Enemies Green and CTDs.

Post » Mon Dec 12, 2011 2:12 pm

OK. I replaced cobl races with the Race Balancing Project and installed Integration: The Stranded Light, and squished a bug in the RBP NIF files.. Now, for some weird reason, my enemies turn green when they are hit, and I suffer CTDs regularly in gameplay, particularly moving around in Tamriel worldspace(not so much indoors or in cities). I suspect the green enemies is caused by textures for bloodspatter not loading correctly...


Here's my current load order report. Oblivion's driving me mad I swear.
Spoiler
Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 1.3]
02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
04 Cobl Main.esm [Version 1.72]
05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
06 Mart's Monster Mod.esm [Version 3.7b3p3]
07 TamrielTravellers.esm [Version 1.39c]
08 FCOM_Convergence.esm [Version 0.9.9a7]
09 Armamentarium.esm [Version 1.35]
0A Artifacts.esm [Version 1.1]
0B Kvatch Rebuilt.esm
0C Better Cities Resources.esm [Version 4.9.5]
0D Unofficial Oblivion Patch.esp [Version 3.3.5]
++ Oblivion Citadel Door Fix.esp
0E DLCShiveringIsles.esp
0F Unofficial Shivering Isles Patch.esp [Version 1.4.2]
10 Better Cities .esp [Version 4.7.0]
11 Francesco's Optional Chance of Stronger Bosses.esp
12 Francesco's Optional Chance of Stronger Enemies.esp
13 Francesco's Optional Chance of More Enemies.esp
14 Francesco's Optional Leveled Quests-SI only.esp
15 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
16 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
17 Natural_Habitat_by_Max_Tael.esp
18 All Natural.esp [Version 1.3]
19 All Natural - SI.esp [Version 1.3]
1A OBGE - Liquid Water.esp
1B All Natural - Real Lights.esp [Version 1.3]
1C WindowLightingSystem.esp
++ Item interchange - Extraction.esp [Version 0.76]
1D Enhanced Economy.esp [Version 5.2.2]
1E Dynamic Map.esp [Version 2.0]
1F Map Marker Overhaul.esp [Version 3.9]
20 Map Marker Overhaul - SI additions.esp [Version 3.5]
21 Enhanced Hotkeys.esp [Version 2.2]
22 DLCHorseArmor.esp
23 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]
24 DLCOrrery.esp
25 DLCOrrery - Unofficial Patch.esp [Version 1.0.4]
26 DLCVileLair.esp
27 DLCVileLair - Unofficial Patch.esp [Version 1.0.6]
** Lair_mobs.esp
28 DLCMehrunesRazor.esp
29 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
** Mehrunes_mobs.esp
2A DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
2B KohdiScimitar.esp
2C AncientTowers.esp
2D DLCThievesDen.esp
2E DLCThievesDen - Unofficial Patch.esp [Version 1.0.9]
2F DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
** Thievesden_mobs.esp
30 Cobl Glue.esp [Version 1.72]
31 Cobl Si.esp [Version 1.63]
32 Option Prototype.esp [Version 01]
33 Bob's Armory Oblivion.esp
34 FCOM_BobsArmory.esp [Version 0.9.9]
35 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
36 Oblivion WarCry EV.esp [Version 1.09]
37 FCOM_WarCry.esp [Version 0.9.9]
38 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
** OMOBS_SI.esp [Version 2.0]
39 OOO 1.32-Cobl.esp [Version 1.72]
3A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
** FCOM_Convergence.esp [Version 0.9.9]
3B FCOM_RealSwords.esp [Version 0.9.9]
3C Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
3D Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
3E Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]
3F Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
40 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
41 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
42 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
++ TamrielTravellerAdvscript.esp [Version 1.39c]
43 TamrielTravellers4OOO.esp [Version 1.39c]
44 TamrielTravellersItemsCobl.esp [Version 1.39c]
45 ShiveringIsleTravellers.esp [Version 1.39c]
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]
++ FCOM_TamrielTravelers.esp [Version 0.9.9]
++ FCOM_BobsGuardUnity.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]
++ MMM-Cobl.esp [Version 1.69]
46 Artifacts.esp [Version 1.1]
47 ICEXPAND.esp [Version 1.5BCE]
48 Kragenir's Death Quest.esp [Version 2.1]
49 KDQ - Rural Line Additions.esp
4A Kvatch Rebuilt.esp
++ Kvatch Rebuilt - OOO Compatibility.esp
4B Kvatch Rebuilt - Leveled Guards - FCOM.esp
4C LetThePeopleDrink.esp [Version 2.5]
4D KragenirsDeathQuest-LetThePeopleDrink patch.esp
4E Valenwood Improved.esp [Version 1.02.0]
4F VaultsofCyrodiilBC.esp
50 DLCBattlehornCastle.esp
51 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.5]
** Battlehorn_mobs.esp
52 DLCfrostcrag.esp
53 Kvatch Rebuilt_Frostcrag Reborn.esp
54 FrostcragRebornCobl.esp
55 Knights.esp
56 Knights - Unofficial Patch.esp [Version 1.1]
** DLC_MOBS.esp
++ FCOM_Knights.esp [Version 0.9.9]
57 ElsweyrAnequina.esp
++ ElsweyrAnequina - Races HGEC-Robert.esp [Version 1.2]
58 Reaper's Esmeralda's Desert Manor.esp
59 Tales from Elsweyr Anequina.esp
5A ElsweyrValenwoodImprovedPatch.esp
++ Natural_Vegetation_by_Max_Tael.esp
5B P1DkeyChain.esp [Version 5.00]
5C Soulgem Magic.esp [Version 1.0]
5D Alternative Start by Robert Evrae.esp
5E MidasSpells.esp
5F Midas OscuroGems.esp
++ Midas Betterholy.esp
++ Mart's Monster Mod - Midas Creature Ingredients.esp
60 FrostcragMidasLab.esp
** Item interchange - Placement for FCOM.esp [Version 0.76]
++ Item interchange - Placement for Frostcrag Reborn.esp [Version 0.76]
61 bgBalancingEVCore.esp [Version 10.52EV-D]
++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
62 bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
63 bgMagicEVPaperChase.esp [Version 1.68EV]
++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
** bgBalancingEVOptionalNPCDiversity, TNR Merge.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
** bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp [Version 9.0EV-D]
64 bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
** bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
65 bgIntegrationEV.esp [Version 1.0]
66 Better Cities Full.esp [Version 4.9.5]
67 Better Imperial City.esp [Version 4.9.5]
++ Better Cities - All Natural.esp [Version 4.9.5]
++ TrailsOfCyrodiil-BC patch.esp [Version 4.7.0]
68 Better Cities - COBL.esp [Version 2.1]
** bgMagicEVShader.esp [Version 1.7EV]
++ bgMagicShaderLifeDetect.esp [Version 1.68]
++ bgMagicLightningbolt.esp
** FCOM_Archery.esp [Version 0.9.9]
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.3]
69 Bashed Patch, 0.esp

User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Mon Dec 12, 2011 8:14 pm

Yes, green enemies on death are most often caused by missing resources from MMM. Make sure that its BSA is renamed correctly.
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Mon Dec 12, 2011 1:49 pm

Yes, green enemies on death are most often caused by missing resources from MMM. Make sure that its BSA is renamed correctly.

It's named FCOM_Convergence_MartsMonsterMod.bsa

I think that's what it's supposed to be named...
User avatar
Barbequtie
 
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Joined: Mon Jun 19, 2006 11:34 pm

Post » Mon Dec 12, 2011 9:53 am

You don't have any esp named FCOM_Convergence_MartsMonsterMod.esp, so that BSA's not going to load correctly. Your BSAs need an esp with an equivalent name to allow the game engine to load them: no matching esp=no resources loaded which is exactly what you've done.

Perhaps you should consider stripping out all the other mods in that list and getting FCOM set up correctly first...? :whistling:

Vac
User avatar
u gone see
 
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Joined: Tue Oct 02, 2007 2:53 pm

Post » Mon Dec 12, 2011 4:07 pm

FCOM_Convergence.esp should do it, but I notice that it is unchecked, which it shouldn't be. Have it checked and it should be fixed.
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Mon Dec 12, 2011 6:31 am

FCOM_Convergence.esp should do it, but I notice that it is merged and unchecked, which it shouldn't be. Have it checked and it should be fixed.

The text suffixing the underscore is all ignored? I thought you needed a space... Learn something new every day, or something like that...
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Natalie J Webster
 
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Joined: Tue Jul 25, 2006 1:35 pm

Post » Mon Dec 12, 2011 8:09 pm

The text suffixing the underscore is all ignored? I thought you needed a space... Learn something new every day, or something like that...


Yes, the important part is that the first section is exactly named as an active esp. The part after _ can be whatever. So for FCOM users, FCOM_Convergence_x can be used for any bsa, substituting x for what's most practical.
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Jay Baby
 
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Joined: Sat Sep 15, 2007 12:43 pm

Post » Mon Dec 12, 2011 3:28 pm

I just use DLCShiveringIsles - xxx.bsa with the name of the relevant mod in place of the xxx. That makes it very hard to mess up.

Vac
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Brandi Norton
 
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Joined: Fri Feb 09, 2007 9:24 pm

Post » Mon Dec 12, 2011 11:21 am

FCOM_Convergence.esp should do it, but I notice that it is unchecked, which it shouldn't be. Have it checked and it should be fixed.

What the hell?

When did that get deactivated?!

Maybe I should go through the list with a fine-tooth comb every time I rebuild my bash patch. I've noticed one annoying thing with the new version of Wrye Bash. It keeps trying to deactivate and merge Oscuro's_Oblivion_Overhaul.esp. Which is annoying because it means that everything that has OOO.esp as a parent gets deactivated.

And in a sudden epiphany, I realize when it got deactivated.
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George PUluse
 
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Joined: Fri Sep 28, 2007 11:20 pm

Post » Mon Dec 12, 2011 12:38 pm

Maybe I should go through the list with a fine-tooth comb every time I rebuild my bash patch. I've noticed one annoying thing with the new version of Wrye Bash. It keeps trying to deactivate and merge Oscuro's_Oblivion_Overhaul.esp. Which is annoying because it means that everything that has OOO.esp as a parent gets deactivated.

Disable CBash for now, after you've made any bug reports. The SVN has already fixed quite a few issues, but there are still some left, so for playing the game a non-CBash patch is probably best.
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Maya Maya
 
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Joined: Wed Jul 05, 2006 7:35 pm

Post » Mon Dec 12, 2011 9:01 am

Would tagging it with NoMerge be a good idea as well?
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Cash n Class
 
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Joined: Wed Jun 28, 2006 10:01 am

Post » Mon Dec 12, 2011 7:31 pm

Adding Nomerge would likely end breaking things even more..

You could always pack the OOO resources into a BSA to prevent it from getting merged with CBASH..

or just disable CBASH for now and use Normal BASH until further notice..
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Music Show
 
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Joined: Sun Sep 09, 2007 10:53 am

Post » Mon Dec 12, 2011 8:09 pm

I feel like an idiot for asking this, but how do I disable CBASH?
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Len swann
 
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Joined: Mon Jun 18, 2007 5:02 pm

Post » Mon Dec 12, 2011 5:48 pm

rename the file itself under

\oblivion\mopy\ cbash.dll

rename to something like disabled_cbash.dll

and that will disable it

the you will have to reselect everything in normal mode when you rebuild things..
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Kahli St Dennis
 
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Post » Mon Dec 12, 2011 9:17 am

Thanks. I'm feeling awfully thick right now :(
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Brooks Hardison
 
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