What the freaking hell...tutorial rats omiscient now?

Post » Wed Aug 18, 2010 2:21 pm

My first time through playing the rats that first show up after the first NPC fight didn't come straight at me until they saw me.

Now with my new mod setup (includes T.I.E.), with the gameplay slider at only 50%, I get my ass kicked in about 10 seconds, about 4-5 hits between the two rats.

After that happened a few times and me getting frustrated, before the script started that breaks open the wall, I immediately put away my torch I am holding, run back up the hallway into the dark, and sneak.

I immediately see the rats come running up the stairs straight down the hall into the dark and kill me. What is the point of sneaking in the shadows if this happens?

BOSS output:

Spoiler


-----------------------------------------------------------
Better Oblivion Sorting Software Load Order Utility

© Random007 & the BOSS development team, 2009-2010
Some rights reserved.
CC Attribution-Noncommercial-No Derivative Works 3.0
http://creativecommons.org/licenses/by-nc-nd/3.0/
v1.51 (2 April 2010)
-----------------------------------------------------------

Master .ESM date: Mon Jan 01 02:33:00 2001
FCOM not detected.
OOO not detected.
Better Cities detected.


------------------------------------
Recognised and re-ordered mod files:
------------------------------------

Oblivion.esm
. Note: BOMM Adjusted Masterlist Revision 1412

Jog_X_Mod.esm

All Natural Base.esm

Cobl Main.esm
. Note: Do not use Tamrielic Ingredients and COBL at the same time.

Qarls_Harvest.esm
. Bashed Patch tag suggestion: {{BASH:Scripts}} and no need for OOO patch.

CyrodiilUpgradeResourcePack.esm

TamrielTravellers.esm

Better Cities Resources.esm

BetterMusicSystem.esm

CURP_Controller.esm

Progress.esm

A_Bloody_Mess.esm

HorseCombatMaster.esm

Cobl Races TNR.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}}
. Requires: the Cobl Cosmetics Res 01 files installed.

Cobl Races TNR SI.esp
. Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}}
. Requires: the Cobl Cosmetics Res 01 files installed.

Unofficial Oblivion Patch.esp
. Note: Use Standalone MOBS if using Frans or FCOM. The standalone version can be found here: http://www.tesnexus.com/downloads/file.php?id=28537
. Note: Recommend installing UOP Supplemental for additional fixes: http://www.tesnexus.com/downloads/file.php?id=27710
. Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Music,C.Name,C.Owner,Creatures.Blood,Delev,Factions,Invent,Names,Relations,Relev,Scripts,Stats}} and remove the C.Water tag (only exist in older version).

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp
. Note: Remember to use the 'MOBS' version when using Francesco's and FCOM.
. Note: Newest MOBS and non-MOBS versions have the same name.
. Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Name,C.Owner,Delev,Factions,Invent,Names,Relev,Scripts,Stats,Relations}}

All Natural - Real Lights.esp
. Bashed Patch tag suggestion: {{BASH:Graphics,Scripts}}
. Note: Do not use with original Real Lights mod.

All Natural.esp
. Note: Required for All Natural.
. Bashed Patch tag suggestion: {{BASH:C.Climate}}

All Natural - SI.esp
. Note: Required for All Natural SI support.
. Bashed Patch tag suggestion: {{BASH:C.Climate}}

Symphony of Violence.esp
. Note: May cause CTDs when used with Deadly Reflex. Merging it into the bashed patch with Wrye Bash *May* fix it.

AmbientTownSounds.esp

Distant Chapel Bells.esp

Diverse Voices.esp

Hear-Me-Not.esp

Troy_HeartbeatBreath.esp

Cities Alive At Night.esp

WindowLightingSystem.esp

Cats & Rats.esp
. Note: Conflicts slightly with Harvest Containers; some in city containers will not play HC anims while this mod is active.

VanityCameraSmoother.esp

ClocksOfCyrodiil.esp
. Note: For use with Better Cities use 'ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp' instead.

ImprovedSigns.esp

Item interchange - Extraction.esp
. Bashed Patch tag suggestion: {{BASH:Filter,Deactivate}}

IshNightEyeToggle.esp

MM_TextLocks.esp

P1DseeYouSleep.esp

Portable Campsite.esp

P1DseeYouSleep - Portable Campsite.esp

Q - More and Moldy Ingredients v1.1.esp

Qarls_Harvest.esp

Qarls_Harvest addon.esp
. Note: Don't use with MMM/OOO/FCOM; use 'Qarls_Harvest addon_MMM/OOO'

Enhanced Economy.esp
. Note: Replaces Living Economy plugin

moDem's City Life.esp
. Note: May cause crashes in the IC Market district. May have been fixed. Needs verification.

FF_Real_Thirst.esp
. Note: Don't use with vampire mods.

Choices and Consequences.esp

Duke Patricks - Friendship Ring For Companion Detection.esp

Map Marker Overhaul.esp

Map Marker Overhaul - SI additions.esp

Improved Hotkeys_Extended.esp
. Note: Don't use hotkeys to change Warcry-style 'set' equipment. Game bug.

DLCHorseArmor.esp
. Bashed Patch tag suggestion: {{BASH:Scripts}}

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp
. Bashed Patch tag suggestion: {{BASH:Graphics}}

P1DseeYouSleep - DLCVileLair.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp
. Bashed Patch tag suggestion: {{BASH:Relev}}

DLCSpellTomes - Unofficial Patch.esp
. Conflicts with: 'CDM-CGO Compatibility plugins'.

ExnemEyeCandy.esp

MaleBodyReplacerV4.esp
. Bashed Patch tag suggestion: {{BASH:Body-M}}

WarriorBandages_V2.0.esp

Thieves Arsenal.esp
. Requires: OBSE.

Thieves_Arsenal_Patch_033010.esp

Extinguish the Lights.esp

ExnemEC_Rogue01.esp

DLCThievesDen.esp
. Bashed Patch tag suggestion: {{BASH:C.Name,C.Light,Actors.ACBS,Actors.AIPackages,Actors.Stats}}

DLCThievesDen - Unofficial Patch.esp
. Bashed Patch tag suggestion: {{BASH:C.Light,C.Name,C.Music}}

DLCThievesDen - Unofficial Patch - SSSB.esp

Cobl Glue.esp

Cobl Si.esp
. Requires: Shivering Isles expansion.

FF_Real_Thirst, Cobl.esp
. Note: Don't use with vampire mods.

Cobl Tweaks.esp

Bob's Armory Oblivion.esp

Creatures Alive v1.3.esp

TamrielTravellerAdvScript.esp

TamrielTravellers.esp

TamrielTravellersFactionAll.esp

TamrielTravellersItemsCobl.esp
. Requires: COBL.

TamrielTravellersItemsUnscaled.esp
. Note: Not overhaul mod compatible.

ShiveringIsleTravellers.esp
. Note: Use of 'TamrielTravellersItemsNPC.esp', 'TamrielTravellersItemsUnscaled.esp', or 'TamrielTravellersItemsVendors.esp' will remove SI items for sale.
. Requires: Shivering Isles expansion.

ShiveringIsleTravellersFriendlyFactions.esp

TIE.esp
. Bashed Patch tag suggestion: {{BASH:Actors.ACBS,Actors.AIData,Actors.DeathItem,Actors.Spells,Actors.Stats,C.RecordFlags,Delev,Invent,NpcFaces,Relations,Relev,Scripts,Stats,Names}}
. Requires: compatibility mods to work with OOO, MMM, Fran's or other large overhaul mods.

Auriel's_Retreat.esp

Duke Patricks - Bottle Shoot Archery Practice.esp

Extended Imperial City Version 1.0.esp

FuseFruitMachine.esp

FuseSnailRacing.esp

Corpse_Kvatch.esp

LetThePeopleDrink.esp

Region Revive - Lake Rumare.esp
. Conflicts with: most Weye-related mods.
. Note: If used with 'xulImperialIsle.esp', 'RegionReviveLakeRumare-ImperialIsle patch.esp'.

TheElderCouncil.esp

TheElderCouncil_TempleOfTheOne.esp

TEC_4ERA_Dialog_Filter.esp

thievery.esp

thievery - EE patch.esp

Travelers Inns.esp

VaultsofCyrodiil.esp

Window Entrances 1.0.esp

za_bankmod.esp
. Note: For use with Better Cities use replacing fix for BBC.

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp
. Bashed Patch tag suggestion: {{BASH:C.Light,C.Owner}}

DLCFrostcrag.esp
. Bashed Patch tag suggestion: {{BASH:C.Name,C.Owner}}

DLCFrostcrag - Unofficial Patch.esp
. Note: Possible conflict with Frostcrag Reborn. Do not use both or land tearing will occur.
. Bashed Patch tag suggestion: {{BASH:C.Name,C.Owner}} and remove the C.Climate and C.Light tags

Knights.esp
. Bashed Patch tag suggestion: {{BASH:Actors.AIPackages}}

Knights - Unofficial Patch.esp
. Bashed Patch tag suggestion: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Factions,Relations,Stats}}

SM Plugin Refurbish(Merged).esp
. Requires: all DLCs and Shivering Isles to be installed and active.
. Conflicts with: 'CDM-CGO Compatibility plugins'.

Choices and Consequences - SM Plugin Refurbish - Orrery.esp

ElsweyrAnequina.esp
. Note: Border region restrictions must be turned off: use Wrye Bash tweak, hand edit .ini file or use no-border mod (not recommended).

road+bridges.esp

Vergayun.esp

Faregyl.esp
. Bashed Patch tag suggestion: {{BASH:Factions,Relations}}

Faregyl+Anequina Patch.esp

xuldarkforest.esp

xulStendarrValley.esp

xulTheHeath.esp

XulEntiusGorge.esp

xulFallenLeafEverglade.esp

xulColovianHighlands_EV.esp

xulChorrolHinterland.esp

xulBeachesOfCyrodiilLostCoast.esp
. Note: Make sure version is 1.6.3 or later.

xulbravilbarrowfields.esp

xulLushWoodlands.esp

xulAncientYews.esp

xulAncientRedwoods.esp

xulCloudtopMountains.esp

xulArriusCreek.esp

xulPatch_AY_AC.esp

xulRollingHills_EV.esp
. Note: Only use one UL Rolling Hills esp

xulPantherRiver.esp

xulRiverEthe.esp

xulBrenaRiverRavine.esp

xulImperialIsle.esp

Fuses Snail Racing Unique Landscapes Imperial Isle patch.esp

xulBlackwoodForest.esp

xulCheydinhalFalls.esp

xulAspenWood.esp

xulSkingradOutskirts.esp

xulSnowdale.esp

NRB4+LtPD Patch.esp

NRB4+UL-II+LtPD Patch.esp

NRB4+UL-II Patch.esp

NRB4+RR Patch.esp

Harvest [Flora].esp
. Bashed Patch tag suggestion: {{BASH:Scripts}}

Harvest [Flora] - Shivering Isles.esp

Harvest [Flora] - DLCVileLair.esp

Harvest [Flora] - DLCFrostcrag.esp

CoverYourself.esp

Drop Lit Torches Weight.esp

DS Storage Sacks.esp
. Requires: COBL.

Dungeon Actors Have Torches 1.6 CT.esp

Exterior Actors Have Torches 1.3 CT.esp

gardening.esp

GP_Lockpicks.esp
. Conflicts with: MMM Hunting & Crafting.

GotNoClass.esp

P1DkeyChain.esp

RedBag - Friendly Animals.esp

ReneerKeyLockMod.esp

RenCorpseMod.esp
. Bashed Patch tag suggestion: {{BASH:Graphics,Names}}

Salmo the Baker, Cobl.esp
. Bashed Patch tag suggestion: {{BASH:C.Owner,Names,Invent,Factions,Actors.Stats,NPC.class,Actors.AIData,Actors.AIPackages,Graphics}}
. Note: MAY cause CTDs. Cause uncertain despite extensive debugging. Disable if experiencing a persistant crash.

Toggleable Quantity Prompt.esp

Enhanced Economy - House prices.esp

Alternate Start Revamped.esp

RealisticFatigue.esp

RealisticHealth.esp

RealisticForceMedium.esp

ReneerKeyLockMod.esp
. Requires: OBSE

Duke Patricks - Basic Hypothermia.esp

Roughing It.esp

Duke Patricks - Nosferatu Class Vampires.esp
. Bashed Patch tag suggestion: {{BASH:Sound}}

StealthOverhaul.esp

StealthOverhaul, Cobl.esp

DD_ProximitySneakPenalty.esp

RenGuardOverhaul.esp
. Bashed Patch tag suggestion: {{BASH:Actors.AIData}}

sycHearNoEvil.esp

sycSHOUT.esp

Enhanced Grabbing.esp

Duke Patricks - Double Arrow Nock Shot.esp

DeadlyReflex 5 - Combat Moves.esp
. Note: See http://omploader.org/vMmJlbA/DRtestfix.zip for a hotfix for CTD issues.

Deadly Reflex Bow Sway.esp

Deadly Reflex - Breathing Motion & Head Bobbing.esp

Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp

Duke Patricks - Actors Can Miss Now.esp
. Note: Causes CTD with companions. Use 'Duke Patricks - Friendship Ring For Companion Detection' to avoid this.

Duke Patricks - Fresh Kills Now Alert The NPCs.esp

nGCD.esp

nGCD Skeleton Key.esp

ProgressGSD.esp

ProgressMBSP.esp

progressSBSP.esp

ProgressRBSP.esp

ProgressRacial.esp

ProgressArmorer.esp

immersive_caves_auto.esp
. Bashed Patch tag suggestion: {{BASH:Names}}

Dark Dungeons - SI.esp
. Bashed Patch tag suggestion: {{BASH:C.Light}}

Item interchange - Placement.esp
. Requires: recent version of Wrye Bash.

Item interchange - Option, Ingredients in Bulk.esp
. Requires: Bashed Patch

Cobl Races.esp
. Bashed Patch tag suggestion: {{BASH: Eyes, Hair, R.Relations, Voice-M, Voice-F,R.Description,R.Skills,R.Attributes-F,R.Attributes-M,R.ChangeSpells}}
. Note: Do not use with RBP.

Disable Tutorial Text.esp

MM_TextLoading.esp

Get Wet - just droplets.esp

Enhanced Economy - Soulgems.esp
. Bashed Patch tag suggestion: {{BASH:Scripts,NoMerge}}

Real Hunger, Cobl.esp
. Note: Realistic hunger mods and vampire mods may conflict seriously.

NRB4 Standard Road Record.esp
. Bashed Patch tag suggestion: {{BASH:Deactivate,Roads}}
. Requires: New Roads+Bridges.
. Note: Use only one road record file.

Cobl Filter Late MERGE ONLY.esp
. Bashed Patch tag suggestion: {{BASH: Filter,Deactivate}}

All Natural - Indoor Weather Filter For Mods.esp
. Bashed Patch tag suggestion: {{BASH:Filter,C.Climate,Deactivate}}

Bashed Patch, 0.esp

Colored Map for Elsweyr 1.1.esp

kuerteeCleanUp.esp

Oblivion Graphics Extender Support.esp

Streamline 3.1.esp

-----------------------------------------------------------------
Unrecognised mod files:
Reorder these by hand using your favourite mod ordering utility.
-----------------------------------------------------------------

Unknown mod file: NoMoreIFoundMessages.esp
Unknown mod file: MM_SneakMelee.esp
Unknown mod file: MM_AlchemyPotions.esp
Unknown mod file: MM_TrainingCost2.esp
Unknown mod file: MM_TextSneak.esp
Unknown mod file: ExperienceBasedTraining.esp


-----------------------------------------------------------
Done.



BASH patch mod checker output:


Spoiler
[spoiler]
= Check ModsThis is a report on your currently active/merged mods.=== Active Mod Files:* 00  Oblivion.esm* 01  Jog_X_Mod.esm* 02  All Natural Base.esm  [Version 0.9.9.5]* 03  Cobl Main.esm  [Version 1.72]* 04  Qarls_Harvest.esm* 05  CyrodiilUpgradeResourcePack.esm* 06  TamrielTravellers.esm  [Version 1.39c]* 07  Better Cities Resources.esm* 08  BetterMusicSystem.esm* 09  CURP_Controller.esm* 0A  Progress.esm  [Version 2.2]* 0B  A_Bloody_Mess.esm* 0C  HorseCombatMaster.esm* 0D  Unofficial Oblivion Patch.esp  [Version 3.2.0]* 0E  Oblivion Citadel Door Fix.esp* 0F  DLCShiveringIsles.esp* 10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 11  All Natural - Real Lights.esp  [Version 0.9.9.5]* 12  All Natural.esp  [Version 0.9.9.5]* 13  All Natural - SI.esp  [Version 0.9.9.5]* ++  Symphony of Violence.esp* 14  AmbientTownSounds.esp* 15  Distant Chapel Bells.esp* 16  Diverse Voices.esp  [Version 0.1a]* ++  Hear-Me-Not.esp* 17  Troy_HeartbeatBreath.esp* 18  Cities Alive At Night.esp* 19  WindowLightingSystem.esp* 1A  Cats & Rats.esp* 1B  VanityCameraSmoother.esp* 1C  ClocksOfCyrodiil.esp* 1D  ImprovedSigns.esp* ++  Item interchange - Extraction.esp  [Version 0.78]* 1E  IshNightEyeToggle.esp* 1F  MM_TextLocks.esp* 20  P1DseeYouSleep.esp* 21  Portable Campsite.esp* ++  P1DseeYouSleep - Portable Campsite.esp* 22  Q - More and Moldy Ingredients v1.1.esp* 23  Qarls_Harvest.esp* 24  Qarls_Harvest addon.esp* 25  Enhanced Economy.esp  [Version 4.2.2]* 26  moDem's City Life.esp* 27  FF_Real_Thirst.esp* 28  Choices and Consequences.esp  [Version 2.1]* 29  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]* 2A  Map Marker Overhaul.esp  [Version 3.5.3]* 2B  Map Marker Overhaul - SI additions.esp  [Version 3.5]* 2C  Improved Hotkeys_Extended.esp  [Version 1.1]* 2D  DLCHorseArmor.esp* 2E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]* 2F  DLCOrrery.esp* 30  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]* 31  DLCVileLair.esp* 32  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]* 33  P1DseeYouSleep - DLCVileLair.esp* 34  DLCMehrunesRazor.esp* 35  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]* 36  DLCSpellTomes.esp* ++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]* 37  ExnemEyeCandy.esp* ++  MaleBodyReplacerV4.esp* 38  WarriorBandages_V2.0.esp* 39  Thieves Arsenal.esp* ++  Thieves_Arsenal_Patch_033010.esp* 3A  Extinguish the Lights.esp* 3B  ExnemEC_Rogue01.esp* 3C  DLCThievesDen.esp* 3D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]* 3E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]* 3F  Cobl Glue.esp  [Version 1.72]* 40  Cobl Si.esp  [Version 1.63]* 41  FF_Real_Thirst, Cobl.esp* ++  Cobl Tweaks.esp  [Version 1.44]* 42  Bob's Armory Oblivion.esp* 43  Creatures Alive v1.3.esp* ++  TamrielTravellerAdvscript.esp  [Version 1.39c]* 44  TamrielTravellers.esp  [Version 1.39c]* ++  TamrielTravellersFactionAll.esp  [Version 1.39c]* 45  TamrielTravellersItemsCobl.esp  [Version 1.39c]* 46  ShiveringIsleTravellers.esp  [Version 1.39c]* ++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]* 47  TIE.esp  [Version 1.35]* 48  Auriel's_Retreat.esp  [Version 1.1]* 49  Duke Patricks - Bottle Shoot Archery Practice.esp* 4A  Extended Imperial City Version 1.0.esp* 4B  FuseFruitMachine.esp  [Version 1.0]* 4C  FuseSnailRacing.esp* 4D  Corpse_Kvatch.esp* 4E  LetThePeopleDrink.esp  [Version 2.5]* 4F  Region Revive - Lake Rumare.esp* 50  TheElderCouncil.esp* 51  TheElderCouncil_TempleOfTheOne.esp* 52  TEC_4ERA_Dialog_Filter.esp* 53  thievery.esp* 54  thievery - EE patch.esp  [Version 4.2]* 55  Travelers Inns.esp* 56  VaultsofCyrodiil.esp* 57  Window Entrances 1.0.esp* 58  za_bankmod.esp* 59  DLCBattlehornCastle.esp* 5A  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]* 5B  DLCFrostcrag.esp* 5C  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]* 5D  Knights.esp* 5E  Knights - Unofficial Patch.esp  [Version 1.0.9]* 5F  SM Plugin Refurbish(Merged).esp  [Version 1.30]* 60  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 2.0]* 61  ElsweyrAnequina.esp* 62  road+bridges.esp  [Version 4.5.7]* 63  Vergayun.esp  [Version 1.0.5]* 64  Faregyl.esp  [Version 1.0.10]* 65  Faregyl+Anequina Patch.esp* 66  xuldarkforest.esp  [Version 1.0.5]* 67  xulStendarrValley.esp  [Version 1.2.2]* 68  xulTheHeath.esp* 69  XulEntiusGorge.esp* 6A  xulFallenleafEverglade.esp  [Version 1.3.1]* 6B  xulColovianHighlands_EV.esp  [Version 1.2.1]* 6C  xulChorrolHinterland.esp  [Version 1.2.2]* 6D  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]* 6E  xulBravilBarrowfields.esp  [Version 1.3.2]* 6F  xulLushWoodlands.esp  [Version 1.3]* 70  xulAncientYews.esp  [Version 1.4.3]* 71  xulAncientRedwoods.esp  [Version 1.6]* 72  xulCloudtopMountains.esp  [Version 1.0.3]* 73  xulArriusCreek.esp  [Version 1.1.3]* 74  xulPatch_AY_AC.esp  [Version 1.1]* 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 1.6.5]* 7A  Fuses Snail Racing Unique Landscapes Imperial Isle patch.esp* 7B  xulBlackwoodForest.esp  [Version 1.0.4]* 7C  xulCheydinhalFalls.esp  [Version 1.0.1]* 7D  xulAspenWood.esp  [Version 1.0.2]* 7E  xulSkingradOutskirts.esp* 7F  xulSnowdale.esp  [Version 1.0]* 80  NRB4+LtPD Patch.esp  [Version 3.0]* 81  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]* 82  NRB4+UL-II Patch.esp  [Version 5.0.1]* 83  NRB4+RR Patch.esp  [Version 2.1]* 84  Harvest [Flora].esp  [Version 3.0.0]* ++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]* ++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]* 85  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]* 86  CoverYourself.esp* 87  Drop Lit Torches Weight.esp  [Version 1.6]* 88  DS Storage Sacks.esp  [Version 1.21]* 89  Dungeon Actors Have Torches 1.6 CT.esp* 8A  Exterior Actors Have Torches 1.3 CT.esp* 8B  gardening.esp* 8C  GP_Lockpicks.esp  [Version 1.5]* ++  GotNoClass.esp* 8D  P1DkeyChain.esp  [Version 5.00]* 8E  RedBag - Friendly Animals.esp* 8F  RenCorpseMod.esp* 90  Salmo the Baker, Cobl.esp  [Version 3.08]* 91  Toggleable Quantity Prompt.esp  [Version 3.1.1]* 92  Enhanced Economy - House prices.esp  [Version 1.0]* 93  Alternate Start Revamped.esp* 94  RealisticFatigue.esp* 95  RealisticHealth.esp* 96  RealisticForceMedium.esp* 97  Duke Patricks - Basic Hypothermia.esp  [Version 3.1]* 98  Roughing It.esp* 99  Duke Patricks - Nosferatu Class Vampires.esp  [Version y]* 9A  StealthOverhaul.esp* 9B  StealthOverhaul, Cobl.esp  [Version 1.2]* 9C  DD_ProximitySneakPenalty.esp* 9D  RenGuardOverhaul.esp* 9E  sycHearNoEvil.esp  [Version 1.0]* 9F  sycSHOUT.esp  [Version 1.02]* A0  Enhanced Grabbing.esp  [Version 0.5]* A1  Duke Patricks - Double Arrow Nock Shot.esp  [Version 1.5.1a]* A2  DeadlyReflex 5 - Combat Moves.esp* A3  Deadly Reflex Bow Sway.esp* A4  Deadly Reflex - Breathing Motion & Head Bobbing.esp* A5  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]* A6  Duke Patricks - Actors Can Miss Now.esp* A7  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]* A8  nGCD.esp* ++  nGCD Skeleton Key.esp* A9  ProgressGSD.esp  [Version 2.0]* AA  ProgressMBSP.esp  [Version 2.0]* AB  ProgressSBSP.esp  [Version 1.0]* AC  ProgressRBSP.esp  [Version 1.0]* AD  ProgressRacial.esp* AE  ProgressArmorer.esp  [Version 1.0]* AF  immersive_caves_auto.esp* B0  Dark Dungeons -  SI.esp  [Version 1.0]* ++  Item interchange - Placement.esp  [Version 0.78]* ++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]* B1  Cobl Races.esp  [Version 1.52]* ++  Disable Tutorial Text.esp* B2  MM_TextLoading.esp* B3  Get Wet - just droplets.esp* **  Enhanced Economy - Soulgems.esp  [Version 4.2.2]* B4  Real Hunger, Cobl.esp  [Version 1.6.1]* **  NRB4 Standard Road Record.esp* ++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]* B5  Bashed Patch, 0.esp* B6  Colored Map for Elsweyr 1.1.esp* B7  kuerteeCleanUp.esp* B8  Oblivion Graphics Extender Support.esp  [Version 0.2]* B9  Streamline 3.1.esp* BA  NoMoreIFoundMessages.esp* BB  MM_SneakMelee.esp* BC  MM_AlchemyPotions.esp* BD  MM_TrainingCost2.esp* BE  MM_TextSneak.esp* BF  ExperienceBasedTraining.esp

User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Wed Aug 18, 2010 8:18 pm

Serious rats are serious.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Wed Aug 18, 2010 3:40 pm

forgot to say that notice how I have Redbag - Friendly Animals.esp in there, so either TIE, or some other mod is seriously screwing with the way creatures should be behaving or something else is "wrong".
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Darren Chandler
 
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Post » Wed Aug 18, 2010 10:51 pm

That sounds like regular TIE actually, but I'm curious how it is you think that giving the BOSS readout is helpful for others to see what is up.

Does this mean that the unrecognized files really are loading last?

Ouch.

If things are too hard that is what the difficulty slider is for after all.
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Mackenzie
 
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Post » Wed Aug 18, 2010 10:35 pm

That sounds like regular TIE actually, but I'm curious how it is you think that giving the BOSS readout is helpful for others to see what is up. Isn't that what everyone asks for people to do to troubleshoot problems?

Does this mean that the unrecognized files really are loading last? Isn't that the way it always works when sorting?

Ouch.

If things are too hard that is what the difficulty slider is for after all. Like I said the slider was at 50%, down from 75% before I redid my mod list. In any case creatures shouldn't be running straight for me right out of the wall before they even come out.

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Donatus Uwasomba
 
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Post » Wed Aug 18, 2010 8:35 pm

No people need to see your actual load order (most will not read it though as anyone with experience is going to be able to tell what the issue is and often it is not load order related - but could very well be.)

Go to the top bar of the mods tab in wrye bash right click scroll down to list mods and it will give you a splash screen that you copy and past into the forum reply box - it is even pre-formatted so that it will look all pretty on the forum.

Unrecognized mods mean you have to sort them yourself. From the looks of them I'd just place them next the other stealth based mods in load order.

Have you played with TIE before? Can make the game very difficult. You could exit the sewers and run into a god or demon. Unleveled means that it does not create the world to cater to your level. That can work for or against you.

In the tutorial you are level one right? It has been the case with RPGs back to the nerdy days of PnP that rats should be kicking your backside at level one - even to the point that it is an in-joke with many modders and game developers. With TIE play smarter. Find ledges, be prepared. These giant rats live there and you are the intruder - yes rats can see in darkness.
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Aaron Clark
 
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Post » Wed Aug 18, 2010 2:16 pm

No, we prefer to see the mod list from Wrye Bash, given a choice. http://www.tesivpositive.animolious.com/?page=know_how_to#PostYourLoadOrder
No, if the mods are unrecognized, then you need to do some reading (as in readme's) to see how they should be sorted.
50% is regular difficulty. You've added some mods that make it more difficult. You shouldn't expect to be undetectable at level 1!
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Joie Perez
 
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Post » Thu Aug 19, 2010 2:00 am

No people need to see your actual load order (most will not read it though as anyone with experience is going to be able to tell what the issue is and often it is not load order related - but could very well be.)

Go to the top bar of the mods tab in wrye bash right click scroll down to list mods and it will give you a splash screen that you copy and past into the forum reply box - it is even pre-formatted so that it will look all pretty on the forum. Uh, wasn't that already posted? Except I did it through Mod Checker button...the second spoiler button. I don't know what the difference is between all three methods. They all show the same order.

Unrecognized mods mean you have to sort them yourself. From the looks of them I'd just place them next the other stealth based mods in load order. The unrecognized ones aren't really critical. They either suppress on-screen messages or just add a training camp to the game.

Have you played with TIE before? Can make the game very difficult. You could exit the sewers and run into a god or demon. Unleveled means that it does not create the world to cater to your level. That can work for or against you. I only had it installed once after playing a few levels, finding myself crippled under some 300 extra weight that I had no idea was going to do that to me, so I uninstalled; now starting fresh. I know the description says it can seem to make things harder, but wow...having to turn down the slider to less than 50% when 50% was easy. My main issue is if the entire world is going to auto-beeline straight for me when hiding, then there is no point in hiding.

In the tutorial you are level one right? Yes. It has been the case with RPGs back to the nerdy days of PnP that rats should be kicking your backside at level one - even to the point that it is an in-joke with many modders and game developers. With TIE play smarter. Find ledges, be prepared. These giant rats live there and you are the intruder - yes rats can see in darkness. But do they have ESP/radar/super hearing/can see through inclines/walls/etc? I have two characters created anew. One I started as a test, running through as a crusader without TIE, and the rats never auto-beelined straight for me.

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Sian Ennis
 
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Post » Wed Aug 18, 2010 7:53 pm

I think you should keep playing, at least an hour or two out of the sewers, before you can estimate if there's an issue, a conflict, or if the difficulty is mad. But yeah, at low level and with such mods, it doesn't surprise me that rats are able to spot you, even in the dark and from around a wall - they hear you, smell you, whatever. Just get the difficulty slider down a bit untill you feel you've adapted to TIE or have a few levels, there's no problem with that ;)
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jenny goodwin
 
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Post » Wed Aug 18, 2010 6:16 pm

I'd read that Veritas made the tutorial harder - knowing that all your going to face is rats and goblins and then the dawn agents it is not hard to guess how.

I regularly check the difficulty slider and have at times lowered to 10% to get by certain areas that were just insane.

Just think once out you are not ever going to go back there. Don't get hung up on this small detail. some want a hard game some don't. It is a matter of taste, but really the tutorial dungeon is not the place to judge and entire overhaul. You seem to be freaking out over the smallest adjustment to the game ... which does not bode well for having 100s of mods.

But load order details you should get hung up on - the smallest things can upset that. Besides not have a correct or even logical load order is going to guarantee that the main response you get is 'fix your load order' which will then eat more time in responses.

BOSS is for telling you what your load order should be but it is only as good as the mods it recognizes - and each mod it recognizes is the result of people like us adding it to the list. I've never had it recognize every mod I have installed since the day it was released.

My load order is my responsibility as your LO is yours.

I thought the mod checker in wrye bash was broken - is that fixed now? What Adalaybay posted - that is the main methods to post LO.
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Solina971
 
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Post » Wed Aug 18, 2010 6:35 pm

I'd read that Veritas made the tutorial harder - knowing that all your going to face is rats and goblins and then the dawn agents it is not hard to guess how.

I regularly check the difficulty slider and have at times lowered to 10% to get by certain areas that were just insane.

Just think once out you are not ever going to go back there. Don't get hung up on this small detail. some want a hard game some don't. It is a matter of taste, but really the tutorial dungeon is not the place to judge and entire overhaul. You seem to be freaking out over the smallest adjustment to the game ... which does not bode well for having 100s of mods.

But load order details you should get hung up on - the smallest things can upset that. Besides not have a correct or even logical load order is going to guarantee that the main response you get is 'fix your load order' which will then eat more time in responses.

BOSS is for telling you what your load order should be but it is only as good as the mods it recognizes I thought BOSS actually sorted your load order when you ran it, and the result was what the load order now is; that you didn't have to manually go through every single readme and manually sort them in WB/OBMM - and each mod it recognizes is the result of people like us adding it to the list. I've never had it recognize every mod I have installed since the day it was released.

My load order is my responsibility as your LO is yours.

I thought the mod checker in wrye bash was broken - is that fixed now? What Adalaybay posted - that is the main methods to post LO.

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Siobhan Wallis-McRobert
 
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Post » Thu Aug 19, 2010 2:33 am

You only have to sort what it does not recognize :ph34r:
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Micah Judaeah
 
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Post » Wed Aug 18, 2010 10:54 pm

Those rats are scripted to attack you regardless. Kill them quickly or be killed quickly. This is to be expected when playing TIE.
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mollypop
 
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Post » Wed Aug 18, 2010 1:21 pm

Exactly how I expected BOSS to sort. Like I said, those last few mods aren't really much to be considered in this subject.

Regarding the rats, maybe the other times through they just reacted slower.
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Sarah MacLeod
 
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Post » Wed Aug 18, 2010 11:58 am

Again mastering the tools are essential to getting modded oblivion to work and having your LO correct is essential to getting fast effective answers. It will also help with circumventing problems.

These mods may seem minor to you, but really just because a mod says it only does A, B, or C does not make it so. The concern is mod interaction and 98% of the time having bash loaded last is the correct approach. period.

Mod interactions can set off chain like effects if things aren't just so.

Plus it is good practice to be constantly checking mod order. Can't tell you how many times I'd prepared what I thought was a report on mod issues only to go back and see that I did not place my mods right after all.

===

and with rats - if you are talking about the first time they break through the wall. So easy that section - before they do grab whatever blades equipment you can then jump to the middle section of the stairs then to the ledge opposite where the rats appear and flare them or bow and arrow them to death.
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Lynette Wilson
 
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