Having trouble using an enchant shader with a magic overhaul

Post » Tue May 17, 2011 7:08 am

Alright, I am really disappointed with the default shaders and effects for enchanted weapons, so I had wanted to find a mod that I felt would improve them. Well, I found a mod that I feel would be perfect for the job http://theelderscrolls.info/?go=dlfile&fileid=336, unfortunately it seems near 100% incompatible with Supreme Magicka, which I am using to overhaul the magic system in oblivion. I have tried changing load orders myself, tried using the BOSS recommended load order, tried importing the graphics from the mod using the Bash Patch, nothing I do seems to work. I either get a working (and pretty) enchant effect and lose the changes Supreme Magicka makes, or I keep my Supreme Magicka changes and lose even the default enchantment effect.


I have tried to manually combine the two mods by loading both the Supreme Magicka esp and the enchant effects esp and then editing the spell effects from Supreme Magicka to use the shaders provided by the enchant effects mod. But it seems I did something wrong when saving the .esp, for some reason the mod is not including any of the changes I made to the file, according to the CS it doesn't even depend upon the two main .esp's (Supreme Magicka and the Enchant Effects). Not sure how to fix this kind of problem since I have never modded before.

Is there any way to combine these two mods, or am I out of luck? I have no problem with opening up the Construction Set and making them compatible myself, I would just like to know before hand if it's a lost cause or not.
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Tue May 17, 2011 10:09 am

Alright, I am really disappointed with the default shaders and effects for enchanted weapons, so I had wanted to find a mod that I felt would improve them. Well, I found a mod that I feel would be perfect for the job http://theelderscrolls.info/?go=dlfile&fileid=336, unfortunately it seems near 100% incompatible with Supreme Magicka, which I am using to overhaul the magic system in oblivion. I have tried changing load orders myself, tried using the BOSS recommended load order, tried importing the graphics from the mod using the Bash Patch, nothing I do seems to work. I either get a working (and pretty) enchant effect and lose the changes Supreme Magicka makes, or I keep my Supreme Magicka changes and lose even the default enchantment effect.


I have tried to manually combine the two mods by loading both the Supreme Magicka esp and the enchant effects esp and then editing the spell effects from Supreme Magicka to use the shaders provided by the enchant effects mod. But it seems I did something wrong when saving the .esp, for some reason the mod is not including any of the changes I made to the file, according to the CS it doesn't even depend upon the two main .esp's (Supreme Magicka and the Enchant Effects). Not sure how to fix this kind of problem since I have never modded before.

Is there any way to combine these two mods, or am I out of luck? I have no problem with opening up the Construction Set and making them compatible myself, I would just like to know before hand if it's a lost cause or not.

The problem is that TESCS cannot handle ESP mastery. If you still have the mod you made that is lacking its master, you can add the dependencies back with TES4Edit. Do you still have that plugin? Download http://www.tesnexus.com/downloads/file.php?id=11536. I was planning to write a guide for this, so I guess now is as good a time as any.
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Tue May 17, 2011 5:43 am

Alright, I am really disappointed with the default shaders and effects for enchanted weapons, so I had wanted to find a mod that I felt would improve them. Well, I found a mod that I feel would be perfect for the job http://theelderscrolls.info/?go=dlfile&fileid=336, unfortunately it seems near 100% incompatible with Supreme Magicka, which I am using to overhaul the magic system in oblivion. I have tried changing load orders myself, tried using the BOSS recommended load order, tried importing the graphics from the mod using the Bash Patch, nothing I do seems to work. I either get a working (and pretty) enchant effect and lose the changes Supreme Magicka makes, or I keep my Supreme Magicka changes and lose even the default enchantment effect.


I have tried to manually combine the two mods by loading both the Supreme Magicka esp and the enchant effects esp and then editing the spell effects from Supreme Magicka to use the shaders provided by the enchant effects mod. But it seems I did something wrong when saving the .esp, for some reason the mod is not including any of the changes I made to the file, according to the CS it doesn't even depend upon the two main .esp's (Supreme Magicka and the Enchant Effects). Not sure how to fix this kind of problem since I have never modded before.

Is there any way to combine these two mods, or am I out of luck? I have no problem with opening up the Construction Set and making them compatible myself, I would just like to know before hand if it's a lost cause or not.


Use TES4Edit to change the mod. No need to esmify anything. (Do a CSwiki search for espify/esmify)
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Mon May 16, 2011 11:33 pm

Use TES4Edit to change the mod. No need to esmify anything. (Do a CSwiki search for espify/esmify)

There is no need for any extra work other than adding the masters back to the master record of the plugin that should have had the two masters.


Edit: However, if the changes had been made in TES4Edit, then this could have been avoided. TES4Edit support ESP mastering, but sometimes it is nice to have the visual interface of TESCS.
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Tue May 17, 2011 5:43 am

Is there a way to quickly copy one field to another in TES4Edit? I have about 20-30 entries I need to change and having to right click the one I want to copy from, select edit, press ctr-c, right click the one I want to copy to, select edit and press ctrl-v is getting kinda tedious.
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Tue May 17, 2011 1:18 pm

There is a way you can use ctrl+c, but that is not really how you go about copying anything in TES4Edit. With TES4Edit, you are supposed to just drag data cells across on top of other data cells. You can grab groups by dragging over section headers (i.e., dragging over "body data.") Headers have other records or record groups branching out from them. Dragging over 30 edits is nothing though.
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Tue May 17, 2011 3:00 am

How can I go about finding the end result of all my mods? I am using a few other compatibility mods with Supreme Magicka and I want to make sure that my load order and compatibility patches setup so everything works together without too many problems.
User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Tue May 17, 2011 1:54 pm

http://sites.google.com/site/oblivionpoinfo/troubleshooting/postlo. Is that effect shaders mod tagged with "import graphics"? Make sure you do not have SM tagged with import graphics as well. I have that checked in my bashed patch because I want SM's graphic changes. Is that effect shaders mod loading after SM? If it is, then having SM checked in the "import graphics" section of the bashed patch as well does not matter.

Edit: Grab WB 2.83 too.
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Tue May 17, 2011 10:03 am

----------------------------------------------------------- Better Oblivion Sorting Software       Load Order Utility    (c) Random007 & the BOSS development team, 2009-2010       Some rights reserved.                                      CC Attribution-Noncommercial-No Derivative Works 3.0       http://creativecommons.org/licenses/by-nc-nd/3.0/          v1.51 (2 April 2010)                                    -----------------------------------------------------------Master .ESM date: Tue Aug 29 17:35:24 2006FCOM not detected.OOO detected.Better Cities not detected.------------------------------------Recognised and re-ordered mod files:------------------------------------Oblivion.esm  . Note:  Masterlist Information: $Revision$, $Date$, $LastChangedBy$AWS-Core.esmOscuro's_Oblivion_Overhaul.esm  . Bashed Patch tag suggestion:  {{BASH:Invent,Scripts,Stats,Relations}}Mart's Monster Mod.esm  . Bashed Patch tag suggestion:  {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}Mart's Monster Mod for OOO.esm  . Bashed Patch tag suggestion:  {{BASH:Delev,Factions,Relations,Relev}}Unofficial Oblivion Patch.esp  . Note:  Recommend installing UOP hotfix for additional fixes: http://www.tesnexus.com/downloads/file.php?id=27710  . Bashed Patch tag suggestion:  {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Name,C.Owner,Creatures.Blood,Delev,Factions,Invent,Names,Relations,Relev,Scripts,Stats}} and remove the C.Water tag (only exist in older version).  . Note:  Remember to use the 'MOBS' version when using Francesco's or FCOM.  . Note:  Newest MOBS and non-MOBS versions have the same name.UOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.esp  . Note:  Remember to use the 'MOBS' version when using Francesco's and FCOM.  . Note:  Newest MOBS and non-MOBS versions have the same name.  . Bashed Patch tag suggestion:  {{BASH:Actors.AIData,Actors.AIPackages,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Name,C.Owner,Delev,Factions,Invent,Names,Relev,Scripts,Stats,Relations}}AWS-ShiveringIsles.espbgShaderStandAloneEV.esp  . Bashed Patch tag suggestion:  {{BASH:Graphics}} . Requires:  Wrye Bash if using spell mods.MM_TextLocks.espHarvest[Containers].esp . OOO Specific Note:  Not OOO compatible. Included in OOO.Enhanced Economy.esp  . Note:  Replaces Living Economy pluginOscuro's_Oblivion_Overhaul.esp  . Bashed Patch tag suggestion:  {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}Mart's Monster Mod for OOO.esp  . Bashed Patch tag suggestion:  {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}Mart's Monster Mod - Shivering Isles.esp  . Bashed Patch tag suggestion:  {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}Mart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - More Wilderness Life.esp  . Note:  Use either 'More Wilderness Life' or 'More Wilderness Life No Gates' but not both.Mart's Monster Mod - City Defences.espMart's Monster Mod - Diverse WaterLife.espKnights.espKnights - Unofficial Patch.esp  . Bashed Patch tag suggestion:  {{BASH:C.Light,Invent,Names,Relev,Stats}}Mart's Monster Mod for OOO - Knights .esp  . Bashed Patch tag suggestion:  {{BASH:Actors.AIData,Actors.AIPackages, Actors.Stats,Delev,Relev,Stats}}Harvest [Flora].esp  . Bashed Patch tag suggestion:  {{BASH:Scripts}}Harvest [Flora] - Shivering Isles.espQuest Award Leveller.espQuest Award Leveller - Knights of the Nine.espAlternative Start by Robert Evrae.esp  . Bashed Patch tag suggestion:  {{BASH:Relations}}RealisticFatigue.espRealisticHealth.espSupremeMagicka.esp  . Bashed Patch tag suggestion:  {{BASH:Names,Graphics}}SM_ShiveringIsles.espSM_OOO.espSM_MMM.espSM_Scrolls.espSM_SigilStone.espRealisticLeveling.espLet There Be Darkness - Cyrodiil + SI.esp . Requires:  Shivering Isles.  . Bashed Patch tag suggestion:  {{BASH:C.Light}}Let There Be Darkness - Knights.esp . Requires:  Knights of the Nine.  . Bashed Patch tag suggestion:  {{BASH:C.Light}}Bashed Patch, 0.espStreamline 3.1.esp-----------------------------------------------------------------Unrecognised mod files:                                          Reorder these by hand using your favourite mod ordering utility. -----------------------------------------------------------------Unknown mod file: SM_bgShader.esp-----------------------------------------------------------Done.


The SM_bgShader.esp is the one I made using TES4Edit, all it changes is setting the on hit shaders and enchantment shaders to the ones provided in the bgShaderStandAloneEV.esp. I had tried using a batch patch before but it had not worked correctly, I'll attempt it again to see if I possibly did something wrong the first time.

Oh, and about the OOO compatibility warnings, I'm fairly sure I can ignore those as the actual Harvest[Containers] mod was not installed when I installed OOO, so there should be no issues with using the more up to date version from TESNexus.
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Tue May 17, 2011 1:51 pm

You should use the latest version of TESNexus. Yeah, the version was not updated on the plugin, so BOSS cannot tell. I do not think you should need to make a patch for this, however. Try re-bashing.
User avatar
Princess Johnson
 
Posts: 3435
Joined: Wed Feb 07, 2007 5:44 pm

Post » Tue May 17, 2011 6:01 am

This shouldn't be incompatible. I have Supreme and this, and use them together. What specifically does this break? Because I have found Supreme Magicka changes. EX requirements for charm spells, circle spells, etc.
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Tue May 17, 2011 8:58 am

Prior to Wrye Bash version hmm 278 I think was when I coded it; with that LO you would get less than perfect graphics import on the MGEF - either vanilla+SM or Vanilla and bgShaderStandAloneEV.esp.
so either a ) update to Wrye bash 278+ (strongly reccomend the latest (283) or at least 282) and rebuild your patch
or b ) make a compatibility patchy thingy with Tes4Edit (works but not as good if you later change your LO in regards to magic effects.
Pacific Morrowind
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Tue May 17, 2011 3:26 am

I would go with 283 over 282 since 283 fixes a lot of bugs that have been around for a bit.
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm


Return to IV - Oblivion