[RELZ]TamrielTravellers-1.39-TravelingMerchantsofCyrodiiland

Post » Sun Apr 24, 2011 2:40 pm

Core, I've been away for awhile so I have a couple questions. Does TT work with Enhanced Economy, I see that Enhanced Economy is recommended for FCOM now. Also, are they are issues with TT and UFCOM? Many thanks.

Edit: nevermind about the Economy question, I see the description says it is compatible. :facepalm:
Tobit, Welcome back to Oblivion!
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Gemma Woods Illustration
 
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Post » Sun Apr 24, 2011 1:54 pm

"TamrielTravellers Cosmetics Cobl or RBP.esp" currently only has the Bash Tag {{BASH:NpcFaces}}. I believe this needs to be {{BASH:NoMerge,NpcFaces}} instead.

If you merge this ESP into the bashed patch it will overwrite many of the changes from TamrielTravellers4OOO.esp, notably inventory, AI packages, and stats (in particular health will be lower, which will make them less survivable in FCOM).

I wanted to report this here before reporting it in the BOSS thread, to ensure you concur and I'm not missing something.
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Verity Hurding
 
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Post » Sun Apr 24, 2011 5:58 am

"TamrielTravellers Cosmetics Cobl or RBP.esp" currently only has the Bash Tag {{BASH:NpcFaces}}. I believe this needs to be {{BASH:NoMerge,NpcFaces}} instead.

If you merge this ESP into the bashed patch it will overwrite many of the changes from TamrielTravellers4OOO.esp, notably inventory, AI packages, and stats (in particular health will be lower, which will make them less survivable in FCOM).

I wanted to report this here before reporting it in the BOSS thread, to ensure you concur and I'm not missing something.


Are you sure you are loading them in correct load order and using bash tags correctly,

The Cosemetics Cobl or RBP files need to load before the TT4OOO.esp itself.

Checked with Bash 2.90 checked it this way by selecting it merge and npc faces worked, added nomerge and did not select it under merge patches only under npcfaces and same results. Eye/Hair are assigned correctly and Changes from TT4OOO are carried over correctly has well.

So check your load order and make sure you have lastest Bash Installed
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Lexy Corpsey
 
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Post » Sun Apr 24, 2011 5:23 pm

Are you sure you are loading them in correct load order and using bash tags correctly,

The Cosemetics Cobl or RBP files need to load before the TT4OOO.esp itself.

Checked with Bash 2.90 checked it this way by selecting it merge and npc faces worked, added nomerge and did not select it under merge patches only under npcfaces and same results. Eye/Hair are assigned correctly and Changes from TT4OOO are carried over correctly has well.

So check your load order and make sure you have lastest Bash Installed


Thanks...

The current BOSS master list loads Race Balancing Project relatively late in the load order, well after TT4OOO. The TT RBP patch is loaded after bgBalancingEVCore.esp.

So, for the average person who uses BOSS to sort their load order, right now the RBP-TT patch is going to load well after the regular core Travelers files including TT4000.

With respect to the Bash tags themselves, the other components that change NPC faces that come bundled with RBP all have the {{BASH:NpcFaces,NoMerge}} tags, e.g. "bgBalancingEVOptionalNPCDiversity, Vanilla.esp" and "bgBalancingEVOptionalNPCDiversityLAME.esp" both have that tag.

While the issue could be addressed by moving the load order (in which case it should be requested in the BOSS thread I would think), I think another way to look at it is this: are there any circumstances under which you would want to import/merge anything from "TamrielTravellers Cosmetics Cobl or RBP.esp" other than NPC faces? Without the NoMerge tag, things like stats can be imported. I believe with the NpcFaces, NoMerge tag, the *only* thing that will be imported into the bashed patch is the faces. The esp file is inactive, just the faces get imported into the Bashed Patch, and the stats and everything else from the core Travelers files are retained and unchanged. At least, that's my observation, and given that's what I'm assuming the intent of the plugin is I would think that would be desired?

Note that I've also seen similar combinations with other mods for things like armor and books where the sole intent is to replace graphics, but the desire is to avoid changing stats. Examples would include Armamentium female.esp, ArtifactsFemaleArmor.esp, EVE_KnightsoftheNine.esp, EVE_StockEquipmentReplacer4FCOM.esp, Fransfemale.esp, GrimbotsSpellTomes.esp. In those cases the tags are {{BASH:Graphics,NoMerge}} because the idea is just to import the graphics without potentially overwriting other stats.
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Len swann
 
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Post » Sun Apr 24, 2011 4:25 pm

Thanks...

The current BOSS master list loads Race Balancing Project relatively late in the load order, well after TT4OOO. The TT RBP patch is loaded after bgBalancingEVCore.esp.


I never designed it to work in the first place to be loaded after any of the TT, TT4MMM, TT4OOO.esp, Etc,

since boss is moving it that far down, then add the nomerge so that only faces changes take effect. Solution to that for now, until I find the time to update things once again.
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Cassie Boyle
 
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Post » Sun Apr 24, 2011 12:55 pm

I never designed it to work in the first place to be loaded after any of the TT, TT4MMM, TT4OOO.esp, Etc,

since boss is moving it that far down, then add the nomerge so that only faces changes take effect. Solution to that for now, until I find the time to update things once again.


OK, thanks for your time, Corepc, which I know you must have precious little of given the number of your mods I'm running. :) I've mentioned this in the BOSS thread so others are aware of it.

For what it's worth, using this tag with the current BOSS load order seems to work fine based on what I can see in TES4EDIT and in game.
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JAY
 
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Post » Sun Apr 24, 2011 8:29 am

The current version of TamrielTravellersItemsnpc be should (Filter, Delev, Relev) and should be merged under merge patches itself.
It will not show up batch unless it is merged.
...
So Remove the NoMerge Tag, and Make sure that is getting merged.

Corepc, did I do it correctly?
I *MANUALLY* marked TamrielTravellersItemsNPC.esp as Mergeable in WB. I tagged it with the current Bash tag suggestions from BOSS Log which are the 3 you say above, plus also Deactivate. Then I rebuilt the patch. Marking it mergeable the changed records count of Bashed Patch increased by +19 (I made an earlier run where i did not mark it mergeable), all other things/mods being equal. In WB Mod pane it is written in green, italic fonts and shows "+" in the box. Also, the patch build after-run-report for leveled lists is like this:

Spoiler
= Leveled Lists=== Delevelers/Relevelers* Francesco's Leveled Creatures-Items Mod.esm [ADR]* Mart's Monster Mod.esm [ADR]* FCOM_Convergence.esm [ADR]* Unofficial Oblivion Patch.esp [ADR]* Unofficial Shivering Isles Patch.esp [ADR]* Francesco's Dark Seducer Weapons Patch.esp [ADR]* FCOM_Francescos.esp [ADR]* FCOM_FrancescosItemsAddOn.esp [ADR]* Bob's Armory Oblivion.esp [ADR]* FCOM_BobsArmory.esp [ADR]* FCOM_LothsBluntWeapons.esp [AR]* Oblivion WarCry EV.esp [ADR]* FCOM_WarCry.esp [ADR]* Oscuro's_Oblivion_Overhaul.esp [ADR]* OOO 1.32-Cobl.esp [AD]* FCOM_Convergence.esp [ADR]* FCOM_RealSwords.esp [ADR]* TamrielTravellersItemsNPC.esp [ADR]* MMM-Cobl.esp [AD]* FCOM_Knights.esp [ADR]* Item interchange - Placement for FCOM.esp [ADR]


So it's listed at 4th last entry. I think this is how it should be? I'd really appreciate a quick confirmation by you or another experienced TT gamer. Thanks so much! :)
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W E I R D
 
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Post » Sun Apr 24, 2011 1:01 pm

I seem to enjoy 100 pct. disposition with all Tamriel Traders I transact with. Is this as it is supposed to be? Seems a bit excessive.

Thanks for any pointers.

OK I've read now it's a bug (it's posted earlier in this thread back in Dec. 2009)
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Micah Judaeah
 
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Post » Sun Apr 24, 2011 11:24 am

Hey, i've been experiencing problems with tamriel travellers (since installing it with BAIN). I've installed it a few days ago, and all travellers appear twice, but they seem to share their wares. When traveller A is somewhere, a second version of traveller A is there, and they both have the same stuff, and when i sell an iron cuirass, the other one also has the iron cuirass. It's really strange. Here's my list of tamriel travellers mods:

06 TamrielTravellers.esm [Version 1.39c]
++ TamrielTravellerAdvScript.esp [Version 1.39c]
42 TamrielTravellers.esp [Version 1.39c]
43 TamrielTravellers Vwalk.esp
44 TamrielTravellers4OOO.esp [Version 1.39c]
45 TamrielTravellers4OOO Vwalk.esp
46 TamrielTravellersItemsCobl.esp [Version 1.39c]
47 ShiveringIsleTravellers.esp [Version 1.39c]
48 ShiveringIsleTravellers Vwalk.esp
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]

What makes the travellers appear twice?
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Cayal
 
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Post » Sun Apr 24, 2011 1:31 pm

Hey, i've been experiencing problems with tamriel travellers (since installing it with BAIN). I've installed it a few days ago, and all travellers appear twice, but they seem to share their wares. When traveller A is somewhere, a second version of traveller A is there, and they both have the same stuff, and when i sell an iron cuirass, the other one also has the iron cuirass. It's really strange. Here's my list of tamriel travellers mods:

06 TamrielTravellers.esm [Version 1.39c]
++ TamrielTravellerAdvScript.esp [Version 1.39c]
42 TamrielTravellers.esp [Version 1.39c]
43 TamrielTravellers Vwalk.esp
44 TamrielTravellers4OOO.esp [Version 1.39c]
45 TamrielTravellers4OOO Vwalk.esp
46 TamrielTravellersItemsCobl.esp [Version 1.39c]
47 ShiveringIsleTravellers.esp [Version 1.39c]
48 ShiveringIsleTravellers Vwalk.esp
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]

What makes the travellers appear twice?


Shot in the dark, but TIE has TT integrated. If using the standalone version with TIE, I wonder if that would happen. Never tested but it is the reason I did not install TT standalone with TIE in current game, thinking this would happen.
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Brian Newman
 
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Post » Sun Apr 24, 2011 4:17 am

Hey, i've been experiencing problems with tamriel travellers (since installing it with BAIN). I've installed it a few days ago, and all travellers appear twice, but they seem to share their wares. When traveller A is somewhere, a second version of traveller A is there, and they both have the same stuff, and when i sell an iron cuirass, the other one also has the iron cuirass. It's really strange. Here's my list of tamriel travellers mods:

06 TamrielTravellers.esm [Version 1.39c]
++ TamrielTravellerAdvScript.esp [Version 1.39c]
42 TamrielTravellers.esp [Version 1.39c]
43 TamrielTravellers Vwalk.esp
44 TamrielTravellers4OOO.esp [Version 1.39c]
45 TamrielTravellers4OOO Vwalk.esp
46 TamrielTravellersItemsCobl.esp [Version 1.39c]
47 ShiveringIsleTravellers.esp [Version 1.39c]
48 ShiveringIsleTravellers Vwalk.esp
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]

What makes the travellers appear twice?


This is because you are running both the TamrielTravellers.esp AND the TamrielTravellers4OOO.esp. Stick to one. :) Also I'm not sure about using the FriendlyFactions4MMM.esp when running the TT4OOO.esp but I'm sure someone else can answer that - wouldn't mind finding that out myself!

Also a question of my own. I'm running MMM+OOO (not FCOM). Should I be using the TT4MMM or TT4OOO esp and factionstuff etc?
nm this, somehow I missed it in the readme before - I should change to TT4OOO.
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Mr. Allen
 
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Post » Sun Apr 24, 2011 10:14 am

Shot in the dark, but TIE has TT integrated. If using the standalone version with TIE, I wonder if that would happen. Never tested but it is the reason I did not install TT standalone with TIE in current game, thinking this would happen.


i don't use TIE...
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Laura Tempel
 
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Post » Sun Apr 24, 2011 4:30 pm

This is because you are running both the TamrielTravellers.esp AND the TamrielTravellers4OOO.esp. Stick to one. :) Also I'm not sure about using the FriendlyFactions4MMM.esp when running the TT4OOO.esp but I'm sure someone else can answer that - wouldn't mind finding that out myself!

Also a question of my own. I'm running MMM+OOO (not FCOM). Should I be using the TT4MMM or TT4OOO esp and factionstuff etc?
nm this, somehow I missed it in the readme before - I should change to TT4OOO.


thanks! that did the trick... somehow i managed to place TT.esp in my TT4OOO directory... so it works again!

by the way, does anyone know where i can find the TT RBP or Cobl Cosmetic plugin?
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Jah Allen
 
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Post » Sun Apr 24, 2011 3:56 pm

I have TT installed and everything looks good , however I seem to have 3 imperial guards all walking in line in the bravil area is this correct they all seem to function correctly so just looking for confirmation on this !!
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Yvonne
 
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Post » Sun Apr 24, 2011 10:19 am

thanks! that did the trick... somehow i managed to place TT.esp in my TT4OOO directory... so it works again!

by the way, does anyone know where i can find the TT RBP or Cobl Cosmetic plugin?

It's linked in the second post of this thread...

@Keymike: Three guards walking in a line does not sound odd at all... Plus, I don't think TT adds any path grids, so TT doesn't have anything to do with those NPCs, not directly.


Edit: Almost every record in TT is new content, and the scripts and AI packages are for the new TT NPCs alone. (I just checked the main plugin in TES4View.)
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Suzie Dalziel
 
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Post » Sun Apr 24, 2011 9:24 am

It's linked in the second post of this thread...

@Keymike: Three guards walking in a line does not sound odd at all... Plus, I don't think TT adds any path grids, so TT doesn't have anything to do with those NPCs, not directly.


Edit: Almost every record in TT is new content, and the scripts and AI packages are for the new TT NPCs alone. (I just checked the main plugin in TES4View.)

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Ashley Tamen
 
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Post » Sun Apr 24, 2011 2:50 pm

Tomlong7521 thanks for the reply , have spent an age on " my perfect install " and just wanted to be sure, thanks again.
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Laura Elizabeth
 
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Post » Sun Apr 24, 2011 7:52 pm

Tomlong7521 thanks for the reply , have spent an age on " my perfect install " and just wanted to be sure, thanks again.

I'm working on mine too, and I'm almost done I think. Once I finish up this current bit, I'll be able to merge plugins and add item mods and then I'll be done with the trying new mods out for a while.


Happy gaming!
- Tomlong75210
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Love iz not
 
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Post » Sun Apr 24, 2011 9:19 am

This mod is not working for me. It was at one time, but has since stopped working. I do not see any of these custom NPC's. Here is my load order...

SNIP*
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Richus Dude
 
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Post » Sun Apr 24, 2011 9:52 am

[snip]

Could you post your load order via Wrye Bash (and in spoilers)? It's a lot easier to work with that way...

Vac
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Rudi Carter
 
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Post » Sun Apr 24, 2011 6:20 am

This mod is not working for me. It was at one time, but has since stopped working. I do not see any of these custom NPC's. Here is my load order...

Spoiler

Oblivion.esm
All Natural Base.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
MD_Saddle_Master.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
TamrielTravellers.esm
FCOM_Convergence.esm
Better Cities Resources.esm
HorseCombatMaster.esm
HrmnsOblivionScriptOptimizationv1.0.esp
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Better Cities .esp
FCOM_Francescos.esp
FCOM_FrancescosItemsAddOn.esp
FCOM_FrancescosNamedBosses.esp
All Natural.esp
All Natural - SI.esp
Advanced_Water_Modification-2734.esp
All Natural - Real Lights.esp
better lights.esp
RAEVWD Cities.esp
RAEVWD New Sheoth.esp
RAEVWD Imperial City.esp
Living Economy.esp
Living Economy - Items.esp
moDem's City Life.esp
DropLitTorchOBSE.esp
NameThatHorse.esp
P1DlookHereYou.esp
Streamline 3.1.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
Expanded Hotkeys and Spell Delete V2.esp
Rope Ladders v1.esp
MD Saddlebags v3.0.esp
Cobl Glue.esp
Cobl Si.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Water_Weeds.esp
OOO-DLT_Remover.esp
OMOBS.esp
OMOBS_SI.esp
OMOBS Optional Combat Settings.esp
OOO 1.32-Cobl.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
FCOM_Convergence.esp
FCOM_RealSwords.esp
FCOM_DurabilityAndDamage.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - More Passive Wildlife.esp
FCOM_SaferRoads.esp
FCOM_LessRats.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod - Slof Horses Complete.esp
TamrielTravellerAdvscript.esp
TamrielTravellers4OOO.esp
TamrielTravellersItemsnpc.esp
TamrielTravellersItemsCobl.esp
TamrielTravellersItemsVendor.esp
ShiveringIsleTravellers.esp
ShiveringIsleTravellersFriendlyFactions4MMM.esp
FCOM_TamrielTravelers.esp
FCOM_DiverseGuardUnity.esp
FCOM_HungersUnitySI.esp
FCOM_FriendlierFactions.esp
FCOM_MoreRandomSpawns.esp
FCOM_MoreRandomItems.esp
Mart's Monster Mod - Shivering Isles.esp
OOO-WaterFish.esp
MMM-Cobl.esp
Scribe Supplies.esp
VaultsofCyrodiilBC.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Dungeon Actors Have Torches 1.6 DT.esp
Exterior Actors Have Torches 1.3 DT.esp
GP_Lockpicks.esp
P1DkeyChain.esp
ScriptIcon_Replacer.esp
Toggleable Quantity Prompt.esp
RealisticForceMedium.esp
RealisticMagicForceMedium.esp
RealSleepExtended.esp
Addendum - Vampires.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_OOO.esp
SM_MMM.esp
SM_EnchantStaff.esp
SM_Scrolls.esp
SM_SigilStone.esp
MidasSpells.esp
Enchantment Enhanced.esp
EnchantmentRestore.esp
EnchantmentRestore_Wells.esp
SM Combat Hide.esp
StealthOverhaul.esp
Stealth Entrances v1.esp
RenGuardOverhaul.esp
Enhanced Grabbing.esp
Deadly Reflex 6 - Timed block and 150% damage.esp
Mounted_Spellcasting_Deadly_Reflex_Compatible.esp
Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp
Duke Patricks - Actors Can Miss Now.esp
Duke Patricks - Fresh Kills Now Alert The NPCs.esp
Francesco's Slower skills x1.5.esp
SP1stPLegs.esp
bgBalancingEVCore.esp
Better Cities Full.esp
Better Cities - VWD of the IC.esp
Better Imperial City.esp
Better Imperial City FPS Patch.esp
Better Cities Full FPS Patch.esp
Better Cities - No LEYAWIIN Flooding.esp
Francesco's 7 days respawn time - 1-16 day lenght rescale.esp
FCOM_Archery.esp
Argonians and Khajiit Lose Tails no More Script.esp
Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp
Cobl Silent Equip Misc.esp
All armor and SE armor playable.esp
Expanded Hotkeys and Spell Delete manual.esp
Horse_AI-2364.esp
SkillsOver100.esp
Better Torches.esp
DeadlyReflex 6 - Combat Moves.esp
Bashed Patch, 0.esp


In the future, please use spoiler tags, and read the TT readme a little more closely.

I'll just start at the top of this LO:

1)Hrmn's Script mod is buggy and gives negligible FPS help, if any at all. Remove it.

2) The UOP Face Fix is included in the latest version of the Bash, under the 'Tweak Assorted' section of the Bashed Patch dialog, I think...

3) OMOBS Optional Combat Settings is a part of OOO already, so get rid of the separate plugin.

4) The ReadMe is very explicit in mentioning that you should choose only ONE of the following:
TamrielTravellersItemsnpc.esp
TamrielTravellersItemsVendor.esp

It would be helpful to see version numbers, which is possible if you post via 'List Mods'. (Right-click on the 'File' tab in Wrye Bash.)


Hopefully that helps. Make sure you have the right ESM installed for your TT plugin configuration. I'm not sure about using the friendly4MMM plugin with FCOM, but I don't use the friendly plugins for TT...


Edit: Try a clean save without TT, and reload with it. When you add it back, just try TT4OOO, FCOM_TT and the TT master file.
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Marnesia Steele
 
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Post » Sun Apr 24, 2011 8:36 am

1)Hrmn's Script mod is buggy and gives negligible FPS help, if any at all. Remove it.


I've heard this mentioned before, and thus have been reluctant to use it. However, I can't seem to recall what was buggy about it... I know there was one version that was buggy if you had SI, but http://tesnexus.com/downloads/file.php?id=31757 is supposedly fixed for SI. The esp-name is the same etc. Any idea if that version is buggy aswell? Even if the fps increase is 1fps, thats better than nothing aslong as it's not buggy. :)
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TASTY TRACY
 
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Post » Sun Apr 24, 2011 6:16 pm

I've heard this mentioned before, and thus have been reluctant to use it. However, I can't seem to recall what was buggy about it... I know there was one version that was buggy if you had SI, but http://tesnexus.com/downloads/file.php?id=31757 is supposedly fixed for SI. The esp-name is the same etc. Any idea if that version is buggy aswell? Even if the fps increase is 1fps, thats better than nothing aslong as it's not buggy. :)

I don't know. You can get so much more out of PyFFI and OSR, and that I don't see script optimization as a necessary optimization. Try the more recommended optimizations first, and then see if adding that actually does anything for you. I don't see an average processor these days benefiting much from the slimming down of a few of the original game's scripts, but I have not tried that mod (or variants) since '07 or '08. Feel free to try it.


Happy gaming!
- Tomlong75210
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Beast Attire
 
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Post » Sun Apr 24, 2011 11:54 am

Thanks guys I did read the instructions and thought I had followed in thoroughly but I guess not. I am currently using Wyre Bash 275 which may be why I do not have the bash version of the fix because the newest Wyre Bash just opens and then immediately closes for me. Only 275 is working for me on Windows 7 64bit. I will try these suggestions and let you know.
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Alyna
 
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Post » Sun Apr 24, 2011 7:42 am

Thanks guys I did read the instructions and thought I had followed in thoroughly but I guess not. I am currently using Wyre Bash 275 which may be why I do not have the bash version of the fix because the newest Wyre Bash just opens and then immediately closes for me. Only 275 is working for me on Windows 7 64bit. I will try these suggestions and let you know.

Download and run Wrye Python 3a, extract Wrye Bash v287 into your Oblivion folder, and then extract Wrye Bash v290 on top of that.
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TRIsha FEnnesse
 
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