Comments on: Oblivion: Few Must Have Mods and a Bug http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/ I will not fix your computer. Tue, 04 Aug 2020 22:34:33 +0000 hourly 1 https://wordpress.org/?v=4.7.26 By: Arthmoor http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11589 Fri, 20 Feb 2009 20:12:07 +0000 http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11589

I’m assuming you installed this around the 14th or so. Do you remember which version you tried? I’ve been back over the changelog again and if you were using one of the last 2.1.x versions the doors may not have been acting properly. Anything from 3.0 on should put door issues to rest for good since I changed the method of blocking them from showing up.

The only time I myself ran into an issue was with the invisible collision box replacement I tried once. The AIs decided to use it as a path through the city for some dumb reason. It was amusing for about 3 minutes until I sat there and noticed they were walking in circles trying to decide where to go.

Reply  |  Quote
]]>
By: Luke Maciak http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11581 Fri, 20 Feb 2009 14:28:07 +0000 http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11581

@Arthmoor: Thanks for the response! Yes, it was OBMM that told me the two are in conflict. I didn’t think about it at the time and it seemed plausible seeing how UOP is after all “Unofficial” and thus mod makers may not test against it.

Anyway, did you ever see this behavior? The double gates appearing in all towns after a while, and NPC’s being unable to access the interior cells? What could have caused it? The only other mods (other than UOP) I use are DarNified UI and OBMM.

Reply  |  Quote
]]>
By: Arthmoor http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11577 Fri, 20 Feb 2009 05:12:07 +0000 http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11577

Unfortunately it has a pretty serious flaw – it conflicts with the Unofficial Patch mod. I don’t know why, and how but it does. The mod worked flawlessly for about half an hour, and after that it reverted back to normal. All the cities started to have double sets of gates, and once you entered them you could not leave. I was forced to disable the mod, and re-load from an earlier save. If it wasn’t for the Oblivion Mod Manager I wouldn’t know what has caused this issue. But apparently some of the fixes and scripting in the Unofficial Patch overrides the stuff in Open Cities.

You would be probably the second person who has reported something like this. Out of 39,000+ downloads from Nexus alone. Open Cities does not in any way conflict with anything the UOP does. If you’re relying on OBMM to tell you this, don’t, because it’s almost always wrong about it or oversimplifies things to the point of absurdity when it’s right. Even Timeslip has acknowledged the flaws.

The only way the UOP could do anything bad to Open Cities is if the load order is wrong. In any case, doors cannot simply arise from where the did not exist prior. Lets face it, I’d have a flood of reports about this if it was common behavior, and I’d be seeing it in my own game as I play through the cities on a routine basis on my way to nearby locations.

Reply  |  Quote
]]>
By: Alphast http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11260 Thu, 15 Jan 2009 18:57:41 +0000 http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11260

Actually, as far as I remember, there is one .esp per module in Cobl, so if you don’t like the races, just don’t tick the box of the CoblRaces.esp ; I think…

Reply  |  Quote
]]>
By: Luke Maciak http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11259 Thu, 15 Jan 2009 17:42:32 +0000 http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11259

@Alphast: Nice list. I will need to change these things out – especially the horse, grass and flora things.

Cobl looks really nice, but I’m not totally on board with the “extra races” it introduces. Can that be disabled?

Reply  |  Quote
]]>
By: Alphast http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11255 Thu, 15 Jan 2009 16:53:43 +0000 http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11255

Sure, no problem, here they are:
* Cobl mod which is as much an API as a patch.
* Let the people drink is particularly nice with Cobl. And it fits in really nicely in the landscape.
* Dude where is my horse? is a neat one, which does exactly what it says.
* Lost Spires is good fun and adds the Archeology guild faction (some NPCs are quite hilarious).
* The whole UL (Unique Landscapes) series is also great, but video card and/or RAM intensive. However, it is quite breath taking.
* Loading Screen Theme replacer is a very small change but brings additional advice, which is always useful.
* I had already mentioned Low poly Grass. A must have on small configs like mine.
* Unofficial Oblivion Patch… No comment, just use it.
* Realistic Flora is a small tweak but really adds to the game.
* Quest award leveller does not change the level of opponents but at least compensate for them levelling up by levelling up their loot simultaneously.

Often mods will require also this: Oblivion Script Extender to be installed. I use it and it is quite fine, although the installation is a bit messy.

And I might try Oscuro soon and this one too: Francesco’s leveled creatures.

Reply  |  Quote
]]>
By: Luke Maciak http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11254 Thu, 15 Jan 2009 15:25:12 +0000 http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11254

@Alphast: Uh, sorry about that. This spam thing has like 2 settings: on or off and nothing in between it.

Just post the names of the mods if you can and we will google for them. :)

Reply  |  Quote
]]>
By: Alphast http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11253 Thu, 15 Jan 2009 11:23:16 +0000 http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11253

I tried to post my list of mods but your anti-spam filter is a little bit too sensitive with external links it seems…

Reply  |  Quote
]]>
By: Tormod Haugen http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11252 Thu, 15 Jan 2009 09:15:44 +0000 http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11252

I’ve gotten this kind of bug with ATI cards before… recently I mean. Both my 9600 pro and 9800 pro did this. The ATI program told me in a bubble that VPU recover has reset your graphics accelerator as it was no longer responding to graphics driver commands.

This only happened when in graphically intensive games, but I cannot remember any changes in resolution. My fix was to revert to the 9600 pro and stay off these games – since it also crashed my computer the odd time out. :/

Reply  |  Quote
]]>
By: Luke Maciak http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11250 Wed, 14 Jan 2009 21:56:52 +0000 http://www.terminally-incoherent.com/blog/2009/01/14/oblivion-few-must-have-mods-and-a-bug/#comment-11250

@Alphast: Yeah, I was bummed out about that too. The first couple of times I visited the cities it was incredible. :)

Btw, that mod doesn’t work in Imperial Isle City and Kvetch. It also shipped with alternate town layouts which I didn’t test.

@Jereme: Yup, that’s what appears to be happening. This is the only game I had such problems with.

Reply  |  Quote
]]>