC.
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Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Wed Jan 26, 2011 9:56 am

Those two cases you're mentioning sound similar, but they're not the same.

In the rabbit case, there's no reason why the guard wouldn't be resurrectable.

Peter ID your explanation would be more likely, since I'm importing OOO actor spells as well. But I checked the corpse with RefScope and FormID finder before and after resurrecting, with and without mods installed, and there was nothing which could have killed the guard. There were some minor stat boosts when mods including OOO were installed, and nothing at all when using only Oblivion.esm.

So why the guard isn't resurrectable is still a mystery. Who will find the right explanation and get the cookies?
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Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Tue Jan 25, 2011 10:56 pm

If setav, modav, kill -> resurrect is not working than we have the same issue just with a different actor value.

Following scenario I have:
A creature that is used in a summon spell (kill->disable->moveto; enable->resurrect->moveto) has its fatigue permanently set on negatives. Nothing helps in this case. As soon as the creature is summoned it keels over and nothing can change this. I think this is just a corrupted actor value as a new game helps here, or clean save for this matter.
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Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Wed Jan 26, 2011 4:27 am

Found this in another thread about the same/a similar issue:

This has been reported a side effect of using OSR (oblivion stutter remover). IIRC, there is a suggestion of modifying the slow motion variable in the ini - see if that helps (read the OSR ini file for more details).


Also, update to http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/page__p__16187398#entry16187398.
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butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Tue Jan 25, 2011 10:52 pm

Those two cases you're mentioning sound similar, but they're not the same.

In the rabbit case, there's no reason why the guard wouldn't be resurrectable.

Peter ID your explanation would be more likely, since I'm importing OOO actor spells as well. But I checked the corpse with RefScope and FormID finder before and after resurrecting, with and without mods installed, and there was nothing which could have killed the guard. There were some minor stat boosts when mods including OOO were installed, and nothing at all when using only Oblivion.esm.

So why the guard isn't resurrectable is still a mystery. Who will find the right explanation and get the cookies?


Just found my post on this in the ROM thread. I actually uncheck ooo.esm and OOO.esp to not import Actor.Spells. If you can refscope the guard as he is dying you will see the active effect/spell that is killing him.

As for ressurect, never tried that. I do not kknow if the guards respawn or not.
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Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Tue Jan 25, 2011 8:14 pm

If setav, modav, kill -> resurrect is not working than we have the same issue just with a different actor value.

Following scenario I have:
A creature that is used in a summon spell (kill->disable->moveto; enable->resurrect->moveto) has its fatigue permanently set on negatives. Nothing helps in this case. As soon as the creature is summoned it keels over and nothing can change this. I think this is just a corrupted actor value as a new game helps here, or clean save for this matter.

I'll have to check the guard actor values. Is there a way to print them all with RefScope, FormID finder or Actor Details? They all print the inventory and similar stuff, but I don't remember seeing AVs. Otherwise I'll just use getAV repeatedly.

An interesting detail is that (I need to double-check this, or you can it verify it yourself in the save) the kill command works once on the slumped over guard, and prints the usual spam to the console. So the guard appears dead, he's lootable and all, but I can 'kill' him once, and afterwards the kill command has no effect, as expected.

Found this in another thread about the same/a similar issue:
(... OSR ...)
Also, update to http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/page__p__16187398#entry16187398.

Yep, I've heard of the OSR bug. I think I did actually test with slow-motion on much earlier in this character's life, I'm not sure if I saved afterwards or not though. But maybe slow-motion leads to permanent corruption in some actors.
A clean save doesn't help though (result is what you can download in the OP), and i don't really want to lose all my quest progress again. Never finished the MQ lol, I always get sidetracked by other quests or mod bugs. I'll just ignore the bug and keep playing I think, but I still want to understand what happened.

Thanks for the link to the Waterlife update, checking it out.

Just found my post on this in the ROM thread. I actually uncheck ooo.esm and OOO.esp to not import Actor.Spells. If you can refscope the guard as he is dying you will see the active effect/spell that is killing him.

As for ressurect, never tried that. I do not kknow if the guards respawn or not.

I'm still skeptical about your explanation, since even when loading the mod with a completely clean save (only Oblivion.esm) the bug persists. It seems to me that if that spell comes from OOO, it would disappear on clean saving.
Still I'm gonna try to catch the guard as he falls and check out if he has anything suspicious.
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remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Wed Jan 26, 2011 2:22 am

This has plagued me since the time I started using mods.

Normally it happens just to guards, but a month or so ago it happened to Baurus during the main quest - http://www.gamesas.com/index.php?/topic/1143831-relz-fcom-convergence-and-ufcom/page__view__findpost__p__16737303.

I still suspect OOO as the cause of it, but totally uncertain as disabling OOO did not stop the death and as you may read I had to go back to a much earlier save. It is as if in the save game at some point that character was slated to die but you don't actually see it happen until you enter the cell. Going back to an earlier save (from prior to seeing Baurus guarding Martin (or seeing him do so in many many days) then he stopped dropping dead.

The guard near the white tower in green emperor way - I gave up on. Every time I go there he lies dead, but in a different spot.

Slightly different, but I suspect related is http://www.gamesas.com/index.php?/topic/928370-horse-related-bug-wierd-one/ (my oldest thread).

The reason I suspect OOO is that supposedly it has a script for killing guards and I've not seen this at all in my TIE-WAC based game. So perhaps it misfires then gets recorded in the save game and so even if you disable OOO it is still there.

Just thought I'd contribute my findings and if any of this helps then goody.

Happy Hunting
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DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

Post » Tue Jan 25, 2011 9:51 pm

Thanks Psymon for the links. The Baurus bug you experienced is indeed the same one I have, glad to see I'm not alone looking for a solution.

Reading the posts about the horse bug reminded me about sdt 9 showing all the actor values: very handy! While using mod like RefScope I'd forgotten there was a built-in one in the game.

So, the finding: indeed, http://imagebin.org/131787, in this case it's -194.0/330. This is even after cleaning all mods from the savegame.

I tried modav fatigue with various values: no effect.
However I tried setav fatigue 700, and lo and behold that got fatigue back into the positive range, and the guard got up (and said hello). He wasn't dead after all, which explains why I could kill him once with the console.

So what seems to happen is that there's a large permanent fatigue drain stuck in the savegame, but apparently not linked to any magic effect. So let's say that drain was -500, then raising the base value above 500 is enough to "absorb" the drain and still have a few fatigue points left.

Raising the base fatigue of all guards just save one sounds like a bad idea if you want them to get tired when chasing you, but if it happens to an essential character then at least setav fatigue with a high number should get him walking around again.

From here what do we do? (i.e. community, you can help if you want this bug solved, I won't have time to do all this)
1. Try and hunt down every mod known to affect fatigue values (likely culprits in my game would be Realistic Fatigue and MMM Extra Wounding (or so I've heard, for the latter), and ask the mod makers to look into the issue.

2. Try and write a mod to fix this problem through script, which I think have more ways of accessing AVs than just the console.

3. Bother Nicely ask the Wrye Bash devs to make us a tool to edit the values of actors stored in savegames. Especially if the problem isn't solveable through #1 and #2, it could save some 100h+ characters and keep us playing (you know, the thing we ultimately aim for when we spend the whole day installing/cleaning/troubleshooting mods).

4. I think it would be worth reporting this bug (again?) to the Oblivion Stutter Remover thread. I play with default OSR settings except that I use the FastMM4 heap. Since OSR plays around in Oblivion's memory, any kind of weird bug can happen really... the author doesn't have access to source code and therefore is half-blindfolded. (And does an awesome job despite that fact, I must say.)
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Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Wed Jan 26, 2011 5:09 am

Unless you find the cause it is going to be all about band aids.

You can take a poll for those that have this what their load order is. I still suspect OOO, but could be wrong. Again I've not seen it in my TIE-WAC game.

There is also the issue of MMM (without extra wounding even) spawning NPCs with reduced stats ... some description of that here http://www.gamesas.com/index.php?/topic/1140643-please-help-me-not-again-a-100-reproducable-ctd-with-a-fresh-install/ (read down to the fix that Kuertee made and why). Though even with Kuertee's fix this issue appears.

And I do think the horse thing is related it is just that perhaps it hits the guard when you enter the cell and because a mounted rider is actually one creature (as I understand it) then after the guard dismounts then it is transferred totally to the horse.

Well that is all I got for now - glad someone else is looking at this.
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Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Wed Jan 26, 2011 5:00 am

Gabba ?

How many hours are you into the game ?

upload the save so that we can take a look at it ?
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Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Wed Jan 26, 2011 3:07 am

Hi CorePC, I've already uploaded the save and the link is in the OP, but I guess it wasn't conspicuous enough. I'm gonna make it more obvious in a sec.

I'm 145 hours into the game with this character.

Edit: Just a note, the save posted in the OP has been cleaned of all mods and is only dependent on Oblivion.esm to try and see where the bug was coming from.

Edit2: http://www.mediafire.com/?52i3rfxm6sq4i9n Just load it and fast travel or coc next to the Chorrol stables, and you'll find the buggy guard near the city gates.
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StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Tue Jan 25, 2011 8:55 pm

...There is also the issue of MMM (without extra wounding even) spawning NPCs with reduced stats ... some description of that here http://www.gamesas.com/index.php?/topic/1140643-please-help-me-not-again-a-100-reproducable-ctd-with-a-fresh-install/ (read down to the fix that Kuertee made and why). Though even with Kuertee's fix this issue appears...
Hey Psymon!
Unfortunately, continously healing NPCs may never be fixed.
My tweak to MMM's script (packaged with my Battle fatigue and injuries mod) removes ONLY MMM's script changes to NPC's Health, Magicka and Fatigue.
If I remember what I saw of it, that part of MMM's script actually has the same effect as the player receiving corrupted stats.
So, my ESP only disables that initial change to those 3 stats.
If another mod damages/corrupts those stats, it's very likely that the NPCs will continuously try to heal or buff themselves.

...2. Try and write a mod to fix this problem through script, which I think have more ways of accessing AVs than just the console.
...3. Bother Nicely ask the Wrye Bash devs to make us a tool to edit the values of actors stored in savegames. Especially if the problem isn't solveable through #1 and #2, it could save some 100h+ characters and keep us playing (you know, the thing we ultimately aim for when we spend the whole day installing/cleaning/troubleshooting mods)....
Hey Gabba!
Try an unrealeased version of my Actors details utility: https://sites.google.com/site/kuertee/kuerteeActorDetails.esp?
It's actual TES Nexus page is here: http://tesnexus.com/downloads/file.php?id=29127
Not only can it report EVERYTHING about the actor (or player), but
  • it goes through all the actors (or player's) active effects,
  • tracks them to ALL the actor values they affect,
  • determines whether those actor values have been corrupted by scripts ModAv2s mainly or by disabled mods (Ability effects that have become invalid),
  • then tries to fix them.
  • Note, however, that this fix relies heavily on Active Effects. If the "number" doesn't add-up to the expected Active Effect magnitude, then it is deemed as an incorrect value.
    Actor values affected by ModAV2s will be treated as corrupt.
    Also, note however, that mod authors that know what they are doing should be able to restore their ModAV2 effects when their mod detects that something has changed it.
    (Luckily, I only have a small bit of one mod that still uses ModAV2 - and that only lasts during combat. My ModAV2 is reset as soon as the actor stops fighting.
    And only my new Simple Vampirism Expanded uses Ability effects - any of its effects on the player when the mod is deactivated will get stuck on the player - corrupting the relevant Actor Value.
    All my other "realism" mods uses Enchanted invisible and slot-less clothing - when these mods are deactivated, none of their effects will get stuck on the player or any actor.)

To use on an actor, ensure that they are in the activatable range of the crosshair, press right-shift.
To use on the player, ensure that there are no activatable objects in range of the crosshair, press right-shift.
The console is not long enough to show the whole report.
I suggest that you get ShadeMe's Conscribe. It outputs all console data to a text file in real-time.
You can alt-tab out and read the actor report.
However, this is not required.
You can simply press right-shift and the repair process will start.
You can also do a "repair simulation" if you simply want to review the AVs that may be corrupted.





To Corepc:
Here are two custom functions that I'm developing as an auto-fix mod.
It is based on the new Actor details linked above and the method described above.
I'm not sure yet how to implement it (either as a constantly running check - not sure of how frequent or as a triggered function like Actor details).
To use: Call kFixAVFunction .
ScriptName kFixAVFunctionref actorRefshort avToFixarray_var aesshort aesCountshort aeIndexfloat aeCodefloat abilityTotalfloat damageTotalfloat maxTotalfloat scriptTotalfloat tempFloatfloat tempFloat2Begin Function {actorRef, avToFix}	Let aes := Call kGetAEsFunction (actorRef)	Let abilityTotal := 0	Let damageTotal := 0	Let maxTotal := 0	Let scriptTotal := 0	Let aesCount := ar_Size aes	Let aeIndex := 0	While aeIndex < aesCount		Let aeCode := aes [aeIndex]		Let tempFloat := actorRef.GetTotalAEAbilityMagnitudeC aeCode avToFix		Let abilityTotal := abilityTotal + tempFloat		Let tempFloat2 := 0		If IsMagicEffectCanRecoverC aeCode			Let tempFloat := actorRef.GetTotalAESpellMagnitudeC aeCode avToFix			Let tempFloat := tempFloat + actorRef.GetTotalAEDiseaseMagnitudeC aeCode avToFix			Let tempFloat := tempFloat + actorRef.GetTotalAELesserPowerMagnitudeC aeCode avToFix			Let tempFloat := tempFloat + actorRef.GetTotalAEPowerMagnitudeC aeCode avToFix			Let tempFloat := tempFloat + actorRef.GetTotalAEEnchantmentMagnitudeC aeCode avToFix			Let tempFloat := tempFloat + actorRef.GetTotalAEAlchemyMagnitudeC aeCode avToFix			Let tempFloat2 := actorRef.GetTotalAENonAbilityMagnitudeC aeCode avToFix			Let tempFloat := abilityTotal - tempFloat;ingredients? there is no GetTotalAEIngredientsMagnitudeC			Let maxTotal := maxTotal + tempFloat		Else			Let tempFloat := actorRef.GetTotalAESpellMagnitudeC aeCode avToFix			Let tempFloat := tempFloat + actorRef.GetTotalAEDiseaseMagnitudeC aeCode avToFix			Let tempFloat := tempFloat + actorRef.GetTotalAELesserPowerMagnitudeC aeCode avToFix			Let tempFloat := tempFloat + actorRef.GetTotalAEPowerMagnitudeC aeCode avToFix			Let tempFloat := tempFloat + actorRef.GetTotalAEEnchantmentMagnitudeC aeCode avToFix			Let tempFloat := tempFloat + actorRef.GetTotalAEAlchemyMagnitudeC aeCode avToFix			Let tempFloat2 := actorRef.GetTotalAENonAbilityMagnitudeC aeCode avToFix			Let tempFloat := abilityTotal - tempFloat;ingredients? there is no GetTotalAEIngredientsMagnitudeC			Let damageTotal := damageTotal + tempFloat		EndIf		Let aeIndex := aeIndex + 1	Loop	actorRef.SetAVModC avToFix damage damageTotal	actorRef.SetAVModC avToFix max maxTotal	actorRef.SetAVModC avToFix script 0End

ScriptName kGetAEsFunctionref actorRefarray_var aesshort aesCountshort aeIndexfloat aeCodefloat tempFloatBegin Function {actorRef}	Let aes := ar_Null	Let aes := ar_Construct Array	Let aesCount := actorRef.GetActiveEffectCount	Let aeIndex := 0	While aeIndex < aesCount		Let aeCode := actorRef.GetNthActiveEffectCode aeIndex		Let tempFloat := ar_Find aeCode aes		If tempFloat < 0			ar_Append aes tempFloat		EndIf		Let aeIndex := aeIndex + 1	Loop	SetFunctionValue aesEnd

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Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Wed Jan 26, 2011 8:46 am


Hey Gabba!
Try an unrealeased version of my Actors details utility: https://sites.google.com/site/kuertee/kuerteeActorDetails.esp?
It's actual TES Nexus page is here: http://tesnexus.com/downloads/file.php?id=29127
Not only can it report EVERYTHING about the actor (or player), but



What's the diff between tdt and your mod? I am inetersted as, stated above, I also have this issue and the Creature in question is not part of MMM.
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Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Wed Jan 26, 2011 2:46 am

...
Try an unrealeased version of my Actors details utility: https://sites.google.com/site/kuertee/kuerteeActorDetails.esp?
...


Hey Kuertee, real nice project you've got going there. Here's the console output from using your WIP mod on the buggy guard:

Spoiler

Chorrol Guard 0000A0BE
Chorrol Guard Chorrol Guard h:373/183 m:235/225 f:-272/252 skills: 457
essential: 0 persistent: 1

inventory:
0: Oblivion.esm: B Fine Steel Bow: 0003A857 x 1
1: Mart's Monster Mod.esm: Lantern: 0B044D48 x 1 equipped
2: Oblivion.esm: I Potion of Nighteye: 00009301 x 1
3: Cobl Main.esm: Ayleid Coin: 0400191F x 1
4: Oblivion.esm: A Weak Potion of Shock Shield: 00009AE0 x 1
5: Oblivion.esm: I Weak Potion of Invisibility: 0009847D x 1
6: Mart's Monster Mod.esm: Rabbit Meat: 0B002776 x 1
7: Oblivion.esm: .Surilie Brothers Wine: 00037F80 x 1
8: Oblivion.esm: R Weak Potion of Sorcery: 0000931A x 1
9: Oblivion.esm: .Ale: 000B1200 x 1
10: Oblivion.esm: R Strong Potion of Healing: 00009311 x 1
11: Oblivion.esm: B Clogs: 0002858E x 1
12: Oblivion.esm: C Collared Shirt: 00028732 x 1
13: Oblivion.esm: P Belted Braies: 0002B90B x 1
14: Oblivion.esm: Gold Coin: 0000000F x 4
15: Oblivion.esm: A Silver Arrow {}: 0001EFD4 x 3 equipped
16: Oblivion.esm: A Silver Arrow {}: 0001EFD4 x 3
17: Oblivion.esm: CL Chorrol Cuirass: 00027679 x 1 equipped
18: Oblivion.esm: PL Chainmail Greaves: 0001C6D5 x 1 equipped
19: Oblivion.esm: GL Chainmail Gauntlets: 0001C6D6 x 1 equipped
20: Oblivion.esm: BL Chainmail Boots: 0001C6D4 x 1 equipped
21: Oblivion.esm: HL Guard Helmet: 0002767C x 1 equipped
22: Oblivion.esm: SL Chorrol Shield: 000352CB x 1 equipped
23: Oblivion.esm: C Silver Longsword: 0002521F x 1 equipped
24: Mart's Monster Mod.esm: R Blood No Wounding Token: 0B0182B4 x 1
25: Mart's Monster Mod - Extra Wounding.esp: R Process Token: 5C00BCC3 x 1
26: SupremeMagicka.esp: T : DA00AC87 x 1
27: BetterBlocking.esp: Better Blocking Token: C9000ED7 x 1
28: SM Combat Hide.esp: R Token: C5000ED5 x 1

spells:
0: Oscuro's_Oblivion_Overhaul.esm: Lesser HP Boost2: 0A019BC4
1: Oscuro's_Oblivion_Overhaul.esm: Lesser HP Boost4: 0A019BC8

factions:
0: Oblivion.esm: Chorrol Citizen: 00028D98: 0
1: Oblivion.esm: Chorrol Guard Faction: 00029F80: 0
2: Oblivion.esm: ChorrolCastleFaction: 0002BA98: 0

active effects:
0: bgBalancingEVCore.esp: Dragon Pact: D40160EA code 1.22934e+009 magnitude -25
1: Oscuro's_Oblivion_Overhaul.esm: Lesser HP Boost4: 0A019BC8 code 1.16237e+009 magnitude 130
2: Oscuro's_Oblivion_Overhaul.esm: Lesser HP Boost2: 0A019BC4 code 1.16237e+009 magnitude 60
3: bgBalancingEVCore.esp: Mundane Heritage - Base: D4015952 code 1.34764e+009 magnitude 10
4: bgBalancingEVCore.esp: Dragon Pact: D40160EA code 1.09578e+009 magnitude 25
5: bgBalancingEVCore.esp: Dragon Pact: D40160EA code 1.33066e+009 magnitude 25
6: bgBalancingEVCore.esp: Weak Endurance: D4015A00 code 1.17901e+009 magnitude 0
7: bgBalancingEVCore.esp: Dragon Pact: D40160EA code 1.12907e+009 magnitude 5
8: bgBalancingEVCore.esp: Dragon Pact: D40160EA code 1.39685e+009 magnitude 10

active effects by magic items:
0: WKFI effects:
items:
bgBalancingEVCore.esp: Dragon Pact: D40160EA
effects:
ability, ResistFire by -25
1: FOHE effects:
items:
Oscuro's_Oblivion_Overhaul.esm: Lesser HP Boost4: 0A019BC8
Oscuro's_Oblivion_Overhaul.esm: Lesser HP Boost2: 0A019BC4
effects:
ability, Health by 190
2: FOSP effects:
items:
bgBalancingEVCore.esp: Mundane Heritage - Base: D4015952
effects:
ability, Magicka by 10
3: RSPA effects:
items:
bgBalancingEVCore.esp: Dragon Pact: D40160EA
effects:
ability, ResistParalysis by 25
4: RSPO effects:
items:
bgBalancingEVCore.esp: Dragon Pact: D40160EA
effects:
ability, ResistPoison by 25
5: SEFF effects:
items:
bgBalancingEVCore.esp: Weak Endurance: D4015A00
effects:
6: RFLC effects:
items:
bgBalancingEVCore.esp: Dragon Pact: D40160EA
effects:
ability, SpellReflectChance by 5
7: SABS effects:
items:
bgBalancingEVCore.esp: Dragon Pact: D40160EA
effects:
ability, SpellAbsorbChance by 10

actor values:
0: Strength 62 baseAV 62 (abilities aes none) maxAV 62 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
1: Intelligence 45 baseAV 45 (abilities aes none) maxAV 45 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
2: Willpower 40 baseAV 40 (abilities aes none) maxAV 40 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
3: Agility 70 baseAV 70 (abilities aes none) maxAV 70 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
4: Speed 80 baseAV 80 (abilities aes none) maxAV 80 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
5: Endurance 80 baseAV 80 (abilities aes none) maxAV 80 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
6: Personality 50 baseAV 50 (abilities aes none) maxAV 50 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
7: Luck 50 baseAV 50 (abilities aes none) maxAV 50 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
8: Health 373 baseAV 183 (abilities aes 190) maxAV 373 modifcations: max 190 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 0
9: Magicka 235 baseAV 225 (abilities aes 10) maxAV 235 modifcations: max 10 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 0
10: Fatigue 4.29497e+009 baseAV 252 (abilities aes none) maxAV 252 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script -524
11: Encumbrance 69 baseAV 48 (abilities aes none) maxAV 48 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
12: Armorer 20 baseAV 20 (abilities aes none) maxAV 20 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
13: Athletics 54 baseAV 54 (abilities aes none) maxAV 54 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
14: Blade 59 baseAV 59 (abilities aes none) maxAV 59 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
15: Block 59 baseAV 59 (abilities aes none) maxAV 59 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
16: Blunt 20 baseAV 20 (abilities aes none) maxAV 20 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
17: HandToHand 20 baseAV 20 (abilities aes none) maxAV 20 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
18: HeavyArmor 59 baseAV 59 (abilities aes none) maxAV 59 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
19: Alchemy 7 baseAV 7 (abilities aes none) maxAV 7 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
20: Alteration 12 baseAV 12 (abilities aes none) maxAV 12 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
21: Conjuration 7 baseAV 7 (abilities aes none) maxAV 7 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
22: Destruction 7 baseAV 7 (abilities aes none) maxAV 7 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
23: Illusion 7 baseAV 7 (abilities aes none) maxAV 7 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
24: Mysticism 7 baseAV 7 (abilities aes none) maxAV 7 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
25: Restoration 7 baseAV 7 (abilities aes none) maxAV 7 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
26: Acrobatics 7 baseAV 7 (abilities aes none) maxAV 7 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
27: LightArmor 41 baseAV 41 (abilities aes none) maxAV 41 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
28: Marksman 41 baseAV 41 (abilities aes none) maxAV 41 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
29: Mercantile 17 baseAV 17 (abilities aes none) maxAV 17 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
30: Security 12 baseAV 12 (abilities aes none) maxAV 12 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
31: Sneak 41 baseAV 41 (abilities aes none) maxAV 41 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
32: Speechcraft 17 baseAV 17 (abilities aes none) maxAV 17 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
33: Aggression 5 baseAV 5 (abilities aes none) maxAV 5 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
34: Confidence 100 baseAV 100 (abilities aes none) maxAV 100 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
35: Energy 80 baseAV 80 (abilities aes none) maxAV 80 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
36: Responsibility 100 baseAV 100 (abilities aes none) maxAV 100 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
37: Bounty 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
38: Fame 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
39: Infamy 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
40: MagickaMultiplier 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
41: NightEyeBonus 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
42: AttackBonus 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
43: DefendBonus 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
44: CastingPenalty 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
45: Blindness 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
46: Chameleon 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
47: Invisibility 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
48: Paralysis 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
49: Silence 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
50: Confusion 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
51: DetectItemRange 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
52: SpellAbsorbChance 10 baseAV 0 (abilities aes 10) maxAV 10 modifcations: max 10 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 0
53: SpellReflectChance 5 baseAV 0 (abilities aes 5) maxAV 5 modifcations: max 5 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 0
54: SwimSpeedMultiplier 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
55: WaterBreathing 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
56: WaterWalking 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
57: StuntedMagicka 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
58: DetectLifeRange 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
59: ReflectDamage 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
60: Telekinesis 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
61: ResistFire 0 baseAV 0 (abilities aes -25) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
62: ResistFrost 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
63: ResistDisease 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
64: ResistMagic 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
65: ResistNormalWeapons 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
66: ResistParalysis 25 baseAV 0 (abilities aes 25) maxAV 25 modifcations: max 25 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 0
67: ResistPoison 25 baseAV 0 (abilities aes 25) maxAV 25 modifcations: max 25 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 0
68: ResistShock 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
69: Vampirism 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
70: Darkness 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0
71: ResistWaterDamage 0 baseAV 0 (abilities aes none) maxAV 0 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script 0

notes:
baseAV already includes ability active effects
maxAV = baseAVs - modifcation max value
modification max = modification to maxAV from non-ability active effects (usually drains and fortifies - DR/FO-TYPE AEs)
modification damage = modification to current AV from non-ability damaging active effects (usually damage and restores - DG/RE-TYPE AEs) AND from scripted modAV2s AND console-triggered ModAV/ForceAV
modification script = scripted modAV/forceAV

notes:
1. values with the exclamation point (!) suggests a discrepancy between the known active effects and the actual value.
2. values listed as unknown-type effects (? AEs) is because of me not knowing what to classify (e.g. drain/fortify OR damage/restore) the effect as rather than the effects being actually unknown.
try to track these unknown-type effects in the 'active effects by magic item' list.
if there is a discrepancy, the AV may be corrupt.
3. 'modification damage' = sum of DG and RE effects (DG/RE-TYPE AEs) and unknown-type effects (? AEs)
if there is a discrepancy, it is likely from a mod using modAV2 or from a player-triggered modAV/ForceAV console command.
ensure that this discrepancy is actually INTENDED by any mods that use modAV2.
if this discrepancy is not trackable (or was from a player-triggered console command), this AV may be corrupted.
4. ensure the value in 'modification script' is actually INTENDED by mods that use modAV.
note that this value is the sum of ALL modAVs.
if this value cannot be justified by the sum effects of ALL mods that use modAV, this AV may be corrupt.

repairs:
1. this utility simply 'tries' to fix corrupted AVs. the fixes may actually damage your game. use with caution.
2. the method used to fix corrupted AVs is heavily dependent on the magic effects active on the player.
3. any difference between the MAX component of the AV and the DR/FO-TYPE AEs value, is reset to 0.
4. any difference between the DAMAGE component of the AV and the DG/RE-TYPE AEs value, is reset to 0.
5. remember, however, that i have not classified all magic effects. these magic effects are listed as unknown-type effects. so some of the expected DAMAG values may be off.
6. also, note that MODAV2s values are included in the DAMAGE value. the difference between the DAMAGE value and DG/RE-TYPE AEs may be intended.
7. this utility does not fix the SCRIPT component of the AV. these are usually from MODAV functions and are actually intended by mods.
8. this utility does not fix the BASEAV value. however it can be fixed manually by the player.
9. this utility should give the player enough data to determine whether an AV is actually corrupt or not.

examples:
i noticed that my player had a -8 DAMAGE to strength that i cannot find from my current active effects.
and i avoid mods that use ModAV or ModAV2. so it was very likely a corruption in the game.
this utility fixed it by resetting DAMAGE to 0 by applying a +8 modification to it.
i didn't have to unequip all my items.

because of all my testing of new mods, my DetectLifeRange BASEAV got stuck at 100.
i was detecting life even without the power enabled and had no an item that provides that ability equipped.
this utility only fixes MAX and DAMAGE component of AVs. it can't fix BASEAVs.
to fix it, i had to type 'SetActorValue DetectLifeRange 0' in the console.
activeUIComponent
activeUIComponent background
Health max (mods: none) should be 0 but is 190. may be corrupted.
notes:
because this attribute is Health, these values may be intended by a mod.
suggestion: do not repair this.
Health max (mods: none) should be 0 and is 0. seems fixed.
RL: recalculating all attributes
adding 0.00 hours to GameHour
Magicka max (mods: none) should be 0 but is 10. may be corrupted.
Magicka max (mods: none) should be 0 and is 0. seems fixed.
adding 0.00 hours to GameHour
SpellAbsorbChance max (mods: none) should be 0 but is 10. may be corrupted.
notes:
but because this AV is not an attribute or skill, these values may be intended by a mod.
suggestion: do not repair this.
SpellAbsorbChance max (mods: none) should be 0 and is 0. seems fixed.
SpellReflectChance max (mods: none) should be 0 but is 5. may be corrupted.
notes:
but because this AV is not an attribute or skill, these values may be intended by a mod.
suggestion: do not repair this.
SpellReflectChance max (mods: none) should be 0 and is 0. seems fixed.
ResistParalysis max (mods: none) should be 0 but is 25. may be corrupted.
notes:
but because this AV is not an attribute or skill, these values may be intended by a mod.
suggestion: do not repair this.
ResistParalysis max (mods: none) should be 0 and is 0. seems fixed.
ResistPoison max (mods: none) should be 0 but is 25. may be corrupted.
notes:
but because this AV is not an attribute or skill, these values may be intended by a mod.
suggestion: do not repair this.
ResistPoison max (mods: none) should be 0 and is 0. seems fixed.
RL: recalculating all attributes
Error in script 32000803
Operator := failed to evaluate to a valid result
File: kuerteeActorDetails.esp Offset: 0x2D7E Command: Let
Error in script 32000803
An expression failed to evaluate to a valid result
File: kuerteeActorDetails.esp Offset: 0x2D7E Command: Let
ResistPoison damage (mods: none) should be 0 and is 0. seems fixed.


I accepted all fixes just to see what would happen. Curiously it didn't react at the negative fatigue, but I see in the report that a script is causing a -524 drain, and that fatigue itself is a ridiculously high number... wierd. Also, your mod has printed some errors.
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Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Wed Jan 26, 2011 1:23 am

What's the diff between tdt and your mod? I am inetersted as, stated above, I also have this issue and the Creature in question is not part of MMM.
Difference between TDT and my mod? Gabba has kindly posted a report on an actor with my mod. ;)





Hey Kuertee, real nice project you've got going there. Here's the console output from using your WIP mod on the buggy guard:

actor values:...8: Health 373 baseAV 183 (abilities aes 190) maxAV 373 modifcations: max 190 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 09: Magicka 235 baseAV 225 (abilities aes 10) maxAV 235 modifcations: max 10 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 010: Fatigue 4.29497e+009 baseAV 252 (abilities aes none) maxAV 252 modifcations: max 0 (DR/FO-type aes none), damage 0 (DG/RE-type aes: none, ? aes: none), script -524...52: SpellAbsorbChance 10 baseAV 0 (abilities aes 10) maxAV 10 modifcations: max 10 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 053: SpellReflectChance 5 baseAV 0 (abilities aes 5) maxAV 5 modifcations: max 5 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 0...66: ResistParalysis 25 baseAV 0 (abilities aes 25) maxAV 25 modifcations: max 25 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 067: ResistPoison 25 baseAV 0 (abilities aes 25) maxAV 25 modifcations: max 25 (DR/FO-type aes none)!, damage 0 (DG/RE-type aes: none, ? aes: none), script 0...notes:1. values with the exclamation point (!) suggests a discrepancy between the known active effects and the actual value....7. this utility does not fix the SCRIPT component of the AV. these are usually from MODAV functions and are actually intended by mods....RL: recalculating all attributesadding 0.00 hours to GameHour...ResistPoison max (mods: none) should be 0 but is 25. may be corrupted.notes:but because this AV is not an attribute or skill, these values may be intended by a mod.suggestion: do not repair this.ResistPoison max (mods: none) should be 0 and is 0. seems fixed.RL: recalculating all attributesError in script 32000803Operator := failed to evaluate to a valid result    File: kuerteeActorDetails.esp Offset: 0x2D7E Command: LetError in script 32000803An expression failed to evaluate to a valid result    File: kuerteeActorDetails.esp Offset: 0x2D7E Command: LetResistPoison damage (mods: none) should be 0 and is 0. seems fixed.


I accepted all fixes just to see what would happen. Curiously it didn't react at the negative fatigue, but I see in the report that a script is causing a -524 drain, and that fatigue itself is a ridiculously high number... wierd. Also, your mod has printed some errors.

Hey Gabba. Thanks! The new OBSE definitely gives us heaps more control in our mods.

Anyway, my mod actually does not try to fix SCRIPT component of the AV as per note 7 above.
Values in SCRIPT components are usually from the ModAV function.
And I thought that we modders decided to use ModAV2 instead of ModAV a long while (years!) ago.
What old-school mod do you have that uses ModAVs?

What mod is this from?
RL: recalculating all attributes

It seems like "fixing" Resist Poison affected another mod and that other mod then tried to change something else.
And so, my mod then failed - expecing something that has been changed.

Anyway, seeing that large negative Fatigue definitely points to a mod that's gone totally wacky.
I'll add an option to ALSO fix the SCRIPT component of the AV in my next release.

As an aside, Do you use my Auto-save and time mod?
I noticed it's Console line.

Modders of NEW mods should really avoid, if they can, scripted modifications to Actor Values. It can be done!
ModAV, SetAV, ForceAV, ModAV2, ModAVMod, etc... can't be tracked by anything else but the mod that uses these.
If more than one mod changes the same Actor Value, and if one of those mods is not built well (e.g. doesn't expect any other mod to change the same Actor Value and so it keeps reapplying its changes), then actors will end-up with corrupted AVs.
I know this is not always possible, however: e.g.: one small component of one of my mods still uses ModAV2 - but that's only because there's no other way to do what I need. But that ModAV2 is immediately reset once I don't need it anymore - after combat.
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Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Wed Jan 26, 2011 1:49 am

Cool. :) That is an awesome tool. Will check this out. maybe it helps finding my issue. :)
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FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Wed Jan 26, 2011 9:54 am

I believe this:
RL: recalculating all attributes
Is from Realistic Leveling. Or that is my best bet and it is in his load order.

But no way to tweak this to see what mod is causing the fatigue drain?
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des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Wed Jan 26, 2011 6:22 am


What old-school mod do you have that uses ModAVs?


Well, there seems to be a lot of old-schoolness http://pastebin.com/j9fpWVL1 that I'm using.
Anything I should run screaming from?

What mod is this from?
RL: recalculating all attributes


Realistic Leveling

Anyway, seeing that large negative Fatigue definitely points to a mod that's gone totally wacky.
I'll add an option to ALSO fix the SCRIPT component of the AV in my next release.

That would be great news. This save has seen many mods come and go (still trying to know which one turned all my clutter and alchemy apparati into quest items :rolleyes:, thankfully there are good tools to fix that now), which makes it hard to pinpoint a culprit for the wackiness, unfortunately.

Edit: fixing the SCRIPT component will be particularly useful in a dire situation where I strip down my load order to only the mods needed to keep my quest progress and unique loot. In this situation I'd be pretty sure that the modified actor value is from something stuck in the savegame rather than from an active gameplay mod.

As an aside, Do you use my Auto-save and time mod?
I noticed it's Console line.

Yup, love it. Along with Horse Commands, Clean up, AttributeAndSkillBasedDamageModifiers, Actor Details and your fix to MMM OnLoadCS.

Modders of NEW mods should really avoid, if they can, scripted modifications to Actor Values. It can be done!
ModAV, SetAV, ForceAV, ModAV2, ModAVMod, etc... can't be tracked by anything else but the mod that uses these.
If more than one mod changes the same Actor Value, and if one of those mods is not built well (e.g. doesn't expect any other mod to change the same Actor Value and so it keeps reapplying its changes), then actors will end-up with corrupted AVs.
I know this is not always possible, however: e.g.: one small component of one of my mods still uses ModAV2 - but that's only because there's no other way to do what I need. But that ModAV2 is immediately reset once I don't need it anymore - after combat.

I think the good news has not spread far enough yet :P. I'd love to see Stealth Overhaul rewritten with your safe techniques. The invisible unplayable enchanted clothing trick sounds particularly nice.

Edit2: also, if these new techniques could spell the end of mods that need an uninstall procedure... it would be the dawn of a new golden age. I'm usually very afraid to add those to my load order, because it makes debugging and stripping down the load order error-prone... it's too easy to forget one of those, even though I take notes on each BAIN package that needs it now.
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Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Tue Jan 25, 2011 8:56 pm

Modders of NEW mods should really avoid, if they can, scripted modifications to Actor Values. It can be done!
ModAV, SetAV, ForceAV, ModAV2, ModAVMod, etc... can't be tracked by anything else but the mod that uses these.
If more than one mod changes the same Actor Value, and if one of those mods is not built well (e.g. doesn't expect any other mod to change the same Actor Value and so it keeps reapplying its changes), then actors will end-up with corrupted AVs.
I know this is not always possible, however: e.g.: one small component of one of my mods still uses ModAV2 - but that's only because there's no other way to do what I need. But that ModAV2 is immediately reset once I don't need it anymore - after combat.


I use setav in my mod to set an actorvalue of an actor that only exists in my mod. Is that safe to use?

Example:
If plant is green and bAVSet == 0
setav blah
set bAVSet to 1
endif
if plant is black and bAVSet == 1
setav blah to original
set bAVSet to 0
endif
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Wed Jan 26, 2011 12:20 pm

Some more info on this: in the same game I discovered another NPC (not a guard this time) lying around with negative fatigue, this one in the imperial city.
Then on my own character I discovered that encumbrance had a permanent negative modifier (i.e. removing all items left me with negative encumbrance).

Those two problems point towards Realistic Fatigue as those are two actor values it modifies.

However I also discovered on my character permanent modifiers to chameleon (positive this one, I was wondering why I was semi-transparent) and resist magicka; and the effect of some ring I had removed a while ago was also stuck on my character.

Therefore the real "culprit" is probably not Realistic Fatigue, but another mod that tends to interfere with adding/removing AV modifiers and magical effects. And the mod is probably still in my load order since the permanent chameleon appeared since I made the OP.

All this is a bit too mysterious for my taste, but by documenting this maybe at some point we'll find a solution. Here's my current load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 1.0]04  Cobl Main.esm  [Version 1.73]05  Ulrim's Horses.esm06  Harvest[Containers].esm07  Harvest[Containers] - Flat-Top Barrels Add-on.esm08  Harvest[Containers] - Havok Crates Add-on.esm09  Harvest[Containers] - Player Home Add-on.esm0A  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0B  Mart's Monster Mod.esm  [Version 3.7b3p3]0C  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]0D  VASE - core.esm0E  Armamentarium.esm  [Version 1.35]0F  Artifacts.esm  [Version 1.1]10  Better Cities Resources.esm  [Version 4.8.4]11  BetterMusicSystem.esm12  Progress.esm  [Version 2.2]13  PMSneakySummons.esm  [Version 1]14  ScreenEffects.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]15  Unofficial Oblivion Patch.esp  [Version 3.3.3]16  Oblivion Citadel Door Fix.esp17  DLCShiveringIsles.esp18  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]19  SM Plugin Refurbish - SI.esp  [Version 1.30]**  MOBS SI.esp  [Version 1.2.2a]1A  Better Cities .esp1B  All Natural.esp  [Version 1.1]1C  All Natural - SI.esp  [Version 1.0]1D  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.2]1E  Distant Chapel Bells.esp1F  All Natural - Real Lights.esp  [Version 1.1]20  WindowLightingSystem.esp21  Ayleid Loot EXtension.esp22  Ayleid Loot EXtension - OOO Dungeons.esp23  CT-Com's Torch Compendium.esp++  Item interchange - Extraction.esp  [Version 0.78]24  MoveQuestItems - OBSE.esp25  MYR_AyleidExtensions.esp  [Version 1.0]26  Q - More and Moldy Ingredients v1.1.esp27  Enhanced Economy.esp  [Version 5.1]28  BookTrackerOBSE.esp29  DarNifiedUI Config Addon.esp2A  Display Stats.esp  [Version 1.3.1]2B  DropLitTorchOBSE.esp  [Version 2.4]2C  Lock Bash Omega.esp  [Version 1.5]2D  Oblivion Graphics Extender Support.esp  [Version 0.3]2E  Quest Log Manager.esp  [Version 1.3.2]2F  QZ Easy Menus.esp30  ScreenControls.esp31  Vacuity.esp  [Version 0.2]32  Dynamic Map.esp  [Version 1.0.1]33  Map Marker Overhaul.esp  [Version 3.8]34  Map Marker Overhaul - SI additions.esp  [Version 3.5]35  Enhanced Hotkeys.esp  [Version 2.1.1]36  DLCOrrery.esp37  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]38  SM Plugin Refurbish - Orrery.esp  [Version 1.11]39  DLCVileLair.esp3A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]3B  DLCMehrunesRazor.esp3C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]3D  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]3E  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]3F  PTArtifacts.esp**  Armamentium female.esp40  Slof's Horses Base.esp41  HRMHorseArmor.esp42  kuerteeHorseCommands.esp43  DLCThievesDen.esp44  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]45  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]46  Cobl Glue.esp  [Version 1.73]47  Cobl Si.esp  [Version 1.63]48  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-DLT_Remover.esp  [Version 1.33]**  Alluring Potion Bottles v3.esp++  mg19obsefix.esp  [Version 1]++  ArmamentariumLLVendors.esp  [Version 1.35]49  ArmamentariumArtifacts.esp  [Version 1.35]4A  OOO 1.32-Cobl.esp  [Version 1.72]++  Harvest[Containers] - Vanilla.esp++  Harvest[Containers] - SI.esp++  Harvest[Containers] - SI - Ore Respawn.esp++  Harvest[Containers] - Vanilla - Ore ReSpawn.esp++  Harvest[Containers] - Player Home Add-on.esp++  Harvest[Containers] - Flat-Top Barrels Add-on.esp++  Harvest[Containers] - Havok Crates Add-on.esp4B  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.6Beta2]4D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]4E  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]4F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]50  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]51  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]52  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]53  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  VASE - Cyrodiil for MMM.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_Archery_MMM_H&C.esp++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4FCOM.esp54  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]55  AyleidArrows.esp  [Version 1.8]56  HackdirtTheDeepOnes.esp57  Gift of Kynareth.esp58  Kragenir's Death Quest.esp59  KDQ - Rural Line Additions.esp5A  LetThePeopleDrink.esp  [Version 2.5]5B  KragenirsDeathQuest-LetThePeopleDrink patch.esp5C  LostSwordOfTheAylied.esp5D  Region Revive - Lake Rumare.esp5E  The Ayleid Steps.esp  [Version 3.4]5F  thievery.esp60  TR_Stirk.esp61  Apachii_Goddess_Store.esp62  DLCBattlehornCastle.esp63  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]64  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]65  DLCFrostcrag.esp66  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]67  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]68  Ulrim's Horses.esp69  Knights.esp6A  Knights - Unofficial Patch.esp  [Version 1.1]**  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]6B  Knights - Cobl.esp  [Version 1.0]++  Ulrim's Horses - Knights patch.esp++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]++  KotN Wayshrine Fix.esp**  DLC_MOBS.esp6C  TOTF.esp++  TOTF Delayer.esp6D  RTT.esp6E  RTT-Weye Relocation Patch.esp  [Version 2.0.1]6F  The Lost Spires.esp70  Blood&Mud.esp71  Lost Paladins of the Divines.esp72  AFK_Weye.esp  [Version 2.2.COBL]73  Rumare-AFK_Weye Patch.esp  [Version 2.0]74  Gaelendryl.esp75  ElsweyrAnequina.esp76  BetterMusicSystem(Elsweyr).esp77  Walkabout.esp78  Feldscar.esp  [Version 1.0.4]79  Vergayun.esp  [Version 1.0.5]7A  Faregyl.esp  [Version 1.0.10]7B  Faregyl+Anequina Patch.esp7C  Molapi.esp  [Version 1.0.1]7D  xuldarkforest.esp  [Version 1.0.5]7E  LostSpires-DarkForest patch.esp7F  xulStendarrValley.esp  [Version 1.2.2]80  xulTheHeath.esp81  MMMMWL-TheHeath patch.esp82  XulEntiusGorge.esp83  xulFallenleafEverglade.esp  [Version 1.3.1]84  LostSpires-Everglade patch.esp  [Version 1.2]85  Anequina-Fallenleaf-Patch.esp86  xulColovianHighlands_EV.esp  [Version 1.2.1]87  xulChorrolHinterland.esp  [Version 1.2.2]88  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]89  KragenirsDeathQuest-LostCoast patch.esp8A  xulBravilBarrowfields.esp  [Version 1.3.2]8B  xulLushWoodlands.esp  [Version 1.3.1]8C  xulAncientYews.esp  [Version 1.4.3]8D  xulAncientRedwoods.esp  [Version 1.6]8E  xulCloudtopMountains.esp  [Version 1.0.3]8F  KragenirsDeathQuest-CloudtopMountains patch.esp90  xulArriusCreek.esp  [Version 1.1.3]91  xulPatch_AY_AC.esp  [Version 1.1]92  LostSwordoftheAyleids-ArriusCreek patch.esp93  xulRollingHills_EV.esp  [Version 1.3.2]94  MMMMWL-RollingHills patch.esp95  KragenirsDeathQuest-RollingHills patch.esp96  xulPantherRiver.esp97  Blood&Mud-PantherRiver patch.esp98  xulRiverEthe.esp  [Version 1.0.2]99  xulBrenaRiverRavine.esp  [Version 1.1]9A  Gaelendryll-BrenaRiver patch.esp  [Version 1.2]9B  xulImperialIsle.esp  [Version 1.6.6]9C  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.3]9D  xulBlackwoodForest.esp  [Version 1.1.0]9E  xulCheydinhalFalls.esp  [Version 1.0.1]9F  Blood&Mud-CheydinhalFalls patch.espA0  GiftOfKynareth-CheydinhalFalls patch.espA1  TearsOfTheFiend-CheydinhalFalls patch.espA2  xulAspenWood.esp  [Version 1.0.2]A3  xulSkingradOutskirts.esp  [Version 1.0.1]A4  xulSnowdale.esp  [Version 1.0]A5  Feldscar+Snowdale Patch.esp  [Version 1.0]A6  OOO-Snowdale Patch.espA7  bartholm.espA8  RR - LTPDPatch.espA9  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]AA  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]AB  bgProtectMortalNPCs.esp  [Version 0.75SI]AC  HUD Status Bars.esp  [Version 2.0.1]AD  Alchemy Pocket.esp  [Version 1.1]AE  DS Storage Sacks.esp  [Version 1.3]AF  Dungeon Actors Have Torches 1.6 DT.espB0  Exterior Actors Have Torches 1.3 DT.esp**  Leviathan Soul Gems Abridged.espB1  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]B2  P1DcandlesForKleptos.espB3  P1DkeyChain.esp  [Version 5.00]B4  Rune Stones!.espB5  SecretsoftheAyleidsClosure.espB6  Soulgem Magic.esp  [Version 1.0]B7  Speedy Disrobe OBSE.esp  [Version 1.3]B8  Toggleable Quantity Prompt.esp  [Version 3.2.0]B9  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espBA  Alternative Start by Robert Evrae.espBB  RealisticHealth.espBC  Gather Ye Rosebuds.espBD  Kyoma's Spell Renamer.esp  [Version 3.0.1]BE  DS Summon Luggage.espBF  MidasSpells.espC0  Spellbooks.espC1  MagickOverlap.espC2  StealthyAbsorbsAndDrains.espC3  Poison Equipper.esp  [Version 2.0]C4  RshAlchemy.espC5  RshAlchemyRecipes.espC6  SM Combat Hide.esp  [Version 1.2]C7  StealthOverhaul.espC8  Morrowind Lockpicking.espC9  Enhanced Grabbing.esp  [Version 0.5]CA  Duke Patricks - Combat Archery.esp  [Version 3.7]CB  SM Hand Combat.esp  [Version 1.0]CC  kuerteeAttributeAndSkillBasedDamageModifiers.esp++  kuertee MMM OnLoadCS disabled hmf effects.espCD  Duke Patricks - Actors Can Miss Now.espCE  ProgressGSD.esp  [Version 2.0]CF  ProgressSBSP.esp  [Version 1.0]D0  ProgressRBSP.esp  [Version 1.0]D1  ProgressRacial.espD2  ProgressArmorer.esp  [Version 1.0]D3  Grandmaster of Alchemy.espD4  RealisticLeveling.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]D5  Useful Houses.esp  [Version 2.0]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]D6  bgBalancingEVCore.esp  [Version 10.52EV-D]D7  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]D8  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]D9  bgMagicEVPaperChase.esp  [Version 1.68EV]DA  bgMagicAlchemy.esp  [Version 1.57]DB  SupremeMagicka.esp  [Version 0.89]DC  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]DD  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]++  PMSneakySummonCompatibility.esp  [Version 1]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]DE  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]DF  bgIntegrationEV.esp  [Version 0.993]E0  Better Cities Full - B&M Edition.esp  [Version 4.8.4]E1  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]E2  Better Cities - Ruined Tail's Tale.esp  [Version 4.8.0]E3  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]E4  Better Cities - Tears of the Fiend.esp  [Version 4.7.0]E5  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]E6  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]E7  Better Cities - Thievery.esp  [Version 4.8.0]E8  Better Cities Full - B&M Edition FPS Patch.esp  [Version 4.8.4]E9  Better Imperial City.esp  [Version 4.8.4]EA  Better Imperial City FPS Patch.esp  [Version 4.8.1]EB  Better Cities - The Lost Spires.esp  [Version 4.7.0]EC  Better Cities - COBL.esp  [Version 2.1]ED  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]++  bgMagicShaderLifeDetect.esp  [Version 1.68]EE  bgMagicLightningbolt.espEF  DS Flaming Arrows.esp  [Version 1.2]**  FCOM_Archery.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  Harvest Containers Filter patch for mods.esp  [Version 1.00]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]F0  Bashed Patch, 0.espF1  kuerteeAutoSaveAndTime.espF2  kuerteeCleanUp.espF3  kuerteeActorDetails.espF4  FormID Finder4.espF5  RefScope.esp  [Version 2.1.2]

(You'll notice I moved a few utility mods after the bashed patch; this is because they don't conflict with anything, but Bash still insists for adding them as master of the Bashed Patch, probably because they're affected by some minor tweak or another. So I move them down there with my boss userlist and I can disable them at will.)
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm


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