[RELz/BETA] Weather: All Natural, Thread 27

Post » Thu Sep 02, 2010 11:52 am

How can I make all of the mods inside the weather patch green? Also, out of curiosity is the weather patch still doing its thing if the mod masters are orange inside the patch?


You can't make them all green, and you shouldn't bother trying either.

It's a filter mod, so it doesn't make any difference what order the files are in in your load order. The data is pulled out from there and used in the bashed patch. The filter itself is never active in the game.
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Sami Blackburn
 
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Post » Wed Sep 01, 2010 11:36 pm

Odd. I'll take a look at that for the next release.


Its the Wizard.txt file you have for the BAIN installation. It gets mistaken for the readme rather than the actual readme itself.
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Fluffer
 
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Post » Thu Sep 02, 2010 7:27 am

I took some screenshots of the Skingrad house on a nice sunny day. Turning on the chandelier in the dining room did not affect the daytime lighting. I've included a shot of the Skingrad bedroom, which is unchanged.

http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SkingradBedroom.jpg (no change from regular Real Lights)
http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SkingradDiningRm1.jpg (with lit chandelier)
http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SkingradDiningRm2.jpg (with lit chandelier)

I'll take some screenshots of Bruma when I get up there and it's a sunny day...
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Rhiannon Jones
 
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Post » Wed Sep 01, 2010 11:31 pm

I took some screenshots of the Skingrad house on a nice sunny day. Turning on the chandelier in the dining room did not affect the daytime lighting. I've included a shot of the Skingrad bedroom, which is unchanged.

http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SkingradBedroom.jpg (no change from regular Real Lights)
http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SkingradDiningRm1.jpg (with lit chandelier)
http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SkingradDiningRm2.jpg (with lit chandelier)

I'll take some screenshots of Bruma when I get up there and it's a sunny day...


Nice bedroom screenshot. :thumbsup: I'd upload it to Nexus if we had one of the same place without AN and RL, but we don't. :(
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Mark Hepworth
 
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Post » Thu Sep 02, 2010 2:50 pm

I read through the readme about the bash patching. While it was clear on what I should make sure to select, it didn't really tell me what I shouldn't do. Do I generally want to Select All on Import Cells? I'm using FCOM and the unofficial patches for oblivion, si, and the dlc.

If so, when would you not want to import cells from everything?
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Jonny
 
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Post » Thu Sep 02, 2010 12:52 am

Nice bedroom screenshot. :thumbsup: I'd upload it to Nexus if we had one of the same place without AN and RL, but we don't. :(


I'll see if I can get you one ;) So, will you turn on the chandelier in RL? This is a continuation of my previous posts, a few days ago, in this thread...
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Jessie Rae Brouillette
 
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Post » Thu Sep 02, 2010 1:16 pm

I'll see if I can get you one ;) So, will you turn on the chandelier in RL? This is a continuation of my previous posts, a few days ago, in this thread...


Up to Arthmoor, but I don't see why not.
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Sara Lee
 
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Post » Wed Sep 01, 2010 11:28 pm

I read through the readme about the bash patching. While it was clear on what I should make sure to select, it didn't really tell me what I shouldn't do. Do I generally want to Select All on Import Cells? I'm using FCOM and the unofficial patches for oblivion, si, and the dlc.

If so, when would you not want to import cells from everything?

Import Cells is one of the sections where you are better off importing everything. Any plugins that should not be checked in areas where they appear in the Bashed Patch should have that information specified in their docs. The only exception I know of with all thousand mods I currently have in my BAIN setup is OOO. Its configuration varies depending upon what overhaul combination it is being used with is all. Most mods do not have such special considerations. The sections that are basically completely optional are Import Graphics, Import Stats and Import Names. You probably should import stats if you want your mods (whichever have the stats tag) balance retained, but checking or unchecking plugins in the other two sections will not break anything.

AN's ReadMe is very clear about telling you to check the AN plugins that appear in that section. If your problem is using Wrye Bash or its Bashed Patch in general, post in the Bash thread. AN's instructions have nothing to do with which plugins you select in which sections for FCOM and other mods. In my opinion, you are better off checking plugins where they appear than not, unless specifically noted otherwise in the ReadMe for the mod.
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k a t e
 
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Post » Thu Sep 02, 2010 3:12 pm

I really want to run this mod, but unfortunately, I am getting a consistent CTD on any EXTERIOR cells when enabling it.

As soon as I load the game, the crash takes place after running a few steps. Removing the mod removes the crash, which takes place with the weather section, the lights standalone, or the whole combo.

I followed all the settings in the readme, and have the proper OBSE and Bash versions, and also tweaked streamline as suggested. I am suspecting there must be a mod conflict. Please take a look at my load order and let me know if something looks wrong, or if there's a known mod in it to cause this problem.

Thanks in advance!
Load order:
Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== MergeableFollowing mods are active, but could be merged into the bashed patch.* Duke Patricks - BASIC Script Effect Silencer.esp=== Active Mod Files:* 00  Oblivion.esm* 01  GTAesgaard_2.esm* 02  Jog_X_Mod.esm* 03  All Natural Base.esm  [Version 0.9.9.5]* 04  Cobl Main.esm  [Version 1.72]* 05  Ulrim's Horses.esm* 06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]* 07  Mart's Monster Mod.esm  [Version 3.7b3p3]* 08  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]* 09  Waalx Animals & Creatures.esm* 0A  Enhanced Daedric Invasion.esm* 0B  CyrodiilUpgradeResourcePack.esm* 0C  TamrielTravellers.esm  [Version 1.39c]* 0D  Better Cities Resources.esm* 0E  BetterMusicSystem.esm* 0F  CURP_Controller.esm* 10  CM Partners.esm* 11  HorseCombatMaster.esm* 12  ShieldOnBack.esm  [Version 3.3]* **  Oblivion Vwalk.esp* **  Cobl Races TNR.esp  [Version 1.53]* **  Cobl Races TNR SI.esp  [Version 1.53]* 13  Unofficial Oblivion Patch.esp  [Version 3.3]* 14  DLCShiveringIsles.esp* 15  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 16  SM Plugin Refurbish - SI.esp  [Version 1.30]* **  DLCShiveringIsles Vwalk.esp* **  DLCShiveringIsles Vwalk DG_DS.esp* 17  Better Cities .esp* 18  LoadingScreens.esp* 19  LoadingScreensAddOn.esp* **  LoadingScreensSI.esp* 1A  All Natural - Real Lights.esp  [Version 0.9.9.5]* 1B  All Natural.esp  [Version 0.9.9.5]* 1C  All Natural - SI.esp  [Version 0.9.9.5]* 1D  Immersive Interiors.esp* ++  Symphony of Violence.esp* 1E  Natural_Habitat_by_Max_Tael.esp* 1F  AmbientTownSounds.esp* 20  MIS Low Wind.esp* 21  MIS New Sounds Optional Part.esp* 22  Storms & Sound.esp* 23  WindowLightingSystem.esp* 24  AliveWaters.esp* 25  Ayleid Loot EXtension.esp* 26  Ayleid Loot EXtension - OOO Dungeons.esp* 27  BookTrackerOBSE.esp* 28  ChaseCameraMod.esp* 29  kuerteeSittableRocks.esp* 2A  Morag Tong Assassins(V1.3).esp* 2B  Medic!.esp* 2C  BetterMusicSystem(SI).esp  [Version 1.0]* 2D  RAEVWD New Sheoth.esp  [Version 1.5]* 2E  Wyverex's - Runes.esp* 2F  Living Economy.esp* 30  Living Economy - Items.esp* 31  Cutthroat Merchants.esp* 32  WAC - Crowded Roads Revisited.esp  [Version 1.1]* 33  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]* 34  Map Marker Overhaul.esp  [Version 3.5.1]* 35  Map Marker Overhaul - SI additions.esp  [Version 3.5]* 36  DLCHorseArmor.esp* 37  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]* 38  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]* 39  DLCOrrery.esp* 3A  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]* **  DLCOrrery Vwalk.esp* 3B  SM Plugin Refurbish - Orrery.esp  [Version 1.11]* 3C  DLCVileLair.esp* 3D  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]* ++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]* 3E  DLCMehrunesRazor.esp* 3F  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]* **  DLCMehrunesRazor Vwalk UOP.esp* 40  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]* 41  DLCSpellTomes.esp* ++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]* ++  MaleBodyReplacerV4.esp* ++  EVE_StockEquipmentReplacer.esp* 42  JG Elven.esp* 43  PTArtifacts.esp* 44  XSPipeMod.esp  [Version 1.2]* 45  Slof's Horses Base.esp* 46  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]* 47  Cobl Glue.esp  [Version 1.72]* 48  Cobl Si.esp  [Version 1.63]* ++  Cobl Tweaks.esp  [Version 1.44]* 49  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]* ++  OOO-DLT_Remover.esp  [Version 1.33]* **  Oscuro's_Oblivion_Overhaul Vwalk.esp* ++  OOO-Better_Priced_Clutter.esp* 4A  OOO 1.32-Cobl.esp  [Version 1.72]* 4B  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]* ++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod for OOO - NoReaversInGates.esp  [Version 0.9.9MB3]* ++  Mart's Monster Mod - No Giants.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - No Spiders.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - No Werewolves.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - No Wyvern.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b3p3]* 4C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]* 4D  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]* 4E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]* 4F  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]* 50  xuldarkforest.esp  [Version 1.0.4]* 51  WAC.esp* 52  WAC - OverSpawn.esp* 53  WAC - TCOS.esp* 54  WAC - TCOS Shops.esp  [Version 03]* 55  WAC - BlackBootDungeon.esp* 56  WAC - Dead Knights.esp* 57  WAC - Magic.esp* 58  WAC - Player Summons.esp* ++  WAC-OOO.esp* ++  Travellers4MMMHostileFactions.esp  [Version 1.39c]* 59  TamrielTravellers4OOO.esp  [Version 1.39c]* **  TamrielTravellers4OOO Vwalk.esp* 5A  TamrielTravellersItemsnpc.esp  [Version 1.39c]* 5B  TamrielTravellersItemsCobl.esp  [Version 1.39c]* 5C  ShiveringIsleTravellers.esp  [Version 1.39c]* **  ShiveringIsleTravellers Vwalk.esp* ++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]* **  LoadingScreens-OOO.esp* 5D  Shield on Back Plugin - OOO.esp* ++  Diverse Effect Icons for OOO.esp* ++  MMM-Cobl.esp  [Version 1.69]* ++  EVE_StockEquipmentReplacer for OOO.esp* ++  EVE_StockEquipmentReplacer4MMM.esp* 5E  Ivellon.esp  [Version 1.8]* 5F  Ancient Ruins - Ayleid Edition.esp* 60  Anvil_MorningGloryBetterCities_Orange.esp* 61  AyleidArrows.esp  [Version 1.8]* 62  Bandit Hideouts.esp* 63  BHC_Expanded.esp  [Version 1.2]* 64  Demonhunter.esp* ++  Demonhunter Delayer.esp  [Version 1.0]* 65  GTAesgaard.esp* 66  GTAesgaard_2.esp* ++  GTAesgaard 1and2 Delayer.esp  [Version 3.0]* 67  ImpeREAL Empire - Unique Forts.esp* **  ImpeREAL Empire - Unique Forts Vwalk.esp* 68  ICEXPAND.esp* 69  EiAmod.esp  [Version 1.1]* ++  EiAmod_ShiveringIsles.esp* 6A  EiA_delayer.esp* **  EiAmod Vwalk.esp* 6B  OldCrowInn.esp  [Version 1.5]* 6C  GlenvarCastle.esp* **  GlenvarCastle Vwalk.esp* 6D  LetThePeopleDrink.esp  [Version 2.5]* 6E  MadMagesTower.esp* 6F  Mimics!.esp* 70  Museum.esp* 71  Scribe Supplies.esp* 72  The Ayleid Steps.esp  [Version 3.4]* **  The Ayleid Steps Vwalk.esp* 73  TheElderCouncil.esp* 74  TEC_4ERA_Dialog_Filter.esp* 75  thievery.esp* 76  VaultsofCyrodiilBC.esp* 77  DLCBattlehornCastle.esp* 78  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]* 79  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]* 7A  DLCFrostcrag.esp* 7B  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]* 7C  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]* **  DLCFrostcrag Vwalk.esp* 7D  Ulrim's Horses.esp* 7E  Knights.esp* 7F  Knights - Unofficial Patch.esp  [Version 1.0.9]* **  Knights Vwalk UOP.esp* **  EVE_KnightsoftheNine.esp* ++  SM Plugin Refurbish - Knights.esp  [Version 1.06]* ++  Ulrim's Horses - Knights patch.esp* ++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]* 80  IOM - Main Quest.esp* 81  CUO_Bravil.esp* 82  The Lost Spires.esp* 83  LostSpiresImpeREALFortsPatch2.esp* 84  The Lost Spires_delayer.esp  [Version 1.1]* **  The Lost Spires Vwalk.esp* 85  The Soul of Ilithiel.esp* 86  Origin of the Mages Guild.esp  [Version 7.3]* 87  MannimarcoRevisited.esp* 88  MannimarcoRevisitedOOO.esp  [Version 0.1]* 89  Shadowcrest_Vineyard_COBL.esp* 8A  Gah Falquan Umarile.esp* 8B  Enhanced Daedric Invasion.esp* ++  EDI - Aggression Fix.esp* 8C  road+bridges.esp  [Version 4.5.5]* 8D  NRB4+Vineyard Patch.esp* 8E  Feldscar.esp  [Version 1.0.1]* **  Feldscar Vwalk.esp* 8F  Vergayun.esp  [Version 1.0.3]* **  Vergayun Vwalk.esp* 90  Faregyl.esp  [Version 1.0.8]* **  Faregyl Vwalk.esp* 91  HeartOftheDead.esp  [Version 6.2]* **  HeartOftheDead Vwalk.esp* ++  HOD_delayer.esp* 92  CUO_Chorrol.esp* 93  CUO_Leyawiin.esp* 94  CUO_Bruma.esp* 95  LostSpires-DarkForest patch.esp* 96  xulStendarrValley.esp  [Version 1.2.2]* 97  xulTheHeath.esp* 98  XulEntiusGorge.esp* 99  xulFallenleafEverglade.esp  [Version 1.3.1]* 9A  LostSpires-Everglade patch.esp  [Version 1.2]* 9B  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]* 9C  xulColovianHighlands_EV.esp  [Version 1.2.1]* 9D  xulChorrolHinterland.esp  [Version 1.2.2]* **  xulChorrolHinterland Vwalk.esp* 9E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]* 9F  xulBravilBarrowfields.esp  [Version 1.3.2]* **  xulBravilBarrowfields Vwalk.esp* A0  xulLushWoodlands.esp  [Version 1.3]* A1  xulAncientYews.esp  [Version 1.4.3]* A2  xulAncientRedwoods.esp  [Version 1.6]* A3  xulCloudtopMountains.esp  [Version 1.0.3]* A4  MadMagesTower-CloudtopMountains patch.esp* A5  Mimics-CloudtopMountains patch.esp* A6  xulArriusCreek.esp  [Version 1.1.3]* A7  xulPatch_AY_AC.esp  [Version 1.1]* A8  HeartoftheDead-ArriusCreek patch.esp* A9  xulRollingHills_EV.esp  [Version 1.3.2]* **  xulRollingHills_EV Vwalk.esp* AA  xulPantherRiver.esp* AB  xulRiverEthe.esp  [Version 1.0.2]* AC  xulBrenaRiverRavine.esp  [Version 1.0.2]* **  xulBrenaRiverRavine Vwalk.esp* AD  xulImperialIsle.esp  [Version 1.6.5]* **  xulImperialIsle Vwalk.esp* AE  xulBlackwoodForest.esp  [Version 1.1.0]* AF  xulCheydinhalFalls.esp  [Version 1.0.1]* B0  DungeonsOfIvellon-CheydinhalFalls patch.esp* B1  xulAspenWood.esp  [Version 1.0.2]* **  xulAspenWood Vwalk.esp* B2  xulSkingradOutskirts.esp  [Version 1.0.1]* **  xulSkingradOutskirts Vwalk.esp* B3  xulSnowdale.esp  [Version 1.0]* B4  Feldscar+Snowdale Patch.esp  [Version 1.0]* B5  OOO-Snowdale Patch.esp* B6  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]* B7  EtInArkay-UniqueLandscapes Merged patch.esp* B8  Harvest [Flora].esp  [Version 3.0.0]* ++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]* ++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]* B9  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]* BA  Cliff_BetterLetters.esp  [Version 1.1]* BB  Bag of Holding.esp  [Version 1.5.0]* BC  Leviathan Soulgems.esp* BD  M.O.E. - Travel Services.esp  [Version 3]* BE  M.O.E. - Lucien Lachance Rumors Fix.esp  [Version 1]* BF  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]* C0  Oblivifall - Something's Not Right.esp  [Version 1.0]* C1  ReneerNPCNameMod.esp* C2  Salmo the Baker, Cobl.esp  [Version 3.08]* C3  Enhanced Vegetation [125%].esp* C4  Storms & Sound - The Lost Spires.esp* C5  Storms & Sound - Better Cities.esp* C6  mrSiikas_Animated_Ravens_and_Vultures.esp* C7  mrSiikas_MinotaurResources.esp* C8  StarX Vampire Deaths.esp* C9  undercover.esp  [Version 2.0]* CA  SM Encumbrance and Fatigue.esp  [Version 2.6]* CB  RealisticHealth.esp* CC  StarX Vanilla Vampires Revised.esp* CD  StarX VVR_OOO_FCOM Patch.esp* CE  Serentin Vampire Armors.esp* CF  AgarMoreVariedSpellEffects.esp* D0  Pestilent Afflictions.esp* D1  SM Combat Hide.esp  [Version 1.2]* D2  RenGuardOverhaul.esp* D3  Enhanced Grabbing.esp  [Version 0.5]* D4  Adrenaline Fuelled Archery- Bow Sway.esp* D5  Deadly Reflex 5 - Timed Block and 250% damage.esp* D6  DeadlyReflex 5 - Combat Moves.esp* D7  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]* D8  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]* D9  PTActorsCare.esp* DA  PTDoorExploitBegone.esp* DB  More Effective Enchantments.esp* ++  Slof's Oblivion Better Beasts.esp* DC  Cobl Races.esp  [Version 1.52]* DD  ScriptedArgonianFeet.esp* DE  Better Cities Full.esp* **  Better Cities Full Vwalk.esp* DF  Better Cities Full - CUO Bravil Patch.esp* E0  BCBravilFULL-Barrowfields patch.esp* E1  Better Cities Full - CUO Chorrol Patch.esp* E2  BCChorrol-ChorrolHinterland fix.esp* E3  BCCheydinhalFULL-CheydinhalFalls patch.esp* E4  Better Cities Full - CUO Leyawiin Patch.esp* E5  Better Cities Full - CUO Bruma Patch.esp* E6  BCSkingrad-SkingradOutskirts patch.esp* E7  Better Cities - Thievery.esp* E8  Better Cities - VWD of the IC.esp* E9  Better Imperial City.esp* EA  Better Imperial City - OMG.esp* EB  Better Cities - Old Crow Inn.esp* EC  Better Cities - COBL.esp  [Version 2.1]* ED  MRP - Autosaving.esp* EE  MRP - Fast travel unavailable.esp* EF  MRP - Horse stabled outside gate.esp* F0  MRP - Loading area.esp* F1  MRP - Not enough charge.esp* F2  MRP - Quickloading.esp* F3  MRP - Quicksaving.esp* F4  MRP - You find nothing of use.esp* F5  MRP - You successfully harvest.esp* ++  MessageBox Remover.esp* ++  [GFX]_Initial_Glow-all.esp* ++  Disable_Weapon_Membrane_Shaders-3127.esp* ++  fog.esp* F6  Get Wet.esp* F7  BubbleFx.esp* F8  MotionBlur.esp* ++  LightSpellTorch.esp* ++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]* **  NRB4 Standard Road Record.esp* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]* F9  Bashed Patch, 0.esp* FA  Duke Patricks - BASIC Script Effect Silencer.esp* FB  kuerteeCleanUp.esp* FC  Streamline 3.1.esp

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April D. F
 
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Post » Thu Sep 02, 2010 7:51 am

Are you sure the problem is AN? Do you have all of its plugins checked in the Bashed Patch?
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Milad Hajipour
 
Posts: 3482
Joined: Tue May 29, 2007 3:01 am

Post » Wed Sep 01, 2010 11:49 pm

:facepalm: So i just went and l was looking through to see what I've added and deleted through my oldest save and my newest save and just noticed i didn't have real lights activated. I'm an idiot.
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Lil Miss
 
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Post » Thu Sep 02, 2010 5:10 am

So...any brainwaves as to my little problem in the week-ish since I last poked my nose into this thread? I know Arthmoor at least said he had no clue what was wrong, but I can always hope for a moment of inspiration...
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Ashley Clifft
 
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Post » Thu Sep 02, 2010 12:56 pm

Are you sure the problem is AN? Do you have all of its plugins checked in the Bashed Patch?


I am sure the problem is related to AN since disabling it removes the crash right away. This crash happens after a few seconds of loading the game and moving a few steps with AN enabled.
However, I don't think the problem is AN itself, since obviously others are running it fine. So I suspect it is conflicting with another mod, hence I posted my load order in case anyone can identify the culprit.
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Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Thu Sep 02, 2010 4:00 am

How does this mod handle storm frequency? I gave up S&S after using this mod for a while, but I may add it back just because I miss the frequent rainstorms (the close lightning...not so much.) Could storm frequency be added as an INI setting as well, or would that be a fairly complicated addition? I wonder if I could just cut the altered lightning out of Deathless Aphrodite's mod. The fearsome thunder was pretty nice too. It has been a while since I have experienced a real AN storm.
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RAww DInsaww
 
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Post » Thu Sep 02, 2010 12:43 am

So...any brainwaves as to my little problem in the week-ish since I last poked my nose into this thread? I know Arthmoor at least said he had no clue what was wrong, but I can always hope for a moment of inspiration...


Nope, sorry. Though I've been busy with BOSS and haven't really been working on this. :blush:
I am sure the problem is related to AN since disabling it removes the crash right away. This crash happens after a few seconds of loading the game and moving a few steps with AN enabled.
However, I don't think the problem is AN itself, since obviously others are running it fine. So I suspect it is conflicting with another mod, hence I posted my load order in case anyone can identify the culprit.


Try loading Oblivion with just All Natural active. That should tell you if it is another mod conflicting, or whether it's just AN being crazy on your PC.
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dell
 
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Post » Thu Sep 02, 2010 4:58 pm

I am sure the problem is related to AN since disabling it removes the crash right away. This crash happens after a few seconds of loading the game and moving a few steps with AN enabled.
However, I don't think the problem is AN itself, since obviously others are running it fine. So I suspect it is conflicting with another mod, hence I posted my load order in case anyone can identify the culprit.


Have you got Autoghost switched on in Wrye Bash? I crash like this without it. No relation to All Natural just the amount of ESMs, ESPs and BSAs in the Data folder.
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Theodore Walling
 
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Post » Thu Sep 02, 2010 8:42 am

this was weird, So I reinstalled AN with real lights running this time since I some how missed installing it last time. Well when I built my patch the went to play I got missing meshes in the chapels. Well I went back and looked and for some reason it was merging AN. So I went and activated the files it said were removed from last time and things worked fine. I don't know why Wrye bash automatically went and merged the files.
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Monika
 
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Joined: Wed Jan 10, 2007 7:50 pm

Post » Thu Sep 02, 2010 6:30 am

this was weird, So I reinstalled AN with real lights running this time since I some how missed installing it last time. Well when I built my patch the went to play I got missing meshes in the chapels. Well I went back and looked and for some reason it was merging AN. So I went and activated the files it said were removed from last time and things worked fine. I don't know why Wrye bash automatically went and merged the files.

Highlight the AN plugin and use the mark mergeable function to see if Bash corrects itself. It will be awesome when Bash can merge cell modification though...


Edit: When that happens, more plugins will need NoMerge tags in order to ensure that mods' BSAs are loaded, haha.
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Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Thu Sep 02, 2010 4:03 pm

@tofolo
Yeah, I use autoghost in Wrye Bash.

@ wrinklyninja
I disabled all other mods, with only AN enabled, and I had no crashes. So definitely the problem is not AN by itself, but due to some mod conflict as I suspected.
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james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Thu Sep 02, 2010 6:05 pm

@tofolo
Yeah, I use autoghost in Wrye Bash.

@ wrinklyninja
I disabled all other mods, with only AN enabled, and I had no crashes. So definitely the problem is not AN by itself, but due to some mod conflict as I suspected.


Ok. You're still running close to 255 active mods so depending on the number of BSAs this could still be a factor. You could try removing other mods like MRP to reduce your count. :shrug:
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Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Thu Sep 02, 2010 6:25 pm

Ok. You're still running close to 255 active mods so depending on the number of BSAs this could still be a factor. You could try removing other mods like MRP to reduce your count. :shrug:


Nothing jumps out at me, so it looks like you'll have to start disabling mods and see if that fixes things. If it is a specific mod, then a binary search for it (deactivate half your mods and repeat till it works, then you know which bit of your LO has the problem, then activate those files one at a time). If it's just you hitting the limit, then it won't give any specific mod, just that it'll only work when you've got under a certain number of mods installed (or is it active?).
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Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Thu Sep 02, 2010 2:28 pm

Nothing jumps out at me, so it looks like you'll have to start disabling mods and see if that fixes things. If it is a specific mod, then a binary search for it (deactivate half your mods and repeat till it works, then you know which bit of your LO has the problem, then activate those files one at a time). If it's just you hitting the limit, then it won't give any specific mod, just that it'll only work when you've got under a certain number of mods installed (or is it active?).

Active limit (plugins only) is 255

Installed limit (including BSAs) is 300-400+, varies by unknown factors
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Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Thu Sep 02, 2010 11:53 am

Active limit (plugins only) is 255

Installed limit (including BSAs) is 300-400+, varies by unknown factors


I don't think you get problems approaching the active limit, so I'm guessing it would have to be the installed limit, in which case he'd have to move files from his Data folder to test it, right?
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Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Thu Sep 02, 2010 7:58 am

I don't think you get problems approaching the active limit, so I'm guessing it would have to be the installed limit, in which case he'd have to move files from his Data folder to test it, right?

Some system's instability seem to increase as they approach 255, but the symptoms of reaching the soft cap are very noticeable. I say go ahead with the binary search at this point.
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Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Thu Sep 02, 2010 8:41 am

Active limit (plugins only) is 255

Installed limit (including BSAs) is 300-400+, varies by unknown factors

I tried disabling misc mods to come well under the limit, but the problem persists. I guess I'll do half as you suggested until I find the culprit. I'll report back once I do.
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Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

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