Help me get the most out of SM + Lame

Post » Sat Jun 25, 2011 6:15 pm

I'm planning on using SM with Lame and RBP + Integration. I've used SM fairly extensively before but am new to bg2408's mods and am in the process of reinstalling OB.

I've tried loading each before the other (using bgMagicEV_Conjuration_for_Supreme_Magicka.esp with Lame -> SM) but I see only minor changes in the spells available from guild merchants.

With either configuration I see quite a few spells with strange number and letter prefixes even without the Bash naming tweaks. I'm guessing these are Lame spells?... don't recall that from previous SM experience. How do I get rid of this? Also some spell names don't really seem to apply to the described effects, especially when SM loads last.

Ultimately, I want to have access to as many SM and Lame spells as possible with spell names as lore friendly as possible, and take as much advantage as possible of the SM ini tweaking (knowing that RBP should take precedence). Is there some special combination of Bash tweaks/load order that allows this vision?

Temporary load order:
Spoiler
Active Mod Files:
00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
02 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
03 Cobl Main.esm [Version 1.72]
04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
05 Mart's Monster Mod.esm [Version 3.7b3p3]
06 TamrielTravellers.esm [Version 1.39c]
07 FCOM_Convergence.esm [Version 0.9.9MB3]
08 Armamentarium.esm [Version 1.35]
09 Artifacts.esm [Version 1.1]
0A Unofficial Oblivion Patch.esp [Version 3.3.5]
0B DLCShiveringIsles.esp
0C Unofficial Shivering Isles Patch.esp [Version 1.4.2]
0D Francesco's Optional Chance of Stronger Bosses.esp
0E Francesco's Optional Chance of Stronger Enemies.esp
0F Francesco's Optional Chance of More Enemies.esp
10 Francesco's Optional Leveled Guards.esp
++ Francesco's Dark Seducer Weapons Patch.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
11 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
12 Enhanced Water v2.0 HDMI.esp
++ Symphony of Violence.esp
13 WindowLightingSystem.esp
++ Item interchange - Extraction.esp [Version 0.78]
14 DLCHorseArmor.esp
15 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]
16 DLCOrrery.esp
17 DLCOrrery - Unofficial Patch.esp [Version 1.0.4]
18 DLCVileLair.esp
19 DLCVileLair - Unofficial Patch.esp [Version 1.0.6]
1A DLCMehrunesRazor.esp
1B DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
1C DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
** EVE_StockEquipmentReplacer.esp
++ MaleBodyReplacerV4.esp
1D DLCThievesDen.esp
1E DLCThievesDen - Unofficial Patch.esp [Version 1.0.9]
1F DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
20 Cobl Glue.esp [Version 1.72]
21 Cobl Si.esp [Version 1.63]
22 Bob's Armory Oblivion.esp
23 FCOM_BobsArmory.esp [Version 0.9.9]
24 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
25 Oblivion WarCry EV.esp [Version 1.09]
26 FCOM_WarCry.esp [Version 0.9.9MB5]
27 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
** OMOBS.esp [Version 2.0]
** OMOBS_SI.esp [Version 2.0]
++ FCOM_Cobl.esp [Version 0.9.9]
28 OBSE-Storms & Sound SI.esp
29 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
2A FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
2B FCOM_RealSwords.esp [Version 0.9.9]
2C FCOM_DurabilityAndDamage.esp [Version 0.9.9]
++ FCOM_SpawnRatesStronger.esp [Version 0.9.9Mb3]
2D Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b3p3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
2E Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
2F Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
30 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
31 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
32 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3]
++ TamrielTravellerAdvscript.esp [Version 1.39c]
33 TamrielTravellers4OOO.esp [Version 1.39c]
34 ShiveringIsleTravellers.esp [Version 1.39c]
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]
++ FCOM_TamrielTravelers.esp [Version 0.9.9]
++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
++ ArmamentariumLL4OOO.esp [Version 2.01]
++ ArmamentariumLLMagicOOO.esp [Version 1.35]
35 KDCircletsOOOOptimized - Loot Only.esp [Version 1.2]
36 Geomancy & Gem Dust OOO.esp
++ MMM-Cobl.esp [Version 1.73]
37 Artifacts.esp [Version 1.1]
++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
38 DLCFrostcrag.esp
39 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5]
3A Knights.esp
3B Knights - Unofficial Patch.esp [Version 1.1]
** EVE_KnightsoftheNine.esp
3C Mighty Umbra.esp
3D Lost Paladins of the Divines.esp
3E The Mystery of the Dulan cult.esp
3F MannimarcoRevisited.esp
40 MannimarcoRevisitedOOO.esp [Version 0.1]
41 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
++ FCOM_MightyUmbra.esp [Version 0.9.9]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
42 FCOM_DulanCult.esp [Version 0.9.9]
43 Salmo the Baker, Cobl.esp [Version 3.08]
44 EVE_ShiveringIslesEasterEggs.esp
45 bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
46 bgMagicEVPaperChase.esp [Version 1.68EV]
47 SupremeMagicka.esp [Version 0.90b]
48 SM_ShiveringIsles.esp [Version 0.90]
++ SM_DLCSpellTome.esp [Version 0.90]
++ SM_OOO.esp [Version 0.90]
++ SM_MMM.esp [Version 0.90]
++ SM_COBL.esp [Version 0.90]
49 SM_EnchantStaff.esp [Version 0.90]
++ SM_Scrolls.esp [Version 0.90]
++ SM_SigilStone.esp [Version 0.90]
++ bgMagicEV_Conjuration_for_Supreme_Magicka.esp [Version 1.7.7]
++ Item interchange - Placement for FCOM.esp [Version 0.78]
++ Item interchange - Placement for Frostcrag.esp [Version 0.78]
++ EVE_KhajiitFix.esp
++ Life Detected - OMOD.esp
** FCOM_Archery.esp [Version 0.9.9]
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
4A Bashed Patch, 0.esp

User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sun Jun 26, 2011 12:54 am

It is really about load order when using these.

They both will change vanilla spells and so which ever loads last will have the winning spells. BOSS will place LAME last which is what I use, but you can alter that with the userlist. There are patches in LAME to use its summons with SM if you have SM loaded later. With added spells you will get all from both.

The great thing about SM is the ini file (you could get lost in it) - my favorite ini setting is for adding an area of effect for target spells (like flare) so that they can be used more effectively in third person.

If using SM with progress turn off the magicka based skill progression in SM ini.

If using Race Balancing - then really read over its readme and the SM ini and make sure things like magicka per intelligence point is not set.

I use the Wrye Bash tweaks for changing spell names - so they overwrite LAME (yes it is lame).
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Sat Jun 25, 2011 1:47 pm

Thanks for the advice/info!

After further poring over the spells that merchants are offering and seeing more sensible (longer) time based effects with Lame having the say, I've settled on loading Lame last. I notice that the SM ini has the intelligence/mana setting disabled by default, but the regeneration settings are on.

Something that I encountered last time I played OB and again now: I am plagued by a repetitive, and just loud enough to be extremely annoying, wind sound during certain weathers while using AN + S&S. I'm certain the culprit is either AMBWindMediumLP or AMBWindTreeGust. I vaguely recall that I did find a solution but not what it might be... seem to recall it started happening after installing S&S though.

Almost finished... just UL's and a few armor replacers left to go!
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Sat Jun 25, 2011 8:56 pm

More Immersive sound?
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Sat Jun 25, 2011 2:23 pm

More Immersive Sound didn't change the repetitive wind sound... but it did give me some .wav's to listen too, I think the repeating sound is AMBWindTreeGust- unfortunately MIS didn't supply a wav to replace it.

LOL, google comes up with NO results for AMBWindTreeGust... I'll try in the AN thread since it only happens during certain weathers.
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am


Return to IV - Oblivion