Oblivion XP problem

Post » Sat May 28, 2011 7:08 am

hi there, im having a problem with oblivion XP. i just finished closing the great oblivion gate when i noticed my XP was non existent on the progress bar. so i checked what my inventory had to say and its telling me i have -1 XP. so i restarted oblivion and it loaded up just fine but then oblivion XP went back to being at -1 XP. heres my LO if that helps:

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  FCOM_Convergence.esm  [Version 0.9.9MB3]06  Kvatch Rebuilt.esm07  Unofficial Oblivion Patch.esp  [Version 3.2.0]08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0A  Francesco's Optional Chance of Stronger Bosses.esp0B  Francesco's Optional Chance of Stronger Enemies.esp0C  Francesco's Optional Chance of More Enemies.esp0D  Francesco's Optional Leveled Guards.esp0E  FCOM_Francescos.esp  [Version 0.9.9]0F  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]10  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]11  Fran_Lv30Item_Maltz.esp12  LoadingScreens.esp13  Akatosh Mount By Saiden Storm.esp14  Living Economy.esp15  Living Economy - Items.esp16  Cutthroat Merchants.esp17  Map Marker Overhaul.esp  [Version 3.2]18  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]19  tda_Armoury.esp1A  Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp  [Version 1.0]1B  Bob's Armory Oblivion.esp1C  FCOM_BobsArmory.esp  [Version 0.9.9]1D  Oblivion WarCry EV.esp1E  FCOM_WarCry.esp  [Version 0.9.9MB3]1F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]20  OOO-Map_Markers_Stock.esp  [Version 1.33]21  OOO-DLT_Remover.esp  [Version 1.33]22  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]23  OOO-ShowAmulets.esp24  OMOBS.esp  [Version 1.0]25  OMOBS_SI.esp  [Version 1.0]26  FCOM_Convergence.esp  [Version 0.9.9Mb3]27  FCOM_RealSwords.esp  [Version 0.9.9]28  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]29  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]2A  FCOM_SaferRoads.esp  [Version 0.9.9]2B  FCOM_LessRats.esp  [Version 0.9.9]2C  FCOM_NoSpiders.esp  [Version 0.9.9]2D  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]2F  FCOM_LessReaversInGates.esp  [Version 0.9.9]30  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]31  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]32  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]33  Mart's Monster Mod - No Giants.esp  [Version 3.7b3p3]34  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]35  Mart's Monster Mod - No Adventurers.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]3C  FCOM_HungersUnitySI.esp  [Version 0.9.9]3D  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]3E  FCOM_MoreRandomItems.esp  [Version 0.9.9]3F  PMFranDarkPaladinHelmFix.esp  [Version 1]40  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]41  LoadingScreens-OOO.esp42  Kvatch Rebuilt.esp43  Kvatch Rebuilt - OOO Compatibility.esp44  Rise Of A Samurai.esp45  WeynonRetreat.esp46  Nicos Gift.esp47  Knights.esp48  Knights - Unofficial Patch.esp  [Version 1.0.9]49  FCOM_Knights.esp  [Version 0.9.9Mb3]4A  Lost Paladins of the Divines.esp4B  Valenwood.esp4C  ElsweyrAnequina.esp4D  Valenwood_Anequina_Patch.esp4E  Rimmen.esp4F  Harvest [Flora].esp  [Version 3.0.0]50  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]51  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.0]52  Alternative Start by Robert Evrae.esp53  Oblivion XP.esp  [Version 4.1.5]54  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]55  Francesco's 10 days respawn time - 1-24 day lenght rescale.esp56  Hemingweys Capes.esp  [Version 2.00]57  Bashed Patch, 0.esp58  FormID Finder4.esp59  Elven Map Redux.esp


any ideas what to do? thx
User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Sat May 28, 2011 2:48 am

Some of those plugins should be merged and deactivated. Fix your load order. Also, I think since the MMM 3.7 update, you should use the MMM - No XX plugins in stead of FCOM's. In other words, replace FCOM Less Rats or whatever with the MMM 3.7b3 version
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x a million...
 
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Joined: Tue Jun 13, 2006 2:59 pm

Post » Sat May 28, 2011 6:38 am

wait youve lost me here tom, what do you mean merged like placed all together in 1 plugin? i thought thats what the bashed patch did. all though come to think of it that doesnt make much sense... im also confused at why to use MMM - XX plugins, when i used theniceones( i believe it was him at any rate) OMOD installers to put FCOM together MMM's plugins were overwritten by FCOM's or am i mistaken? wow im really confused now, i thought i understood it all but it appears not. what mods should merged together to? ive got no idea where to start there
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Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Sat May 28, 2011 7:42 am

No, bash merged. The plugins in green should not be active (have a checkmark in their box.) That is one of the big advantages of the bashed patch. Did you read Bash's ReadMe? You are not actually merging any mods together...Okay, read through my site's http://sites.google.com/site/oblivionpoinfo/utilities/wrye-bash and all of the "Related Pages." If you are still confused after thatt, you should really read Bash's ReadMe.

FCOM cannot overwrite MMM's plugins. They do not have the same name. Technically, the script could do that, but then the names should start with "MMM" and not "FCOM." You used separated installers to install the two, right?


Edit: One more hint: Merging plugins into the bashed patch means making them virtually active through the bashed patch. It is not the same as actually merging multiple plugins together. There is no point to leave a plugin that is already virtually active active.
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Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Sat May 28, 2011 3:23 am

yah i used separate installers the FCOM 1 and the MMM 1. i installed MMM first and then i installed FCOM and the FCOM installer im guessing removed those MMM plugins. ive got the archive still though ill just replace manually. i didnt relize that the mods merged into the bashed patch didn t have to be active i thought they were acting as masters to it. i just clicked all the green named 1's and my bashed patch is still green. just installed a mod with bain for the first time ever, man it was ever easy! no mroe OMODS for me! wish id figured out to use BAIN earlier. thx for the help tom, but any ideas on my Oblivion XP problem? still not going away...
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Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Sat May 28, 2011 4:06 pm

Right, right, the real problem, haha. I would be very, very surprised if the FCOM installer removed the MMM plugins...but it is possible. Well, hopefully nothing is borked. My concern is that MMM has been updated since that version of FCOM, so I would think its plugins more up-to-date...huh, not really sure. You could always ask in the MMM or FCOM thread for confirmation. Anyway, the best thing for you to do with your Oblivion XP questions is take it to the Oblivion XP thread. I have no experience with that leveling mod, but I do know that it calculates progression very differently. Therefore, normal stat fix suggestions probably do not apply in this case. It may have something to do with closing the Oblivion gate, kind of link companions have trouble with it. Someone in the Oblivion XP thread should know, however. Are your earlier saves okay? Have you tried closing the gate again to see if that is a consistent error?
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M!KkI
 
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Joined: Sun Jul 16, 2006 7:50 am

Post » Sat May 28, 2011 9:55 am

it is a consistant error with ALL Oblivion gates. i reloaded a way earlier save and found it still working but then i tried a different gate and it screwed up again. maybe ill just find a different XP mod
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Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Sat May 28, 2011 7:12 am

Did you post in the Oblivion XP thread already? The mod's thread is ABO's mods thread. That thread is pretty responsive, so you may have better luck posting there. Plus, what other XP mods are there? At least, you would have trouble finding one with the kind of support that this mod has.
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aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Sat May 28, 2011 5:22 am

oh ABO's mod thread? i posted in Oblivion XP thread #16. ill post there to
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Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Sat May 28, 2011 10:08 am

Some of those plugins should be merged and deactivated. Fix your load order. Also, I think since the MMM 3.7 update, you should use the MMM - No XX plugins in stead of FCOM's. In other words, replace FCOM Less Rats or whatever with the MMM 3.7b3 version


Unless there is a replacement esp included with UFCOM files the current no XXX plug-ins from version 9.9 should continue to be used.
It must be remembered that MMM plug-ins effect only Mart's Monster Mod critters, therefore if a creature is added by OOO or WarCry the Mart's esp will have no effect.
The FCOM version covers all included mods.
@John123 the best and most accurate place for your question to be answered would be if you posted in the OblivionXP http://www.gamesas.com/index.php?/topic/1047730-relz-oblivion-xp/ B)
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courtnay
 
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Joined: Sun Nov 05, 2006 8:49 pm

Post » Sat May 28, 2011 2:15 am

posted there thx shik! i found temporary quick fix. i uninstalled Ob Xp, the ran oblivion, saved my char without that mod then reinstalled and moved it to the right position in my load order. all seems to be working, just i lost about 2000 XP from it...
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Lizzie
 
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