Setting up a heavily modded FCOM install - some questions

Post » Tue Feb 01, 2011 3:12 pm

Getting back into Oblivion and I'm setting up my game with all the mods I've donwloaded over the year or so since I last played. I'd appreciate it if somebody could look over my list to make sure that I have no major compatibility issues with any mods I'm running, any mod suggestions that aren't in my list to make the Oblivion experience even better. List below:

Spoiler
Oblivion.esmGTAesgaard_2.esmCybiades.esmScreenEffects.esmAll Natural Base.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmHarvest[Containers].esmHarvest[Containers] - Flat-Top Barrels Add-on.esmHarvest[Containers] - Player Home Add-on.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmTamrielTravellers.esmFCOM_Convergence.esmArmamentarium.esmBetter Cities Resources.esmProgress.esmNNWAEMaster.esmCM Partners.esmHorseCombatMaster.esmOblivifall Master File.esmUnofficial Oblivion Patch.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espBetter Cities .espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFranDarkSeducerWeapFix.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFran Armor Add-on.espFran_Lv30Item_Maltz.espAtmospheric Loading Screens - Random Quotes.espAll Natural - Real Lights.espAll Natural.espAll Natural - SI.espEnhanced Water v2.0 HDMI.espSymphony of Violence.espRainbows.espWindowLightingSystem.espBook Jackets Oblivion.espChaseCameraMod.espCNRP Bruma4OOO.espCNRP Chorrol4OOO.espCNRP FightersGuild4OOO.espCNRP Cheydinhal4OOO.espClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.espImprovedSigns.espLock Bash v99.91.espVA_BetterGold.espHarvest[Containers] - SI - Ore Respawn.espHarvest[Containers] - Vanilla - Ore Respawn.espHarvest[Containers] - Player Home Add-on.espHarvest[Containers] - Flat-Top Barrels Add-on.espEnhanced Economy.espMap Markers Be Done -Elys-.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espBook Jackets DLC.espGrimbotsSpellTomes.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espCobl Glue.espCobl Si.espBob's Armory Oblivion.espFCOM_BobsArmory.espLoth's Blunt Weapons for Npcs.espFCOM_LothsBluntWeapons.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espOMOBS.espOMOBS_SI.espOMOBS Optional Combat Settings.espArmamentariumArtifacts.espOOO 1.32-Cobl.espFCOM_Convergence.espFCOM_EntropicOrderRebalance.espFCOM_RealSwords.espFCOM_SpawnRatesSlightlyReduced.espFCOM_SaferRoads.espFCOM_LessReaversInGates.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse WaterLife.espMart's Monster Mod - Slof Horses Complete.espMart's Monster Mod - Diverse Runeskulls Loot.espTamrielTravellers4OOO.espShiveringIsleTravellers.espShiveringIsleTravellersFriendlyFactions4MMM.espFCOM_DiverseGuardUnity.espFCOM_BobsGuardUnity.espFCOM_HungersUnitySI.espFCOM_FriendlierFactions.espMart's Monster Mod - Shivering Isles.espArmamentariumLL4OOO.espArmamentariumLLMagicOOO.espFineWeapons for OOO.espRustyItems for OOO.espGeomancy & Gem Dust OOO.espMMM-Cobl.espIvellon.espBetter Dark Brotherhood Sanctuary.espBHC_Expanded.espGTAesgaard.espGTAesgaard_2.espGates To Aesgaard 2 Delayer.espKragenir's Death Quest.espKDQ - Rural Line Additions.espKragenirsDeathQuest-LetThePeopleDrink patch.espNNWAREAyleidDungeons_Series1EV.espNNWAEDungeons-Series2EV.espNNWARE06-RhyeliaEmeroEV.espUnique Dungeons - Lichs Lair.espUnique Dungeons - Lost Glory.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espKnights.espKnights - Book Jackets.espKnights - Unofficial Patch.espSM Plugin Refurbish(Merged).espCybiades.espCybiadesDungeon.espTOTF.espRTT.espThe Lost Spires.espFCOM_Knights.esproad+bridges.espHeartOftheDead.espHOD_delayer.espOblivifall - Losing My Religion.espxuldarkforest.espLostSpires-DarkForest patch.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenleafEverglade.espLostSpires-Everglade patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espCybiades-Lost Coast patch.espKragenirsDeathQuest-LostCoast patch.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espHeartoftheDead-ArriusCreek patch.espxulRollingHills_EV.espKragenirsDeathQuest-RollingHills patch.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espTearsOfTheFiend-CheydinhalFalls patch.espDungeonsOfIvellon-CheydinhalFalls patch.espxulAspenWood.espxulSkingradOutskirts.espNRB4+UL-II Patch.espCastle_Seaview.espCastleSeaview+LostCoast Patch.espBetter Abandoned House - Interior Only.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCVileLair.espHarvest [Flora] - DLCFrostcrag.espBag of Holding.espCliff_BetterLetters.espOblivifall - Ambiant Dungeon SFX.espOblivifall - New Classes.espOblivifall - Something's Not Right.espP1DkeyChain.espQuest Award Leveling.espQuest Award Leveling - Finger of the Mountain.espSkip Tutorial.espSupremeMagicka.espSM_ShiveringIsles.espSM_DLCSpellTome.espSM_OOO.espSM_MMM.espSM_COBL.espSM_EnchantStaff.espSM_VanillaSpells.espSM_UnlockSpells.espSM_NoSpellLights.espSM_Scrolls.espSM_SigilStone.espMidasSpells.espRshAlchemy.espStealthOverhaul.espZumbsLockpickingMod - OBSE.espRenGuardOverhaul.espEnhanced Grabbing.espDeadlyReflex 5 - Combat Moves.espSM_DeadlyReflex.espnGCD.espLet There Be Darkness - Cyrodiil + SI.espLet There Be Darkness - Knights.espLet There Be Darkness - Mehrunes Razor.espCobl Races.espCobl Races - Balanced.espBetter Cities - Full City Defences.espBetter Cities Full.espBetter Cities - Unique Landscape Barrowfields.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Cities - Unique Landscape Cheydinhal Falls.espBetter Cities - Unique Landscape Skingrad Outskirts.espBetter Cities - VWD of the IC.espBetter Imperial City.espBetter Cities - COBL.esp[GFX]_Initial_Glow-all.espBashed Patch, 0.espStreamline 3.1.espReally Immersive Messages.esp


Any major issues with that list I should be aware of?

I do have a problem - I've been trying to get the http://www.tesnexus.com/downloads/file.php?id=19772 mod to work and when I leave the tutorial dungeon, the game crashes to the desktop. Any ideas what could be causing this problem?

Another problem I'm having is - I'm using the Steam version of Oblivion with OBSE v0018. When I try to install a mod with OBMM that uses OBSE it tries to tell me that it's required and not installed and won't let me install the mod. No big deal, I can install it manually, but why is it telling me it's not installed when it clearly is? Does OBMM have issues with the Steam version of Oblivion?

Also, Some questions regarding my bashed patch. When I click rebuild it tells me that the following mods are mergeable:

Spoiler
*HrmnsOblivionScriptOptimizationv1.0.esp* FranDarkSeducerWeapFix.esp* FCOM_Francescos.esp* FCOM_FrancescosItemsAddOn.esp* Symphony of Violence.esp* VA_BetterGold.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* DLCSpellTomes - Unofficial Patch.esp* FCOM_LothsBluntWeapons.esp* FCOM_EntropicOrderRebalance.esp* FCOM_SpawnRatesSlightlyReduced.esp* FCOM_SaferRoads.esp* FCOM_LessReaversInGates.esp* Mart's Monster Mod - Looting NPCs & Creatures.esp* Mart's Monster Mod - Less Bone Loot.esp* Mart's Monster Mod - Slof Horses Complete.esp* Mart's Monster Mod - Diverse Runeskulls Loot.esp* ShiveringIsleTravellersFriendlyFactions4MMM.esp* FCOM_DiverseGuardUnity.esp* FCOM_BobsGuardUnity.esp* FCOM_HungersUnitySI.esp* Mart's Monster Mod - Shivering Isles.esp* ArmamentariumLL4OOO.esp* ArmamentariumLLMagicOOO.esp* FineWeapons for OOO.esp* FCOM_Knights.esp* Harvest [Flora] - Shivering Isles.esp* Harvest [Flora] - DLCVileLair.esp* SM_DLCSpellTome.esp* SM_MMM.esp* SM_COBL.esp* SM_DeadlyReflex.esp* [GFX]_Initial_Glow-all.esp


Is it okay to follow the suggestion, deactivate the mods and merge them into the patch? Or will merging all those mods cause wierd problems with my game? Similarily, it gives me a message that TamrielTravellersItemsnpc.esp is tagged as filter and that it should be deactivated before building the patch, and then merged into the patch. Should I do this as well?

As far as checked options for the merged patch, I have checked

Alias Mod Names

Import Cells (for All Natural.esp, All Natural - Si.esp All Natural - Indoor Weather Filter for Mods.esp, Let there be Darkness - Cyrodil + Si.esp, Let there Be Darkness - Knights.esp and Let there be Darkness - Mehrunes Razor.esp

Import Inventory (CNRP Brumav02.esp and CNRP Chorrol.esp)

Import NPC Faces (TNR ALL RACES FINAL.esp and TNR - ShiveringIsles.esp)

Import Roads - NRB4 Standard Road Record.esp

Cobl Catalogs

Leveled Lists

Is there anything else as far as importing, etc. that you guys would recommend I check for rebuilding the patch?

Also, the Better Music mod that lets you play regional music looks interesting...does anybody know if there are any good music mods that makes use of that mod?

System Specs:
Windows 7 Home Premium 64-bit
Intel Corei7 920 Bloomfield 2.66ghz CPU
OCZ Gold 6gb DDR3 1600 Ram
Radeon HD 5870 1GB GPU

Any suggestions about my install are welcome.
User avatar
^_^
 
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Joined: Thu May 31, 2007 12:01 am

Post » Wed Feb 02, 2011 1:31 am

first thing you could do is just read the boss masterlist, the thing tells you a lot about compatibility issues, especially anything with FCOM, it'll have something like "!!! FCOM installation error...." under a mod if that conflicts with FCOM, and will tell you to delete it.

if boss tells you to merge the mod and then deactivate, then do it, thats why it tells you to :) just rebuild patch, look through all the options import whatever you want, but as long as you have all the mods merged, after you can just deactivate them, and you see a + sign next to the mod in wrye bash instead of a tick, so it's merged and deactivated (or possibly a dot sometimes), and if it tells you to deactivate and simly merge, then do that, just do exactly what it recommends you.

in the bashed patch, it is really your own preference on what you want to tick and not, there isn't exactly one thats particularly better than all the others, so do whatever you want, that part doesn't stuff up your game so it really doesn't matter.

when you say you leave the tutorial dungeon, where is that? leaving the sewers, or the grate to the sewers? and are you sure it's caused by that music mod? because i had a similar problem of the game crashing wherever i was near IC (so just outside the sewers count), and i had no idea why, somehow installing streamline fixed the problem, but you have streamline....

as for system specs..don't worry about it you've pretty much the same as my comp (i've i7 930 cpu), it's a beast and will be fine playing with however number of mods on whatever settings (around 50 fps for me at the moment outdoors).

in general as a rule of thumb never install so many mods at any one time, even if you're starting a completely new game, it's always better to install bit by bit, even if you split those into 2 halves, leave all the quest mods out until you've played 20 hours without crashing, then install those, always take it slowly you'll have a better gaming experience rather than frustratingly debugging mods.

PS if you've been out of the game for a while then it's better to check on those mod pages on the nexus, many of them might have new versions, and the modders probably already fixed some issues for you :)
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Steve Bates
 
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Joined: Sun Aug 26, 2007 2:51 pm

Post » Tue Feb 01, 2011 11:42 am

[quote name='shiyaoay' date='19 July 2010 - 10:09 PM' timestamp='1279602589' post='16181513']
first thing you could do is just read the boss masterlist, the thing tells you a lot about compatibility issues, especially anything with FCOM, it'll have something like "!!! FCOM installation error...." under a mod if that conflicts with FCOM, and will tell you to delete it.
[/quote]

Yeah, I didn't realize it did that, I'll definitely check it out.


[quote name='shiyaoay' date='19 July 2010 - 10:09 PM' timestamp='1279602589' post='16181513']
when you say you leave the tutorial dungeon, where is that? leaving the sewers, or the grate to the sewers? and are you sure it's caused by that music mod? because i had a similar problem of the game crashing wherever i was near IC (so just outside the sewers count), and i had no idea why, somehow installing streamline fixed the problem, but you have streamline....
[/qupte]

When I leave the grate to the sewers it CTD's. I know for a fact that it's the EhancedMusicControl mod that does it because when I remove it the game works perfectly fine.

[quote name='shiyaoay' date='19 July 2010 - 10:09 PM' timestamp='1279602589' post='16181513']
as for system specs..don't worry about it you've pretty much the same as my comp (i've i7 930 cpu), it's a beast and will be fine playing with however number of mods on whatever settings (around 50 fps for me at the moment outdoors).
[/quote]

Yeah, so far in my play tests of my modded install I've gotten smooth FPS. I'm also running with QPT3 and other high res texture mods that QTP3 doesn't touch, smooth as butter framerates. It's a great system - I have a fully decked out installation of Fallout 3 and it runs smoothly as well. What helps is I found a program that tells the Oblivion.exe file to use more than I think 2gb of Ram so it can make sure of my full 6gb...thinking about sticking another 2gb of ram into the system just to have that extra bit.

[quote name='shiyaoay' date='19 July 2010 - 10:09 PM' timestamp='1279602589' post='16181513']
in general as a rule of thumb never install so many mods at any one time, even if you're starting a completely new game, it's always better to install bit by bit, even if you split those into 2 halves, leave all the quest mods out until you've played 20 hours without crashing, then install those, always take it slowly you'll have a better gaming experience rather than frustratingly debugging mods.
[/quote]

I generally don't install a lot of mods at once, I install a little bit at a time, play test it to make sure it all works, then install more. I made sure to check and make sure that the mods I'm using are compatible with FCOM, Unique Landscapes and Better Cities (the must-have mods in my game). You're right about the quest mods though, I have some great ones but one thing that's annoying is that as soon as I start the game, ont of being bombarded by the DLC messages I'm also bombarded by similar messages for the quests...I wish the authors of the those mods had implemented them so that you don't get the quest as soon as you activate it.


[quote name='shiyaoay' date='19 July 2010 - 10:09 PM' timestamp='1279602589' post='16181513']
PS if you've been out of the game for a while then it's better to check on those mod pages on the nexus, many of them might have new versions, and the modders probably already fixed some issues for you :)
[/quote]

Of course. I made sure all my mods are the latest versions through tesnexus and planetelderscrolls. So as far as I know they're up to date...and I check the forums daily too (when I can).

Any ideas on why OBMM is lying to me about OBSE not being installed?
User avatar
Connor Wing
 
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Post » Tue Feb 01, 2011 12:50 pm

is obse in your oblivion dir? it has to be in the dir for anything oblivion to recognize it as being there, also is obmm also in the same dir? IIRC these all need to be where oblivion is installed or else they display as not installed in obmm.

and don't add more ram :P your patch was a 4gb patch most likely, which i use as well, i don't think oblivion can use more than 4gb of ram.

edit: since your crash is related to enhanced music control then i don't know why, although if you can live without it then just uninstall it, the mod is still in beta so you never know things happen with mods, if it doesn't work and it's not too important then just leave it out.
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Alan Whiston
 
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Post » Tue Feb 01, 2011 9:38 am

Harvest [containers] is integrated into OOO IIRC - check OOO Readme

You're right about the quest mods though, I have some great ones but one thing that's annoying is that as soon as I start the game, ont of being bombarded by the DLC messages I'm also bombarded by similar messages for the quests...I wish the authors of the those mods had implemented them so that you don't get the quest as soon as you activate it.
http://www.tesnexus.com/downloads/search.php

Also check out http://www.gamesas.com/index.php?/topic/1098425-relz-really-aevwd-thread-6/page__p__16051255__hl__RAEVWD__fromsearch__1&#entry16051255 for much better visuals
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Greg Swan
 
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Post » Wed Feb 02, 2011 12:30 am

Any ideas on why OBMM is lying to me about OBSE not being installed?


This is becasue OBMM is looking for obseloader.exe (used in the non steam version), just put this in your Oblivion folder with the OBSE dlls and OBMM will work just fine. You don't need to remove it either once you've installed all your OBSE Omods either. I use steam and ran into the same problem, this solved it for me so it should work the same for you.
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Alisha Clarke
 
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Joined: Tue Jan 16, 2007 2:53 am

Post » Tue Feb 01, 2011 9:30 pm

Harvest [containers] is integrated into OOO IIRC - check OOO Readme


There's a newer version of http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=829 on planet elderscrolls, dated 06-25-2010.

http://www.tesnexus.com/downloads/search.php


Thanks for that, I didn't realize somebody had made delayers for quest mods.

Also check out http://www.gamesas.com/index.php?/topic/1098425-relz-really-aevwd-thread-6/page__p__16051255__hl__RAEVWD__fromsearch__1&#entry16051255 for much better visuals


Yup, this has been on my list of mods to check out in the process of reinstalling mods. How is it with compatibility as far as quest mods, Better Cities and Unique Landscapes go?

I don't actually plan on starting a new game until the Unholy Darkness mod is released - checking this mod out actually got me really interested in playing again. That and I haven't played in a while and wanted to test Oblivion out with my 6 month old computer and see how it ran.

This is becasue OBMM is looking for obseloader.exe (used in the non steam version), just put this in your Oblivion folder with the OBSE dlls and OBMM will work just fine. You don't need to remove it either once you've installed all your OBSE Omods either. I use steam and ran into the same problem, this solved it for me so it should work the same for you.


You are, in fact correct. This was the problem and now OBMM works perfectly fine! Thanks for that tip. Maybe this was the reason that enhanced music control wasn't working? I'll have to try it. I know it has nothing to do with a mod conflict because I disabled all of my plugins except oblivion.esm and the skip tutorial mod, deleted all my other obse plugins and it still didn't work. I'll have to try it now and see if it works.
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Izzy Coleman
 
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Post » Tue Feb 01, 2011 11:01 pm

^^^^^^^^^^^^^^^^^^^^

like i said, need to be in same dir ;)

also quarl's texture pack is great if you want the visuals too, need a pretty good comp though
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KRistina Karlsson
 
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Post » Tue Feb 01, 2011 9:47 am

You are, in fact correct. This was the problem and now OBMM works perfectly fine! Thanks for that tip. Maybe this was the reason that enhanced music control wasn't working? I'll have to try it. I know it has nothing to do with a mod conflict because I disabled all of my plugins except oblivion.esm and the skip tutorial mod, deleted all my other obse plugins and it still didn't work. I'll have to try it now and see if it works.


Glad I was able to help, first time I've managed to help someone on the site, gives me quite a buzz. I'm assuming you've ticked the Enable Steam Community in Game box in steam's settings (that caught me out initially because with MWSE for Morrowind you have to have that unticked), otherwise OBSE won't load in game which of course would give you problems.
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Jani Eayon
 
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Post » Tue Feb 01, 2011 8:53 pm

There's a newer version of Harvest Containers on planet elderscrolls, dated 06-25-2010.


I reckon that update was only to add the "lost" SI support. See the http://www.gamesas.com/index.php?/topic/678512-relz-harvest-containers-v099xx/page__hl__harvest%20containers

RAEVWD should be compatible with everything - check the Readme about Better Cities
:foodndrink:
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claire ley
 
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Post » Tue Feb 01, 2011 8:21 pm

Yup, this has been on my list of mods to check out in the process of reinstalling mods. How is it with compatibility as far as quest mods, Better Cities and Unique Landscapes go?


RAEVWD is compatible with everything. In fact, by itself it makes no changes whatsoever to the game. You need to run TES4LODGen to generate your files based on your load order.
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Valerie Marie
 
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Post » Tue Feb 01, 2011 1:55 pm

I seem to be having an issue...I'm using the Let there Be Darkness mod, and all my dungeons are pitch black. I know that it's supposed to make the lighting more realistic...but I don't think that everything is supposed to be so dark that I can't move. I'm using Wrye Bash to import cells from All Natural.esp, All Natural - Si,esp, Let There Be Darkness - Cyrodiil + SI.esp, Let there Be Darkness - Knights.esp, Let There Be Darkness - Mehrunes Razor.esp and All Natural - Indoor Weather Filter for Mods.esp.

Anybody got any idea what's causing that problem?
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Ludivine Poussineau
 
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Post » Tue Feb 01, 2011 3:40 pm

I seem to be having an issue...I'm using the Let there Be Darkness mod, and all my dungeons are pitch black. I know that it's supposed to make the lighting more realistic...but I don't think that everything is supposed to be so dark that I can't move. I'm using Wrye Bash to import cells from All Natural.esp, All Natural - Si,esp, Let There Be Darkness - Cyrodiil + SI.esp, Let there Be Darkness - Knights.esp, Let There Be Darkness - Mehrunes Razor.esp and All Natural - Indoor Weather Filter for Mods.esp.

Anybody got any idea what's causing that problem?

It's supposed to be dark. You're supposed to use torches. LtBD sets lighting to 0,0,0 in a lot of cells. That gives black. Please, post your load order. I'm still not seeing a problem here, though. Are you using AN - Real Lights as well?
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Izzy Coleman
 
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Post » Tue Feb 01, 2011 2:39 pm

It's supposed to be dark. You're supposed to use torches. LtBD sets lighting to 0,0,0 in a lot of cells. That gives black. Please, post your load order. I'm still not seeing a problem here, though. Are you using AN - Real Lights as well?


Yes, I am using AN - Real Lights as well. I know its supposed to turn down the lights, I have a similar mod for Fallout 3 that I'm using. But this isn't darkness, this is pitch black - as in my screen is pitch black. This is in all caves, and this isn't what the screenshots showed on the mods page, so I'm pretty sure something is going on here.

My Load order:

Spoiler
Oblivion.esmGTAesgaard_2.esmCybiades.esmScreenEffects.esmAll Natural Base.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmHarvest[Containers].esmHarvest[Containers] - Flat-Top Barrels Add-on.esmHarvest[Containers] - Player Home Add-on.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmTamrielTravellers.esmFCOM_Convergence.esmArmamentarium.esmBetter Cities Resources.esmProgress.esmNNWAEMaster.esmCM Partners.esmHorseCombatMaster.esmOblivifall Master File.esmUnofficial Oblivion Patch.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espBetter Cities .espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFranDarkSeducerWeapFix.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFran Armor Add-on.espFran_Lv30Item_Maltz.espAtmospheric Loading Screens - Random Quotes.espAll Natural - Real Lights.espAll Natural.espAll Natural - SI.espEnhanced Water v2.0 HDMI.espSymphony of Violence.espRainbows.espWindowLightingSystem.espBook Jackets Oblivion.espChaseCameraMod.espCNRP Bruma4OOO.espCNRP Chorrol4OOO.espCNRP FightersGuild4OOO.espCNRP Cheydinhal4OOO.espClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.espImprovedSigns.espLock Bash v99.91.espVA_BetterGold.espHarvest[Containers] - SI - Ore Respawn.espHarvest[Containers] - Vanilla - Ore Respawn.espHarvest[Containers] - Player Home Add-on.espHarvest[Containers] - Flat-Top Barrels Add-on.espEnhanced Economy.espMap Markers Be Done -Elys-.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espBook Jackets DLC.espGrimbotsSpellTomes.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espCobl Glue.espCobl Si.espBob's Armory Oblivion.espFCOM_BobsArmory.espLoth's Blunt Weapons for Npcs.espFCOM_LothsBluntWeapons.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espOMOBS.espOMOBS_SI.espOMOBS Optional Combat Settings.espArmamentariumArtifacts.espOOO 1.32-Cobl.espFCOM_Convergence.espFCOM_EntropicOrderRebalance.espFCOM_RealSwords.espFCOM_SpawnRatesSlightlyReduced.espFCOM_SaferRoads.espFCOM_LessReaversInGates.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse WaterLife.espMart's Monster Mod - Slof Horses Complete.espMart's Monster Mod - Diverse Runeskulls Loot.espTamrielTravellers4OOO.espShiveringIsleTravellers.espShiveringIsleTravellersFriendlyFactions4MMM.espFCOM_DiverseGuardUnity.espFCOM_BobsGuardUnity.espFCOM_HungersUnitySI.espFCOM_FriendlierFactions.espMart's Monster Mod - Shivering Isles.espArmamentariumLL4OOO.espArmamentariumLLMagicOOO.espFineWeapons for OOO.espRustyItems for OOO.espGeomancy & Gem Dust OOO.espMMM-Cobl.espIvellon.espBetter Dark Brotherhood Sanctuary.espBHC_Expanded.espGTAesgaard.espGTAesgaard_2.espGates To Aesgaard 2 Delayer.espKragenir's Death Quest.espKDQ - Rural Line Additions.espKragenirsDeathQuest-LetThePeopleDrink patch.espNNWAREAyleidDungeons_Series1EV.espNNWAEDungeons-Series2EV.espNNWARE06-RhyeliaEmeroEV.espUnique Dungeons - Lichs Lair.espUnique Dungeons - Lost Glory.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espKnights.espKnights - Book Jackets.espKnights - Unofficial Patch.espSM Plugin Refurbish(Merged).espCybiades.espCybiadesDungeon.espTOTF.espRTT.espThe Lost Spires.espFCOM_Knights.esproad+bridges.espHeartOftheDead.espHOD_delayer.espOblivifall - Losing My Religion.espxuldarkforest.espLostSpires-DarkForest patch.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenleafEverglade.espLostSpires-Everglade patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espCybiades-Lost Coast patch.espKragenirsDeathQuest-LostCoast patch.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espHeartoftheDead-ArriusCreek patch.espxulRollingHills_EV.espKragenirsDeathQuest-RollingHills patch.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espTearsOfTheFiend-CheydinhalFalls patch.espDungeonsOfIvellon-CheydinhalFalls patch.espxulAspenWood.espxulSkingradOutskirts.espNRB4+UL-II Patch.espCastle_Seaview.espCastleSeaview+LostCoast Patch.espBetter Abandoned House - Interior Only.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCVileLair.espHarvest [Flora] - DLCFrostcrag.espBag of Holding.espCliff_BetterLetters.espOblivifall - Ambiant Dungeon SFX.espOblivifall - New Classes.espOblivifall - Something's Not Right.espP1DkeyChain.espQuest Award Leveling.espQuest Award Leveling - Finger of the Mountain.espSkip Tutorial.espSupremeMagicka.espSM_ShiveringIsles.espSM_DLCSpellTome.espSM_OOO.espSM_MMM.espSM_COBL.espSM_EnchantStaff.espSM_VanillaSpells.espSM_UnlockSpells.espSM_NoSpellLights.espSM_Scrolls.espSM_SigilStone.espMidasSpells.espRshAlchemy.espStealthOverhaul.espZumbsLockpickingMod - OBSE.espRenGuardOverhaul.espEnhanced Grabbing.espDeadlyReflex 5 - Combat Moves.espSM_DeadlyReflex.espnGCD.espLet There Be Darkness - Cyrodiil + SI.espLet There Be Darkness - Knights.espLet There Be Darkness - Mehrunes Razor.espCobl Races.espCobl Races - Balanced.espBetter Cities - Full City Defences.espBetter Cities Full.espBetter Cities - Unique Landscape Barrowfields.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Cities - Unique Landscape Cheydinhal Falls.espBetter Cities - Unique Landscape Skingrad Outskirts.espBetter Cities - VWD of the IC.espBetter Imperial City.espBetter Cities - COBL.esp[GFX]_Initial_Glow-all.espBashed Patch, 0.espStreamline 3.1.espReally Immersive Messages.esp


Wry Bash options for Bashed Patch:

Alias Mod Names

Spoiler
Import Cells - All natural.esp- All Natural - SI.esp- Let There Be Darkness - Cyrodil + SI.esp- Let There Be Darkness - Knights.esp- Let There Be Darkness - Mehrunes Razor.esp- All Natural - Indoor Weather Filter For Mods.espImport Inventory- CNRP Bruma4OOO.esp- CNRP Chorrol4OOO.esp- CNRP Cheydinhal4OOO.esp- CNRP FightersGuilde4OOO.espImport NPC Faces- Cobl Races TNR.esp- Cobl Races TNR SI.espImport Roads - NRB4 Standard Road Record.espGlobals - Timescale [10]Cobl CatalogsLeveled Lists

User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Wed Feb 02, 2011 12:56 am

Real Lights + LtBD is very dark. I cannot see anything in the starter dungeon without a torch nearby. It is a serious struggle for my PC to just get to the first torch available in the starter dungeon. Yup, that sounds normal...and your talking about interiors, caves even. Caves have very rare, weak, light sources, and that is what that combination of mods will give you. If you take out Real Lights, the few light sources will not be as week. If you take out LtBD, the lighting will no longer be 0,0,0. It will be whatever the default is, not dark enough for me, personally... I do not know what screen shots you were looking at, but I guess they did not prepare you, haha. I love those two mods together. Now, I actually have a reason to pick up torches...
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Tue Feb 01, 2011 6:54 pm

i too use AN - RL and LTBD. Love it! Light spells or torches or other lighting items ftw.

edit: Did I mention I enjoy being terrified? :ahhh:
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Tue Feb 01, 2011 10:37 am

i too use AN - RL and LTBD. Love it! Light spells or torches or other lighting items ftw.

edit: Did I mention I enjoy being terrified? :ahhh:

I do not enjoy being terrified, not without a really good reason (i.e., experiencing the amazing atmosphere of the GTA 1.) My "scary movie" tolerance is really bad...
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Tue Feb 01, 2011 10:29 pm

I do not enjoy being terrified, not without a really good reason (i.e., experiencing the amazing atmosphere of the GTA 1.) My "scary movie" tolerance is really bad...


So I think I discovered that I don't like the darkness that it adds :D. The one thing it doesn't simulate is the fact that after a while, your eyes would adjust to the darkness. I'll have to try it with just AN - RL and with just LTBD and see which one I like the most.
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Tue Feb 01, 2011 6:34 pm

So I think I discovered that I don't like the darkness that it adds :D. The one thing it doesn't simulate is the fact that after a while, your eyes would adjust to the darkness. I'll have to try it with just AN - RL and with just LTBD and see which one I like the most.


If you go and stand in a cave with no light sources it doesn't matter how long you let your eyes adjust. No light is no light :hehe:
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Tue Feb 01, 2011 9:16 pm

If you go and stand in a cave with no light sources it doesn't matter how long you let your eyes adjust. No light is no light :hehe:

Precisely.

In real life, if you wish to go deep underground (in those areas lacking luminous critters, etc.), or in lightless cells, and take no light source with you... good luck with that!

Same applies.
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Tue Feb 01, 2011 11:18 am

So I think I discovered that I don't like the darkness that it adds :D. The one thing it doesn't simulate is the fact that after a while, your eyes would adjust to the darkness. I'll have to try it with just AN - RL and with just LTBD and see which one I like the most.


so now you're saying you don't like realism? :P imo those 2 mods are a great combination, adds huge immersion when dungeon crawling.
User avatar
Adam Kriner
 
Posts: 3448
Joined: Mon Aug 06, 2007 2:30 am

Post » Tue Feb 01, 2011 11:03 am

so now you're saying you don't like realism? :P imo those 2 mods are a great combination, adds huge immersion when dungeon crawling.


I was playtesting and noticed a http://img826.imageshack.us/i/missingmesh.jpg/. Can anybody tell me what mod this mesh is from? It's an Iron Brown Shield. My load order is posted a few posts above this one if anybody wants to check it out, the only changes I've made since my last post is I removed Let There Be Darkness and added Let The People Drink (along with New Roads and Bridges Compatibility).

Also, I noticed that wish sometimes spawn on land oustide the Imperial Sewer start dungeon...any ideas on how to fix that?
User avatar
Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Tue Feb 01, 2011 5:57 pm

Mods for Troubleshooting - http://tesivpositive.animolious.com/?page=troubleshooting_mods <-- At least grab either RefScope or FormID Finder. They would both give exactly the information your are looking for.
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Tue Feb 01, 2011 9:02 pm

Mods for Troubleshooting - http://tesivpositive.animolious.com/?page=troubleshooting_mods <-- At least grab either RefScope or FormID Finder. They would both give exactly the information your are looking for.


Downloading it but when I tried spawning the item using PlaceAtME ff000afb it wouldn't spawn the item...so I guess I'll have to keep RefScope or FormID in my game and just check it next time I come across it.

Any idea why fish are spawning on shore? Is that just an Oblivion bug?
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Tue Feb 01, 2011 5:42 pm

Downloading it but when I tried spawning the item using PlaceAtME ff000afb it wouldn't spawn the item...so I guess I'll have to keep RefScope or FormID in my game and just check it next time I come across it.

Any idea why fish are spawning on shore? Is that just an Oblivion bug?

Mart's Monster Mod - Diverse Runeskulls Loot.esp <-- should be Loot OOO

The spawning is just a matter of where spawn points are placed. If you have mods that change where the shore is, then the chance of that happening is higher. It is not a bug.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

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