Wierd problem after installing DarNified UI (latest)

Post » Wed Sep 01, 2010 8:39 pm

Hi there, haven't posted in a long time. Hope everyone is well.

I recently added DarNified UI to my mods list. I have a LOT of mods. Most of them pretty dated. I was so happy to get my ctd rate to a low count that I didn't want to update anything :P

Anyway that's irrelevant. Everything was perfect until recently, here are my symptoms.

After installing DarN all of my cupboards, chests, crates and indeed most containers now have unreadable text. In other words they have the proper font but they have what looks like 'elf text' for lack of a better description (basically just lower-case letters with apostrophes or symbols above them). I used the omod to install DarN UI and everything went smoothly. No problems. I chose Kingthings_Exeeter as my font of choice. The font applies correctly in-game. That is to say that most everything else in the game world displays the proper font and writing: except for containers which have the proper font but not the proper writing. Example: Instead of reading "Chest - Very Easy" when I mouse over a wooden chest it reads "?èòì?è - Very Easy".

I've tried switching the fonts manually by editing the oblivion.ini. No dice.

I uninstalled the mod and attempted a new game/character and still had the problem. So maybe it's an ini problem?

I installed three mods recently at the same time: Burningitems (makes wood items burn), Flaming Arrows (gives arrows an elemental affect) and DarNifed UI.

Obviously only the DarN UI changes fonts but I thought it important to mention the three main changes I've made since I noticed the problem.

After installing the mods I used BOSS to update my masterlist and then arranged my mods with BOSS.exe. Now this also could possibly be a culprit but I fail to see how since DarN UI does not use an esp and my load order technically didn't change much.


I've spent hours searching the net and especially this forum. I have not discovered any leads toward a fix or indeed anyone ever having this problem before.

Canst thou help me?


EDIT: Okay so it's not 'efl text' lol. It's Windows alt characters. Why is my game suddenly assigning windows alt characters to my containers in-game?
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Jordan Moreno
 
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Post » Wed Sep 01, 2010 8:53 pm

It's a good idea when asking for help to post your mod list.

I've used Darn's mod for years, with all sorts of mod lists, and have never seen this problem in my game. My first suggestion would be to rename your .ini and let Oblivion generate a new one. If container fonts look good after doing that, run DarN again.
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Lovingly
 
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Post » Wed Sep 01, 2010 1:02 pm

It's a good idea when asking for help to post your mod list.

I've used Darn's mod for years, with all sorts of mod lists, and have never seen this problem in my game. My first suggestion would be to rename your .ini and let Oblivion generate a new one. If container fonts look good after doing that, run DarN again.



I thought about generating a new oblivion.ini but didn't because I feared it would not generate a proper .ini since I have things like Deadly Reflex, DarN, NIFSE and other mods that directly modify the oblivion.ini upon installation. If I'm not mistaken those changes will disappear upon the generation of a new oblivion.ini won't they?

Sorry I forgot how to export my modlist from Wrye Bash or OBMM. I'm checking the readme's atm to find out how.

I did notice something in Wrye Bash though. Under the INI tab it has a listing for 'Fonts, ~Default.ini' it has a check-mark and it's Yellow in color. Which according to the Wrye Bash help page does not have a description. Only green and orange have descriptions. When I view that listing it shows the following:

[Fonts]
SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
SFontFile_2=Data\Fonts\Kingthings_Shadowed.fnt
SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt
SFontFile_4=Data\Fonts\Daedric_Font.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt


This is what is written on the Wrye Bash help page for the INI Tab:

? This feature allows you to quickly modify Oblivion.ini by copying settings from an Ini Tweak file. Ini tweak files are just like Oblivion.ini, except they contain only the section/key settings that are to be changed.

? Warning: Incorrect Oblivion.ini settings can cause general weirdness, CTDs or even damage to your computer! (Or so I've heard.) Advanced graphics settings in particular tend to be card/computer specific and should not be casually copied from one computer to another.

? Note: The background load section of the ini file changed with the introduction of Patch 1.2. It would probably be a bad thing to apply pre 1.2 background settings to a 1.2 configuration and vice versa.

? Checkbox Colors Green Orange

? Checkbox colors indicate the status of the ini tweak

? Orange: Invalid; some or all variables set in the INI do not exist in Oblivion.ini

? Green: Valid; all values exist in the oblivion.ini. But not 'Active' - as in not all changes in the tweak are applied.

? Green with Check: Valid and Active.
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Nauty
 
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Post » Thu Sep 02, 2010 1:42 am

Check the Oblivion.ini. Under [Fonts] it should say (depending on if you want/chose normal or large fonts):

Normal fonts:
[Fonts]
SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
SFontFile_2=Data\Fonts\DarN_Kingthings_Petrock_14.fnt
SFontFile_3=Data\Fonts\DarN_Kingthings_Petrock_16.fnt
SFontFile_4=Data\Fonts\DarN_Oblivion_28.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt

Large fonts:
[Fonts]
SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
SFontFile_2=Data\Fonts\DarN_LG_Kingthings_Petrock_14.fnt
SFontFile_3=Data\Fonts\DarN_LG_Kingthings_Petrock_18.fnt
SFontFile_4=Data\Fonts\DarN_Oblivion_28.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt

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Nathan Hunter
 
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Post » Wed Sep 01, 2010 12:34 pm

Check the Oblivion.ini. Under [Fonts] it should say (depending on if you want/chose normal or large fonts):



It says the following in my Oblivion.ini

[Fonts]
sfontfile_1=Data\Fonts\DarN_Morris_Roman_28.fnt
sfontfile_2=Data\Fonts\DarN_LG_Kingthings_Petrock_14.fnt
sfontfile_3=Data\Fonts\DarN_LG_Kingthings_Petrock_18.fnt
sfontfile_4=Data\Fonts\DarN_Oblivion_28.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt

I noticed this is different from the INI Tweak in Wrye Bash which lists a DarN_Daedra font instead of a DarN_Oblivion font. I'll change it and see what happens.


EDIT: No dice.
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marie breen
 
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Post » Wed Sep 01, 2010 6:56 pm

NM, was useless post.
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Kelsey Anna Farley
 
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Post » Wed Sep 01, 2010 3:06 pm

It's definitely not DarNified UI causing the problem. All I can conclude is that after updating the BOSS masterlist and running BOSS a change in my load order must have caused one of my mods to rename containers or rather replace their font letters with windows alt characters.

Here is my mod list:

Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  Hammerfell.esm03  Cybiades.esm  [Version 2.0]04  Jog_X_Mod.esm05  Francesco's Leveled Creatures-Items Mod.esm06  Francesco's Optional New Items Add-On.esm07  Cobl Main.esm  [Version 1.72]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  Enhanced Daedric Invasion.esm0B  TamrielTravellers.esm  [Version 1.39c]0C  FCOM_Convergence.esm  [Version 0.9.9a7]0D  BurningItemsMasterF.esm0E  CM Partners.esm0F  Toaster Says Share v3.esm10  HorseCombatMaster.esm11  Unofficial Oblivion Patch.esp  [Version 3.2.6]12  DLCShiveringIsles.esp13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]14  Fra.esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Leveled Guards.esp18  Francesco's Dark Seducer Weapons Patch.esp19  FCOM_Francescos.esp  [Version 0.9.9]1A  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  Fran Armor Add-on.esp1D  Fran_Lv30Item_Maltz.esp1E  Arthur_Natural_Weather_HDR_by_Max_Tael.esp1F  Natural_Habitat_by_Max_Tael.esp20  Enhanced Water v2.0 HD.esp21  PCSoundSarevok.esp  [Version 2.6]22  Akatosh Mount By Saiden Storm.esp23  Morrowind Ingredients.esp  [Version 1.6]24  Living Economy.esp25  Living Economy - Items.esp26  Classic-Wizard-Robes-U.esp27  ElegantVests.esp28  GC Draqed Gowns.esp29  GC Gowns.esp2A  GCBloodgown.esp2B  GriffinArmor.esp2C  Growlfs Hot Clothes.esp2D  KA_RoseDress.esp2E  KDDwemerSpectacles.esp2F  NexonsArmoryENG.esp30  RavenWearClothing.esp  [Version 1.5]31  SentientWeapon.esp  [Version 3]32  ShinobiSet.esp33  SomeRobes.esp34  Tegeals Extra Robes.esp35  Templer-Armor.esp36  vermillionandsilverthorn.esp37  Viro's Kung Fu Set.esp38  WhiteRoseArmor.esp39  Thieves Arsenal.esp3A  300_Brocade_Outfits.esp3B  darkrosearmor.esp3C  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]3D  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]3E  ExnemRuneskulls.esp3F  Slof's Oblivion Robe Trader.esp40  Cobl Glue.esp  [Version 1.72]41  Cobl Si.esp  [Version 1.63]42  Bob's Armory Oblivion.esp43  FCOM_BobsArmory.esp  [Version 0.9.9]44  Loth's Blunt Weapons for Npcs.esp45  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]46  Oblivion WarCry EV.esp47  FCOM_WarCry.esp  [Version 0.9.9]48  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]49  OOO-Water_Weeds.esp  [Version 1.33]4A  OOO-No_Guild_Ownership.esp  [Version 1.33]4B  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]4C  OOO 1.32-Cobl.esp  [Version 1.72]4D  FCOM_Cobl.esp  [Version 0.9.9]4E  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]4F  FCOM_Convergence.esp  [Version 0.9.9]50  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]51  FCOM_RealSwords.esp  [Version 0.9.9]52  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]53  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]54  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]55  FCOM_LessRats.esp  [Version 0.9.9]56  FCOM_LessReaversInGates.esp  [Version 0.9.9]57  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]58  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]59  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]5A  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]5B  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]5C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]5D  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]5E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]5F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]60  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]61  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]62  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]63  TamrielTravellerAdvScript.esp  [Version 1.39c]64  TamrielTravellers4OOO.esp  [Version 1.39c]65  TamrielTravellersItemsCobl.esp  [Version 1.39c]66  FCOM_TamrielTravelers.esp  [Version 0.9.9]67  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]68  FCOM_BobsGuardUnity.esp  [Version 0.9.9]69  FCOM_HungersUnitySI.esp  [Version 0.9.9]6A  FCOM_FriendlierFactions.esp  [Version 0.9.9]6B  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]6C  FCOM_MoreRandomItems.esp  [Version 0.9.9]6D  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]6E  OOO-WaterFish.esp  [Version 1.34]6F  MMM-Cobl.esp  [Version 1.69]70  Enhanced Quest Roleplaying.esp71  Castle Ravenpride.esp  [Version 1.01]72  300_Artifacts.esp73  Artefacts of the Ancestors.esp74  Bjornheim.esp75  Hand of Dawn.esp76  JolardHome.esp77  300_White Stallion 4.esp78  Quest For The Elements.esp79  Servant of the Dawn.esp7A  Slof's Oblivion Goth Shop.esp7B  eyja.esp7C  thievery.esp7D  zDangerSense.esp7E  Knights.esp7F  Knights - Unofficial Patch.esp  [Version 1.0.9]80  Cybiades.esp  [Version 2.1]81  CybiadesDungeon.esp  [Version 2.1]82  Damarask.esp  [Version 1.02]83  TOTF.esp84  RTT.esp85  The Lost Spires.esp86  Mighty Umbra.esp87  Blood&Mud.esp88  The Mystery of the Dulan cult.esp89  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]8A  FCOM_MightyUmbra.esp  [Version 0.9.9]8B  FCOM_Blood&Mud.esp  [Version 0.9.9]8C  FCOM_Knights.esp  [Version 0.9.9]8D  FCOM_Ruin.esp  [Version 0.9.9]8E  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]8F  FCOM_DulanCult.esp  [Version 0.9.9]90  Enhanced Daedric Invasion.esp91  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]92  HammerfellBorders.esp93  xuldarkforest.esp  [Version 1.0.5]94  LostSpires-DarkForest patch.esp95  xulTheHeath.esp96  MMMMWL-TheHeath patch.esp97  xulFallenleafEverglade.esp  [Version 1.3.1]98  LostSpires-Everglade patch.esp  [Version 1.2]99  xulColovianHighlands_EV.esp  [Version 1.2.1]9A  xulChorrolHinterland.esp  [Version 1.2.2]9B  mythsandlegends.esp9C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]9D  xulBravilBarrowfields.esp  [Version 1.3.2]9E  xulLushWoodlands.esp  [Version 1.3]9F  xulAncientYews.esp  [Version 1.4.2]A0  SentientWeaponII-AncientYews patch.espA1  xulAncientRedwoods.esp  [Version 1.6]A2  xulCloudtopMountains.esp  [Version 1.0.3]A3  xulArriusCreek.esp  [Version 1.1.3]A4  xulRollingHills_EV.esp  [Version 1.3.2]A5  MMMMWL-RollingHills patch.espA6  xulPantherRiver.espA7  Blood&Mud-PantherRiver patch.espA8  xulRiverEthe.esp  [Version 1.0.2]A9  xulBrenaRiverRavine.esp  [Version 1.0.2]AA  NakedNord.espAB  xulImperialIsle.esp  [Version 1.6.5]AC  xulBlackwoodForest.espAD  xulCheydinhalFalls.esp  [Version 1.0.1]AE  Blood&Mud-CheydinhalFalls patch.espAF  TearsOfTheFiend-CheydinhalFalls patch.espB0  CastleRavenpride-CheydinhalFalls patch.espB1  xulAspenWood.esp  [Version 1.0.1]B2  xulSkingradOutskirts.espB3  Castle Wolfspike2.espB4  bartholm.espB5  Bartholm-Panther River Patch.esp  [Version 1.0]B6  BarrowFields-Blood&Mud-Patch.esp  [Version 1.3]B7  JQ-Fighters_Guild_United.espB8  FCOM_FighterGUnited.espB9  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]BA  NPC new clothes V2.6.espBB  FCOM_NewNPCClothes.espBC  Natural_Vegetation_by_Max_Tael.espBD  Harvest [Flora].esp  [Version 3.0.0]BE  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]BF  !BurningItems 0.4.espC0  Salmo the Baker, Cobl.esp  [Version 3.08]C1  Active_Inventory_Spell_1.2.espC2  MidasSpells.espC3  Deadly Reflex 5 - Timed block and 150% damage.espC4  Deadly Reflex 5 - Timed Block and 250% damage.espC5  Deadly Reflex 5 - Timed Block with no damage or durability changes.espC6  DeadlyReflex 5 - Combat Moves.espC7  Druid.espC8  OOO-Level_Stock.esp  [Version 1.33]C9  SP1stPLegs.espCA  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]CB  _Ren_BeautyPack_onlyhairs.espCC  _Ren_BeautyPack_full.espCD  Raven Elves.espCE  Toaster Says Share Faction Recruitment.espCF  CM Partners.espD0  DremoraCompanion.espD1  LifeDetect Shader.espD2  QTdof.espD3  SnArrowEffects.espD4  FCOM_Archery.esp  [Version 0.9.9]D5  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]D6  Cobl Silent Equip Misc.esp  [Version 01]D7  Sanghume.esp

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Matt Bigelow
 
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Post » Wed Sep 01, 2010 1:04 pm

But now you are not at the latest versions of Unofficial OB Patch (should be 3.3.3), FCOM (should install the UFCOM update) and Cobl (should be 1.73). Maybe there is more, but this is what I immediately see.

Ah, and you need to build a Wrye Bash Bashed Patch (should give you a "Bashed Patch, 0.esp") at or near the very end of your load order.

Pos. 6F MMM-Cobl is also an old version you have.

Pos. 5D MMM Gems and Dust I think is not recommended to install in FCOM as it apparently can cause problems.
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Doniesha World
 
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Post » Wed Sep 01, 2010 4:28 pm

It's definitely not DarNified UI causing the problem. All I can conclude is that after updating the BOSS masterlist and running BOSS a change in my load order must have caused one of my mods to rename containers or rather replace their font letters with windows alt characters.


Try using FormID Finder or RefScope on the containers and see which mod that is affecting them.

EDIT: BTW, you're not using DarN and Immersive Interface at the same time are you? It can cause missing names for actors/container, but that said I haven't heard of this particular issue.
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Kim Kay
 
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Post » Wed Sep 01, 2010 8:37 pm

I also notice the UOP and Living Economy (maybe included in Enchanced Economy) in that LO, but where is the bashed patch?
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мistrєss
 
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Post » Wed Sep 01, 2010 12:29 pm

I also notice the UOP and Living Economy (maybe included in Enchanced Economy) in that LO, but where is the bashed patch?

Leonardo, Living Economy yeah good point.

@Draeka
yes better kick LE out and replace with Enhanced Economy. It does everthing LE does, and more if you want. Really the gold standard for economic mods today. Highly recommended.

Ahhh.... and WarCry and FCOM_WarCry are also not at latest versions, should be 1.09 and 0.9.9MB5 respectively. The link to the update is in the opening post of the FCOM/ UFCOM thread.
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Laura Richards
 
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Post » Wed Sep 01, 2010 8:44 pm

I followed the advice here and now my game crashes instantly. I try to launch it from steam like I normally do and it just flashes a black screen real quick and I'm back at my desktop.

*sigh*

I had it running good with almost no crashing all this time too.

I think having the batch.esp active is causing the crash for some reason. I rebuilt the batch after updating my files and running boss again for the load order.

EDIT: Yeah, disabling the Batch patch allows the game to run again. I think that's why I had it disabled in the first place. Maybe I have the wrong options selected when I rebuild the patch? I'm uncertain if there's an intelligent list of options to follow when building the batch.

SECOND EDIT: Anyway I made a few update changes. Those that I could without going through the lengthy 'clean install' processes. A gain I didn't have this weird font error until I updated my load order after installing DarN. I've managed to conclude that DarN is not the culprit so it deffinitely has to do with my load order. You're all correct that I should have my batch running but it currently just crashes my game instantly. I've yet to understand the conflict it is causing. What I started looking for was a guide on which options to consider checking off when I rebuild the patch. I"m gonna see now if the weird font bug went away and then I'm open to any suggestions for correcting my batch.esp insta-crash problem.
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Antonio Gigliotta
 
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Post » Wed Sep 01, 2010 3:41 pm

There is a "Wrye Bash guide in pictures", there is a thread of it here too, I think the author is "Alt3rn1ty". Search for it and/ or for the author, should provide you with some useful information as you appear not to be too familiar with bash building etc.

To be honest, having a long mod list (and yours is very long) and not being familiar with patch building and Wrye Bash is not a good combination... :whistling:

In any case do Boss-sort first and only then build the patch, not the other way round.
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Natasha Callaghan
 
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Post » Thu Sep 02, 2010 1:57 am

EDIT: Yeah, disabling the Batch patch allows the game to run again. I think that's why I had it disabled in the first place. Maybe I have the wrong options selected when I rebuild the patch? I'm uncertain if there's an intelligent list of options to follow when building the batch.


First, you MUST have the Bashed Patch when using FCOM. Even if the game runs w/o it, you're basically not playing FCOM so the entire install is a bit pointless.

Second, see the Quick Bash Check Guide for Wrye Bash section of http://www.gamesas.com/index.php?/topic/1152645-relz-fcom-convergence-and-ufcom/. I'd call it intelligent anyway. :)
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maya papps
 
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Post » Wed Sep 01, 2010 9:51 pm

There is a "Wrye Bash guide in pictures", there is a thread of it here too, I think the author is "Alt3rn1ty". Search for it and/ or for the author, should provide you with some useful information as you appear not to be too familiar with bash building etc.

To be honest, having a long mod list (and yours is very long) and not being familiar with patch building and Wrye Bash is not a good combination... :whistling:

In any case do Boss-sort first and only then build the patch, not the other way round.


Thanks a lot. I'm gonna go through things again and follow it closely. I found out why my Batch patch was causing problems. It was merging scripts from esm's I did not have active nor a mod for.

UPDATE: The game is running with a correct batch but even after all these changes I still have Windows Alt characters instead of english characters on most containers. It's the most bizarre thing ever. And all because I ran an updated master list after about a year of not doing it.
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lucile
 
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Post » Wed Sep 01, 2010 3:24 pm

Thanks a lot. I'm gonna go through things again and follow it closely. I found out why my Batch patch was causing problems. It was merging scripts from esm's I did not have active nor a mod for.

UPDATE: The game is running with a correct batch but even after all these changes I still have Windows Alt characters instead of english characters on most containers. It's the most bizarre thing ever. And all because I ran an updated master list after about a year of not doing it.



Update: Thanks for everyone's help. I discovered the problem and fixed it. It existed within a renaming esp for containers, living inventories and dead inventories (both NPCs and Monsters) that merges within the batched patch. My Batched Patch is now working and everything is all shiny and good.

Free virtual beer for one and all.
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casey macmillan
 
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