Trying To Track Down Mod Conflict

Post » Fri Dec 31, 2010 10:29 pm

Where is Vorians? Can you use TES4View to see what plugins are overriding BCIC?
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Justin
 
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Post » Fri Dec 31, 2010 10:43 pm

What version of Wryebash are you using? If you are using one of the later ones that allows you to import actors, be sure that you are not importing actors from both OOO.esp and OOO.esm at the same time. Doing this will cause twin guards with the same name at various locations in Imperial City.
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Adam Kriner
 
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Post » Fri Dec 31, 2010 5:41 pm

Apparently I'm wrong. Walked into Arboretum and found 4 instances of clone guards fighting for a guard post. Same thing, shiny OOO version versus old IC guard. I give up for now. I'll look at TES4Edit later, but this is only a minor issue of annoyance, if not resolved by tommorow let the guards duke it out for all I care. Time to eat, check back later tonight.

And who is Vorians?
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Sheila Esmailka
 
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Post » Fri Dec 31, 2010 3:14 pm

Apparently I'm wrong. Walked into Arboretum and found 4 instances of clone guards fighting for a guard post. Same thing, shiny OOO version versus old IC guard. I give up for now. I'll look at TES4Edit later, but this is only a minor issue of annoyance, if not resolved by tommorow let the guards duke it out for all I care. Time to eat, check back later tonight.

And who is Vorians?

Did you find these duplicate guards with the new game? Sometimes its funny how hundreds of users install the same mod, and only one or a few come up with random different issues. Your issue will be fixed! ;)

On these forums, "display name is already in use"

Edit: Could you post your latest load order? The one above has plugins active that are also merged. At least, I think I should be seeing more "++" in that load order.
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Red Sauce
 
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Post » Fri Dec 31, 2010 2:51 pm

Did you find these duplicate guards with the new game? Sometimes its funny how hundreds of users install the same mod, and only one or a few come up with random different issues. Your issue will be fixed! ;)

On these forums, "display name is already in use"

Edit: Could you post your latest load order? The one above has plugins active that are also merged. At least, I think I should be seeing more "++" in that load order.

I hadn't used merge option in Bash, I mostly used it for similar resource references and overlapping changes. Never saw much point to merging mods unless you were nearing the limit, which I'm definitely not. Gonna go try and fresh save and see if they are doing it still in Arboretum.
What version of Wryebash are you using? If you are using one of the later ones that allows you to import actors, be sure that you are not importing actors from both OOO.esp and OOO.esm at the same time. Doing this will cause twin guards with the same name at various locations in Imperial City.

Wyre 275 is the version I'm showing, not sure where the decimal belongs, hehe. I don't have Merge Actors, and if I did wouldn't they be the same model and armor? The ones I know that are OOO spawned are in shinier armor and half are female, the "clones" are all the exact same male guard from vanilla in shabby armor.
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Marie Maillos
 
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Post » Sat Jan 01, 2011 12:18 am

I hadn't used merge option in Bash, I mostly used it for similar resource references and overlapping changes. Never saw much point to merging mods unless you were nearing the limit, which I'm definitely not. Gonna go try and fresh save and see if they are doing it still in Arboretum.

Wyre 275 is the version I'm showing, not sure where the decimal belongs, hehe. I don't have Merge Actors, and if I did wouldn't they be the same model and armor? The ones I know that are OOO spawned are in shinier armor and half are female, the "clones" are all the exact same male guard from vanilla in shabby armor.

Some mods should be merged. Some mods are made with merging in mind. Plus, there is not much point to making your save dependent on more mods that it needs to be.
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George PUluse
 
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Post » Fri Dec 31, 2010 9:48 am

Started a new file like suggested, and it's doesn't have the issue. So guess it'll just clear up. Strangely enough, my map markers were spawning when I hit the districts to check too. Might just need to start from scratch even though I'd rather not, had done a good 10 hours of work on this save so far.
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Jessie
 
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Post » Fri Dec 31, 2010 12:28 pm

I thought as much. Some updates are change the plugins enough that you basically have to start a new game to be sure there are no kinks. That is why I spent six days preparing my setup, and I am still working on it actually. (I did not even get a change to play before my break ended . I have to wait more than two months! :()
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Yama Pi
 
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Post » Fri Dec 31, 2010 3:05 pm

I thought as much. Some updates are change the plugins enough that you basically have to start a new game to be sure there are no kinks. That is why I spent six days preparing my setup, and I am still working on it actually. (I did not even get a change to play before my break ended . I have to wait more than two months! :()

I know the feeling, I spent 2 days getting it set the way I wanted and working out how to push the game almost to it's limit without hitting the dreaded 1.8GB ram issue. (Stupid 32bit system >:o ) But I got impatient since I hadn't played the game in years and wanted to go for it and see how some of the changes in MMM and OOO worked out. Oh well, at least I wasn't like 50 hours ingame or something, then I'd be really pissed.
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Maria Leon
 
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Post » Sat Jan 01, 2011 1:28 am

I know the feeling, I spent 2 days getting it set the way I wanted and working out how to push the game almost to it's limit without hitting the dreaded 1.8GB ram issue. (Stupid 32bit system >:o ) But I got impatient since I hadn't played the game in years and wanted to go for it and see how some of the changes in MMM and OOO worked out. Oh well, at least I wasn't like 50 hours ingame or something, then I'd be really pissed.

Perhaps I'm a slow learner. I've never played the game in it's full entirety. I've been mod testing for almost 4 years.
One day... one day... :weeps:

EDIT - I guess on the plus side, I've never had the headache of scrapping a character after loads of game hours because of a ticking time bomb mod. My hope is that all issues are cleared up by the time I actually play. I have my LO up to 150 stable mods working happily together. Slowly working towards a 220 mod LO.
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Amelia Pritchard
 
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Post » Fri Dec 31, 2010 9:49 am

Perhaps I'm a slow learner. I've never played the game in it's full entirety. I've been mod testing for almost 4 years.
One day... one day... :weeps:

Yeah...I spend 99% of my time related to Oblivion here, on the forums, or optimizing and tweaking my setup.
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Brooke Turner
 
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Post » Fri Dec 31, 2010 9:12 am

Yeah...I spend 99% of my time related to Oblivion here, on the forums, or optimizing and tweaking my setup.


Heh., you guys are even sadder than me. :P
After months of preparing I managed to get a good game with 400 mods that lasted 1000 hours and untill my character was lvl 20.
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Veronica Flores
 
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Post » Fri Dec 31, 2010 11:09 pm

Heh., you guys are even sadder than me. :P
After months of preparing I managed to get a good game with 400 mods that lasted 1000 hours and untill my character was lvl 20.

Way to make me jealous...what I would give for just one more week of freedom!
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Carolyne Bolt
 
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Post » Fri Dec 31, 2010 9:28 am

Way to make me jealous...what I would give for just one more week of freedom!


Heh, think of it as an encouragement - you can have your hundreds of mods and play them too. :)
The biggest obstacle, and what nearly made me give up, was the "file thrashing" that occurs if having 375-400 plugins and BSAs in the Data folder. Took me a while to figure that one out. The key for me was to use TES4EDIT to esnure there were no obvious (conflicting scripts are hard to catch) conflicts whatsoever and to solve the conflicts by making my own custom patch. TES4EDIT is a tremendously useful tool and I'd go so far as to say that learning to use it is a prerequiste if you want a stable game with more than 100 mods.
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Brad Johnson
 
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Post » Fri Dec 31, 2010 5:40 pm

Heh, think of it as an encouragement - you can have your hundreds of mods and play them too. :)
The biggest obstacle, and what nearly made me give up, was the "file thrashing" that occurs if having 375-400 plugins and BSAs in the Data folder. Took me a while to figure that one out. The key for me was to use TES4EDIT to esnure there were no obvious (conflicting scripts are hard to catch) conflicts whatsoever and to solve the conflicts by making my own custom patch. TES4EDIT is a tremendously useful tool and I'd go so far as to say that learning to use it is a prerequiste if you want a stable game with more than 100 mods.

I remember that "file thrashing" craziness from about a year ago. The setup waiting for me at home is 380+ plugins strong, but I've merged it down to ~260 with ~205 active. I need to add one more plugin to that, but it is otherwise fairly set. Right now, my merged Animations plugin only has two mods, so I did not have to deal with the script conflict issue except for Adonnay's Classic Weaponry and Elven Weaponry mods' overlap. That was a few minutes TES4Edit patch though. ;) The PyFFI-Optimization of all of the major mods that I am using, now that took hours. I did PyFFI-optimizations for three or four days. It took an entire day to organize and tweak my BAIN folder (after a fresh install.) I spent the first two days of the process grabbing updates, of course. Reading to catch up on the forums and updates occured over the course of the six-day preparation, and I am still not done. It did not help that I meanwhile was trying to complete the building of a new computer for my cousin, during which the computer through at me every error I had not heard of, the worst being Windows 7 ignoring the stinking HDD!!

...okay no more ranting, sorry.
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Your Mum
 
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Post » Fri Dec 31, 2010 10:09 pm

Heh., you guys are even sadder than me. :P
After months of preparing I managed to get a good game with 400 mods that lasted 1000 hours and untill my character was lvl 20.

A thousand hours? Jesus. I don't even have that much time between Team Fortress 2 and Left 4 Dead 2 combined, and I play them for 4-5 hours or so a night. (one or the other, not both a night :P)
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Kelly Tomlinson
 
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Post » Fri Dec 31, 2010 10:27 pm

A thousand hours? Jesus. I don't even have that much time between Team Fortress 2 and Left 4 Dead 2 combined, and I play them for 4-5 hours or so a night. (one or the other, not both a night :P)


I think that game lasted me about 10 months. Even so I felt I was only about halfway thought and hadn't even started the MQ yet, A heavily modded Oblivion is HUGE.
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SEXY QUEEN
 
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Post » Sat Jan 01, 2011 2:21 am

I think that game lasted me about 10 months. Even so I felt I was only about halfway thought and hadn't even started the MQ yet, A heavily modded Oblivion is HUGE.

Truly. The furthest I have been in the Main Quest since I played through the Vanilla game in '06, is liberating Kvatch Quest. Well, that is the furthest I have been with any game in the past two years. I might have played further into the Main Quest in my OOO (pre-FCOM) days, ages ago. ;)
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Channing
 
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