[RELz] Shining Creatures

Post » Sun May 01, 2011 3:33 am

Shining Creatures makes Flame Atronachs, Frost Atronachs and Will-o-the-wisps shine with appropriate colors and effects. Flame Atronachs shine in a flame-like orange, Frost Atronachs glow in icy blue, Will-o-the-wisps shine in white and the light gets turned on/off appropriately. Shining Creatures does this by applying a universal method of causing a light to follow creatures or NPCs. See "Making your very own shining creatures" below for more on how it works and how to use it.

The main file affects all three creatures, but modular variants affecting them separately are also included. An optional plugin adds support for the Flame Atronach Familiars in DLCFrostcrag - Wizard's Tower.

DOWNLOAD:

http://tesalliance.org/forums/index.php?/files/file/782-shining-creatures/

SCREENSHOTS:

http://www.tesnexus.com/downloads/images/29735-1-1265213629.jpg
http://www.tesnexus.com/downloads/images/29735-1-1265213715.jpg
http://www.tesnexus.com/downloads/images/29735-2-1265213715.jpg
http://www.tesnexus.com/downloads/images/29735-1-1265213918.jpg
http://www.tesnexus.com/downloads/images/29735-2-1265213772.jpg
http://www.tesnexus.com/downloads/images/29735-1-1265213840.jpg
http://www.tesnexus.com/downloads/images/29735-2-1265213841.jpg

README:

_____________________________________________


The Elder Scrolls IV Oblivion:
~ Shining Creatures ~
Arkngt & The Filthy Spaniard
Current Version: 1.2 [2010-07-30]

_____________________________________________


Index:
01 Description
02 Version History
03 Installation, Uninstallation
04 Conflicts, Load Order
05 Making your very own shining creatures
06 Permissions
07 Contact
08 Credit


_____________________________________________


01 Description

_____________________________________________



Shining Creatures makes Flame Atronachs, Frost Atronachs and Will-o-the-wisps shine with appropriate colors and effects. Flame Atronachs shine in a flame-like orange, Frost Atronachs glow in icy blue, Will-o-the-wisps shine in white and the light gets turned on/off appropriately. Shining Creatures does this by applying a universal method of causing a light to follow creatures or NPCs. See "Making your very own shining creatures" below for more on how it works and how to use it.

The main file affects all three creatures, but modular variants affecting them separately are also included. An optional plugin adds support for the Flame Atronach Familiars in DLCFrostcrag - Wizard's Tower.

IMPORTANT: Oblivion Script Extender (OBSE) version 0015 or higher is required for the mod to work.


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02 Version History

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1.2 [2010-07-30]

Removed unnecessary dependency on Shivering Isles.

1.1 [2010-02-16]

Fixes an issue where disabled creatures with the RPSSCWispGlowScript (i.e. Shining Will-o-the-wisps) made the game crash. Shining Creatures now requires Oblivion Script Extender (OBSE) version 0015 or higher to work.

1.0 [2010-02-03]



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03 Installation, Uninstallation

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Oblivion must be patched to 1.2.0416 for the mod to work.

IMPORTANT: It also requires Oblivion Script Extender (OBSE) version 0015 or higher. You can get the latest version of OBSE at http://obse.silverlock.org/.


Manual install:

Note: If using the separate variants in the 01 Modules folder, don't use the all-in-one version in the 00 Main folder.

All-in-one:

1. Extract the files in the 00 Main folder into your Oblivion\Data folder
2. Start Oblivion
3. Select the 'Shining Creatures' plugin in the Data Files section
4. Play the game

Pick and choose:

1. Extract the file(s) in the 01 Modules into your Oblivion\Data folder
2. Start Oblivion
3. Select the 'Shining Creatures_XXX' plugin(s) in the Data Files section
4. Play the game


Installation of the optional DLCFrostcrag patch:

Note: The Shining Creatures_DLCFrostcrag.esp patch requires the DLC Frostcrag.esp and Shining Creatures.esp (or Shining Creatures_AtronachFlame.esp) plugins to work.

1. Extract the file in the 02 Patch DLCFrostcrag folder into your Oblivion\Data folder
2. Start Oblivion
3. Select the 'Shining Creatures_DLCFrostcrag' plugin in the Data Files section
4. Play the game


BAIN install:

1. Place Shining Creatures.7z in the Oblivion Mods\Bash Installers folder
2. Start Wrye Bash > Installers
3. Highlight Shining Creatures.7z and check the 00 Main folder
4. Alternatively, check the 01 Modules folder instead and the plugins you want to use
5. Rightclick Shining Flame Atronachs.7z > Install
6. Check the plugins under Mods
7. Play the game


OBMM install:

The plugin comes with omod conversion data.

1. Open OBMM
2. Create > Add archive > navigate to the location of 'Shining Flame Atronachs.7z' and select it
3. Say yes to the warning and yes to importing omod conversion data
4. Create omod
5. Select Shining Flame Atronachs > Activate
6. Choose the options you want
7. Play the game


Uninstallation:

To ensure that all data from the mod are removed, make a save in a secluded cell, uninstall the mod, reload the save and wait for a respawn (three days on default) before making a new save.


Manual uninstall:

Remove the Shining Creatures esp(s) and txt files from the Oblivion\Data folder


BAIN uninstall:

Rightclick Shining Creatures.7z > Uninstall


OBMM uninstall:

Select Shining Creatures > Deactivate



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04 Conflicts, Load Order

_____________________________________________


Shining Creatures alters the AbAtronachFlameEffect, AbAtronachFrostResist and AbWillOWispResistances for Flame Atronachs, Frost Atronachs and Will-o-the-wisps respectively. This means that all creatures having those particular abilities will shine when using Shining Creatures, as for instance the flaming creatures in MMM, such as the Flaming Skeletons. In many cases this is something of an added bonus, but it might be unwanted in certain cases.

Other than that, Shining Creatures shouldn't conflict with anything. Load later than other mods changing the same abilities to ensure that Shining Creatures not is overridden.


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05 Making your very own shining creatures

_____________________________________________


The way in which the mod works is that each creature that glows is given a token specific to the colour it glows. This creates an invisible torch that then follows the creating
creature around, and upon the creatures death, is placed in a container set to respawn every 10 torches added to it, removing them from the game's memory. This is to allow the
use of the PlaceAtMe function without causing savegame bloat.
So, in order to make your own glowing creature, you must take these simple (IF YOU KNOW WHAT YOU ARE DOING!) steps:

- Go to Lights, find any beginning with RPSSCFollowLightXXX (or something similar)
- Create a new form from that, giving it the colour and flicker of your choice (I find adding a colour suffix is simple and useful)
- Open the scripts, find one starting with RPSSCLightFollowScriptXXX and copy the whole script
- Make a new script, pasting the old one into it. Rename it with the suffix you used before, and then scroll down to find a line that looks like "set LightRef to CreatureRef.PlaceAtMe RPSSCFollowLightXXX, 1, 0, 0"
- Change XXX to the suffix of your new light source (or if you decided to rename the whole thing change it to that)
- compile the script
- Go to clothing, find something beginning with RPSSCLightFollowTokenXXX
- Create a new form from this With the suffix of your choice, and add the script which you just changed to it.
- Either create a new creature or edit an existing one's base and add the new token to it.
- Done!

Some important notes concerning the above:

- Creatures made in this way should be only for your personal use, as unless you rename everything, it is likely to cause conflict with any other creatures that use this method,
if they do not also rename everything. Also, all my mods use the prefix RPS so it could end up conflicting with something I have made too!
- If you go about making a lot of creatures shine in this way, before any mods are made for it, it is possible that on uninstall, lots of references will be left over, causing save bloat.
- DO NOT DELETE cell: RPSShiningCreatureTestCell! If you do, nothing will work any more! (and references will not be removed so your savegame will bloat like global debt!)



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06 Permissions

_____________________________________________



Feel free to use the content as long as credit is given where it is due.



_____________________________________________


07 Contact Information

_____________________________________________



If you have any questions, comments, etc. related to this mod, contact us at the official TES forums under the names Arkngt and The Filthy Spaniard.



_____________________________________________


08 Credits

_____________________________________________


Arkngt:

Thanks to Bethesda Softworks.
Thanks to all the helpful people at Bethesda Game Studios Forums, especially wiz0floyd, XMarksTheSpot and dev_akm for help with the original mod.
Thanks to TeamGecko for TES4Gecko.
Thanks to ElminsterEU for TES4View and TES4Edit.
Thanks to Reneer for help with the script.
Thanks to TheNiceOne for help with the omod conversion script.
Thanks to Fcara1, Valamoor and ishmaeltheforsaken for reporting and helping out with an issue with the 1.0 release.
Thanks to utumno and asdfzxc for reporting an issue with the 1.1 release.
And of course many thanks to The Filthy Spaniard for picking up the idea and scripting it.


The Filthy Spaniard:

Arkngt - his idea!
Members of the gamesas Forums, especially Kyoma, QQuix, Horny Quintus and Reneer
Bethesda Softworks
My Dog - for emotional support at this difficult time
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Philip Lyon
 
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Post » Sun May 01, 2011 3:43 am

These look great, Arkngt. Thank you very much! :wub:
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Chrissie Pillinger
 
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Post » Sun May 01, 2011 3:15 pm

These look great, Arkngt. Thank you very much! :wub:


You're welcome. The Filthy Spaniard did all the scripting so he's to blame if, sorry, I mean, he made it possible. :)
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roxxii lenaghan
 
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Post » Sun May 01, 2011 10:31 am

Wow, very, very nice.

Just to say, the link in this topic to "Shining Flame Atronach 1" has an extra "htt" at the start of the link, which causes it to lead to another website.
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Baby K(:
 
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Post » Sun May 01, 2011 8:10 pm

It looks great, but I have one question: does it impact FPS much? Great job otherwise (from the look of it) :thumbsup:
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GPMG
 
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Post » Sun May 01, 2011 4:39 pm

Wow, very, very nice.

Just to say, the link in this topic to "Shining Flame Atronach 1" has an extra "htt" at the start of the link, which causes it to lead to another website.


Thanks! Fixed. :)

It looks great, but I have one question: does it impact FPS much? Great job otherwise (from the look of it) :thumbsup:


I notice no difference at all in practice, but of course added lights affects performance. I spawned +5 Flame Atronachs in one room for screenshots once and then there was a noticeable difference - but normally (i.e. facing one or two, having a summoned one) not.
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c.o.s.m.o
 
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Post » Sun May 01, 2011 1:59 pm

Well done on release Arkngt! Its great to see it all come together! :foodndrink:
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Bambi
 
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Post » Sun May 01, 2011 5:58 pm

I've been looking forward to the completion of this one. Thanks a big shining bunch. :)
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Causon-Chambers
 
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Post » Sun May 01, 2011 9:16 am

I notice no difference at all in practice, but of course added lights affects performance. I spawned +5 Flame Atronachs in one room for screenshots once and then there was a noticeable difference - but normally (i.e. facing one or two, having a summoned one) not.

Ok, you sold it. I'll try it when I get the chance.
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Robert Devlin
 
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Post » Sun May 01, 2011 10:10 am

Could you make a version that does not include will o wisps?
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meghan lock
 
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Post » Sun May 01, 2011 6:21 pm

Could you make a version that does not include will o wisps?


That's already done in this release:

The main file affects all three creatures, but modular variants affecting them separately are also provided.


So in your case: install the esp's for Flame Atronachs and Frost Atronachs from the 01 Modules folder.

Well done on release Arkngt! Its great to see it all come together! :foodndrink:


Yes, it's nice that it's finally out. This calls for a high five emoticon, but I say sk?l instead. :foodndrink:

I've been looking forward to the completion of this one. Thanks a big shining bunch. :)


You're welcome. :)

Ok, you sold it. I'll try it when I get the chance.


It would be interesting to compare FPS with and without it. I'll get back on it.
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Laura-Lee Gerwing
 
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Post » Sun May 01, 2011 6:01 am

Great to see the full version, congrats on releasing it:)!
Downloading now.
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Schel[Anne]FTL
 
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Post » Sun May 01, 2011 8:38 pm

Great to see the full version, congrats on releasing it:)!
Downloading now.


Thanks! :) Next up: addon for MMM Golems. Not sure when "next" will be, though, as I'm quite into Fallout 3 at the moment.
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Honey Suckle
 
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Post » Sun May 01, 2011 5:54 pm

I summoned a Fire atronach in the basemant of my house and had no FPS impact. I should go to Fieldhouse Cave... Now that would be the ultimate test for my PC :D
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Charles Weber
 
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Post » Sun May 01, 2011 11:52 am

I summoned a Fire atronach in the basemant of my house and had no FPS impact. I should go to Fieldhouse Cave... Now that would be the ultimate test for my PC :D


Heh, that was in the back of my head when I made Shining Flame Atronachs, so I went there. But I didn't get the scene I was hoping for - several of the Flame Atronachs didn't shine at all. Guess there's a limit on the amount of lights in a given cell or some such.

Also: Shining Creatures is up on http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6121 as well now. The opening post is updated.
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Lucky Girl
 
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Post » Sun May 01, 2011 8:21 am

Heh, that was in the back of my head when I made Shining Flame Atronachs, so I went there. But I didn't get the scene I was hoping for - several of the Flame Atronachs didn't shine at all. Guess there's a limit on the amount of lights in a given cell or some such.


Hmm, that's a bit odd. I'll see if I can reproduce it next time I get a chance. I've not heard of such a limit before. Hmm.
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Janine Rose
 
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Post » Sun May 01, 2011 9:18 pm

Hummm... somehow it's the only mod that didn't work well for me so far - almost 240 others ems+esps runinng.
I can't say that it don't make creatures to shine, but with this mod I always get CTD at some points, so far reached two of them with nothing in common. I can post my complete load order if it help, but worked all day tracking down my problem disabling all my big mods (FCOM, WEATHER - ALL NATURAL, UL, BBC, COBL, SI, KNIGHTS, DR5, only RBP and LAME have not tried to disable) and for my surprise, reenabling all and disabling this shining mod it stopped. Yours was the culprit (!), one of the lasts to try. Or it's integration with some other of my already big load order... can't tell.
Is there some way to track what made Oblivion to chash to help to make this little gem more compatible?
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Celestine Stardust
 
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Post » Sun May 01, 2011 11:17 pm

I also experienced crashes with this mod enabled. If my character slept and woke up during the day, my game would immediately CTD. If my character slept all day and woke during the night, the game would be fine until the sun began rising.

I don't know why this mod would cause this type of time-of-day crash, but it does for me. Probably an interaction with the many mods I'm running. Gotta check out TES4Edit.

Hummm... somehow it's the only mod that didn't work well for me so far - almost 240 others ems+esps runinng.
I can't say that it don't make creatures to shine, but with this mod I always get CTD at some points, so far reached two of them with nothing in common. I can post my complete load order if it help, but worked all day tracking down my problem disabling all my big mods (FCOM, WEATHER - ALL NATURAL, UL, BBC, COBL, SI, KNIGHTS, DR5, only RBP and LAME have not tried to disable) and for my surprise, reenabling all and disabling this shining mod it stopped. Yours was the culprit (!), one of the lasts to try. Or it's integration with some other of my already big load order... can't tell.
Is there some way to track what made Oblivion to chash to help to make this little gem more compatible?

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Amie Mccubbing
 
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Post » Sun May 01, 2011 11:20 am

Ok, thanks for telling us about it. Please post your load orders, as even though I won't be able to see any conflicts due to the fact that I use hardly any mods (none while I'm modding), maybe Arkgnt or someone else might notice something wrong, or maybe find a similarity between the two orders and see if we can spot an incompatibility. I have to ask whether you are using BOSS Wrye Bash, etc?

It is odd though, especially the time-of-day crash, as none of the scripts in this mod have any time functions! This probably points to a bad mod interaction somewhere. Maybe a script is adding/removing/doing something with a creature that should be glowing under this mod, and doing it too fast/whatever for the game to cope with. Please could you post the exact circumstances of both lots of crashes. Fcara1 - were your crashes repeatable too?

If they are being caused by a creature far away being added and in high processing, I think that I might be able to fix the issue - but it depends on how magic effects work when in different cells.

I'm sorry that this mod has caused problems for you both, and hopefully we'll be able to sort it out :) Thank you for downloading it as well! :D
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Erin S
 
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Post » Sun May 01, 2011 8:11 am

Exactly, time of day in the IC event, in the other was exiting Charcoal cave after grabbing everything in there. Grabbing only half the itens I've managed to exit... can't now pinpoint the motive. About TES4Edit... identical to masters and "Undele and Disable References " could not find anything, and I 'm not anything next to expert enough to look manually. :(
Will keep checking for any fix.
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Bereket Fekadu
 
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Post » Sun May 01, 2011 11:08 am

Time of day... hmm. Does sound like something is adding a creature at this specific time. As for charcoal cave, that has wisps in it does it not? I don't see why grabbing items should make any difference. Do you have any mods that touch charcoal cave? As for TES4edit, Shining Creatures has already had at least some cleaning done by Arkgnt, so there won't be any deleted master or identical to master references in it.

What creature/spawn time mods are you running? Anything like SPAWN that might be causing creatures to be placed quickly after leaving the cave? Sorry that you had to disable lots of mods to find this as the culprit btw. I'm going to do some quick testing after I've had some food to see if it's not a bad interaction, and see if this idea I've had can fix it.
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Lexy Corpsey
 
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Post » Sun May 01, 2011 9:13 am

Ok, thanks for telling us about it. Please post your load orders, as even though I won't be able to see any conflicts due to the fact that I use hardly any mods (none while I'm modding), maybe Arkgnt or someone else might notice something wrong, or maybe find a similarity between the two orders and see if we can spot an incompatibility. I have to ask whether you are using BOSS Wrye Bash, etc?


Yes, load orders would probably be useful, although I'm not sure if I'll be able to pinpoint anything even so. But perhaps we can see something similar in them.

Checking Shining Creatures in TES4View with my FCOM setup, the only conflict I have is that both OOO and Shining Creatures change the AbWillOWispResistances. Shouldn't cause CTD's, though, as far as I know.

One thing I'm unsure of is how bad it is with the duplicated stuff you get if using two of the modular esp's, i.e. Shining Creatures_AtronachFlame.esp and Shining Creatures_AtronachFrost.esp, for instance. All three have the same cell etc. as it's needed if only running one of them.
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Jake Easom
 
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Post » Sun May 01, 2011 4:32 pm

I'm at work, and can't post my load order right now (shouldn't be on the Internet either, but hey :)). I wonder if Shining Creatures could conflict with Vacuity's http://www.tesnexus.com/downloads/file.php?id=28186, which adds a ton of new will-o-wisp creatures to the game. I am running that mod, and I'll try to deselect that mod tonight when I play to see if the CTDs persist.
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Roberto Gaeta
 
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Post » Sun May 01, 2011 10:13 pm

I'm at work, and can't post my load order right now (shouldn't be on the Internet either, but hey :)). I wonder if Shining Creatures could conflict with Vacuity's http://www.tesnexus.com/downloads/file.php?id=28186, which adds a ton of new will-o-wisp creatures to the game. I am running that mod, and I'll try to deselect that mod tonight when I play to see if the CTDs persist.


Thanks. I added VASE to the load order, but TES4View doesn't find any conflicts at all. In fact, I have a hard time coming up with any potential conflicts at all, except for other mods that edits the AbAtronachFlameEffect, AbAtronachFrostResist and/or AbWillOWispResistances. And I can't see how those changes can lead to CTD's. How I wish I was dev_akm or some other guru now. :(
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Stephanie Kemp
 
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Post » Sun May 01, 2011 11:21 pm

Time of day... hmm. Does sound like something is adding a creature at this specific time. As for charcoal cave, that has wisps in it does it not? I don't see why grabbing items should make any difference. Do you have any mods that touch charcoal cave? As for TES4edit, Shining Creatures has already had at least some cleaning done by Arkgnt, so there won't be any deleted master or identical to master references in it.

What creature/spawn time mods are you running? Anything like SPAWN that might be causing creatures to be placed quickly after leaving the cave? Sorry that you had to disable lots of mods to find this as the culprit btw. I'm going to do some quick testing after I've had some food to see if it's not a bad interaction, and see if this idea I've had can fix it.


Charcoal cave: Found it because of the "Let the people drink" mod. In charcoal inside I've found some female warriors and big felines, outside only rats - wisps in none of them. Also, I'm in earlier levels... (re-re-re-re-begining the game... :turtle: ) maybe the will-o-wisps would should pop some levels above? In this case is it still significant?
IC: was around 6:00, but in earlier situations it went normal. Only in that, also it is the time that thoronir went back to his shop, he was in the backalley talking to his... fornecedor. Maybe some scrypt went wrong, conflicting? (total noob, sorry) But inside IC don't matter what district, 6:00 it happened.

For the esps, using the unified one.

And my load order... with Shining creatures: there it go. Hope it help. Also, recompiled Wrye Bash every chance in the mods.

= Check Mods=== Active Mod Files:* 00  Oblivion.esm* 01  GTAesgaard_2.esm* 02  All Natural Base.esm  [Version 0.9.8]* 03  Francesco's Leveled Creatures-Items Mod.esm* 04  Francesco's Optional New Items Add-On.esm* 05  Cobl Main.esm  [Version 1.72]* 06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]* 07  Mart's Monster Mod.esm  [Version 3.7b3p3]* 08  TamrielTravellers.esm  [Version 1.39c]* 09  FCOM_Convergence.esm  [Version 0.9.9MB3]* 0A  Armamentarium.esm  [Version 1.35]* 0B  Better Cities Resources.esm* 0C  CM Partners.esm* 0D  HorseCombatMaster.esm* **  TNR ALL RACES FINAL.esp* **  TNR - ShiveringIsles no helms.esp* 0E  Unofficial Oblivion Patch.esp  [Version 3.2.4]* 0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]* 10  Oblivion Citadel Door Fix.esp* 11  DLCShiveringIsles.esp* 12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 13  Better Cities .esp* 14  Francesco's Optional Chance of Stronger Bosses.esp* 15  Francesco's Optional Chance of Stronger Enemies.esp* 16  Francesco's Optional Chance of More Enemies.esp* 17  Francesco's Optional Leveled Quests-SI only.esp* 18  Francesco's Optional Leveled Guards.esp* ++  FCOM_Francescos.esp  [Version 0.9.9]* ++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]* 19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]* 1A  Fran Armor Add-on.esp* 1B  Fran_Lv30Item_Maltz.esp* 1C  Natural_Habitat_by_Max_Tael.esp* 1D  All Natural - Real Lights.esp  [Version 0.9.9]* 1E  All Natural.esp  [Version 0.9.8]* 1F  All Natural - SI.esp  [Version 0.9.8]* 20  All Natural - EW + NW + AWS.esp  [Version 0.9.6]* 21  Gates To Aesgaard 2 Weather Patch.esp* ++  Improved Water.esp* ++  ln.esp* 22  AmbientTownSounds.esp* 23  MIS.esp* 24  MIS New Sounds Optional Part.esp* 25  PCSoundInnocent.esp  [Version 2.6]* 26  Storms & Sound.esp* 27  Rainbows.esp* 28  WindowLightingSystem.esp* 29  AliveWaters_nofish.esp* **  Book Jackets Oblivion.esp* 2A  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp* 2B  DID3_DoubleTrouble.esp* 2C  Days&Months.esp* 2D  diversegrasses.esp* ++  Item interchange - Extraction.esp  [Version 0.76]* 2E  Luchaire's Neck Seam Concealer.esp* 2F  Medic!.esp* 30  personality_idles4.esp* 31  RAEVWD New Sheoth.esp  [Version 1.5]* ++  VA_BetterGold.esp* 32  Cutthroat Merchants.esp* 33  Enhanced Economy.esp  [Version 3.3.4]* 34  Crowded Roads.esp  [Version 2.0]* 35  Landmarks, w Wells.esp  [Version 1.11]* 36  Ayelid Wells.esp* 37  HotkeyCasting.esp* 38  Book Jackets DLC.esp* ++  MaleBodyReplacerV4.esp* ++  HGEC_special_armor_repl.esp* 39  Blackheart and Gizmodian ECRobes.esp* 3A  Armamentium female.esp* 3B  ExnemRuneskulls.esp* ++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]* 3C  Cobl Glue.esp  [Version 1.72]* 3D  Cobl Si.esp  [Version 1.63]* 3E  OOO 1.32-Cobl.esp  [Version 1.72]* ++  FCOM_Cobl.esp  [Version 0.9.9]* 3F  Bob's Armory Oblivion.esp* 40  FCOM_BobsArmory.esp  [Version 0.9.9]* 41  Oblivion WarCry EV.esp* 42  FCOM_WarCry.esp  [Version 0.9.9MB3]* 43  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]* 44  OOO-No_Guild_Ownership.esp  [Version 1.33]* ++  OOO-DLT_Remover.esp  [Version 1.33]* ++  ArmamentariumLLVendors.esp  [Version 1.35]* 45  FCOM_Convergence.esp  [Version 0.9.9Mb3]* ++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]* 46  FCOM_RealSwords.esp  [Version 0.9.9]* 47  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]* ++  FCOM_LessRats.esp  [Version 0.9.9]* ++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]* 48  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]* 49  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]* 4A  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.esp  [Version 3.7b3p3]* ++  TamrielTravellerAdvscript.esp  [Version 1.39c]* 4B  TamrielTravellers4OOO.esp  [Version 1.39c]* 4C  TamrielTravellersItemsnpc.esp  [Version 1.39c]* 4D  TamrielTravellersItemsVendor.esp  [Version 1.39c]* 4E  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]* ++  FCOM_FriendlierFactions.esp  [Version 0.9.9]* 4F  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]* 50  FCOM_MoreRandomItems.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]* ++  Fransfemale.esp* 51  MMM-Cobl.esp  [Version 1.69]* 52  EVE_StockEquipmentReplacer4FCOM.esp* 53  Ivellon.esp  [Version 1.8]* 54  GTAesgaard.esp* 55  Gates To Aesgaard Weather Patch.esp* 56  GTAesgaard_2.esp* 57  Gates To Aesgaard 2 Delayer.esp  [Version 1.0]* 58  HeartOftheDead.esp  [Version 6.0.1]* 59  LetThePeopleDrink.esp  [Version 2.5]* 5A  The Ayleid Steps.esp  [Version 3.1]* 5B  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]* 5C  VaultsofCyrodiilBC.esp* 5D  za_bankmod.esp* 5E  24HrArenaAliveV2Towers.esp* 5F  Knights.esp* 60  Knights - Unofficial Patch.esp  [Version 1.0.9]* ++  EVE_KnightsoftheNine.esp* 61  TOTF.esp* ++  TOTF Delayer.esp* 62  The Lost Spires.esp* ++  FCOM_Knights.esp  [Version 0.9.9Mb3]* 63  xuldarkforest.esp  [Version 1.0.3]* 64  LostSpires-DarkForest patch.esp* 65  xulStendarrValley.esp  [Version 1.2.1]* 66  xulTheHeath.esp* 67  XulEntiusGorge.esp* 68  xulFallenleafEverglade.esp  [Version 1.3.1]* 69  LostSpires-Everglade patch.esp  [Version 1.2]* 6A  xulColovianHighlands_EV.esp  [Version 1.2.1]* 6B  xulChorrolHinterland.esp  [Version 1.2.2]* 6C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]* 6D  xulBravilBarrowfields.esp  [Version 1.3.2]* 6E  xulLushWoodlands.esp  [Version 1.3]* 6F  xulAncientYews.esp  [Version 1.4.2]* 70  xulAncientRedwoods.esp  [Version 1.6]* 71  xulCloudtopMountains.esp  [Version 1.0.1]* 72  xulArriusCreek.esp  [Version 1.1.2]* 73  xulPatch_AY_AC.esp  [Version 1.1]* 74  HeartoftheDead-ArriusCreek patch.esp* 75  xulRollingHills_EV.esp  [Version 1.3.2]* 76  xulPantherRiver.esp* 77  xulRiverEthe.esp  [Version 1.0.2]* 78  xulBrenaRiverRavine.esp  [Version 1.0.2]* 79  xulImperialIsle.esp  [Version 1.6.3]* 7A  xulBlackwoodForest.esp* 7B  xulCheydinhalFalls.esp  [Version 1.0.1]* 7C  TearsOfTheFiend-CheydinhalFalls patch.esp* 7D  xulAspenWood.esp  [Version 1.0]* 7E  JQ-Fighters_Guild_United.esp* ++  FCOM_FighterGUnited.esp* ++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]* 7F  Harvest [Flora].esp  [Version 3.0.0]* ++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]* 80  DropLitTorchOBSE.esp  [Version 2.1]* 81  EVE_ShiveringIslesEasterEggs.esp* 82  ImprovedSoulgems.esp  [Version 1.11]* 83  Salmo the Baker, Cobl.esp  [Version 3.08]* ++  ScriptIcon_Replacer.esp* 84  Storms & Sound - Bank of Cyrodiil.esp* 85  Storms & Sound - The Lost Spires.esp* 86  Storms & Sound - Better Cities.esp* 87  talkwithyourhands PI4.esp* 88  Toggleable Quantity Prompt.esp  [Version 3.1.1]* 89  Quest Award Leveller.esp  [Version 2.0.1]* 8A  haz_encumbrance_x1.5.esp* 8B  RealisticForceMedium.esp* 8C  RealisticMagicForceMedium.esp* 8D  EnchantmentRestore.esp* ++  EnchantmentRestore_Wells.esp* 8E  No psychic guards v1.2.esp* 8F  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp* 90  DeadlyReflex 5 - Combat Moves.esp* 91  All+5AttributeModifiers.esp* 92  immersive_caves_auto.esp* 93  Dark Dungeons -  SI.esp* ++  Item interchange - Placement for FCOM.esp  [Version 0.76]* ++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]* ++  Better Redguard v2.esp* ++  Head06 Replacer.esp* 94  bgBalancingEVCore.esp  [Version 10.52EV-D]* 95  bgMagicEV.esp  [Version 1.7EV]* ++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]* ++  bgMagicItemSigil.esp  [Version 1.68EV]* ++  bgMagicEVStartspells.esp  [Version 1.68EV]* 96  bgMagicBonus.esp  [Version 1.7EV]* ++  bgMagicEVAddEnVar.esp  [Version 1.68EV]* 97  bgMagicEVPaperChase.esp  [Version 1.68EV]* 98  bgMagicAlchemy.esp  [Version 1.57]* 99  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]* ++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]* ++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]* ++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]* 9A  bgBalancingEVOptionalNPCDiversity, Beautification Better Redguards.esp  [Version 10.0EV-D]* ++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]* 9B  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]* ++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]* 9C  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]* ++  EVE_KhajiitFix.esp* 9D  Better Cities - Full City Defences.esp* 9E  Better Cities Full.esp* 9F  BCBravilFULL-Barrowfields patch.esp* A0  Better Cities - Unique Landscape Barrowfields.esp* A1  Better Cities - Unique Landscape Chorrol Hinterland.esp* A2  Better Cities - Tears of the Fiend.esp* A3  BCCheydinhalFULL-CheydinhalFalls patch.esp* A4  Better Cities - Unique Landscape Cheydinhal Falls.esp* A5  Better Imperial City.esp* ++  [GFX]_Initial_Glow-self.esp* A6  bgMagicEVShader.esp  [Version 1.7EV]* ++  bgMagicShaderLifeDetect.esp  [Version 1.68]* A7  Get Wet - just droplets.esp* ++  Visually Realistic Deadly Lava.esp* A8  Shining Creatures.esp* ++  CoreRandmonClothing4Npcs.esp* ++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]* A9  Cobl Silent Equip Misc.esp  [Version 01]* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]* AA  Bashed Patch, 0.esp* AB  Duke Patricks - BASIC Script Effect Silencer.esp* AC  Streamline 3.1.esp* AD  qazSpellbook.esp  [Version 0.1]

Obse plugins: Fast Exit2, Oblivion Sttuter Remover, Elis universal silent voice and weOCPS.

PS: Can also send the savefile if it help.
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meg knight
 
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Joined: Wed Nov 29, 2006 4:20 am

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