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The Nexus Forums > Specific Games > Oblivion > General Oblivion > Technical Support
drycat
I was hoping someone might be able to assist me in a difficulty I have been encountering. I recently downloaded (today) a new set of mods to install and try out in my current game, only to find that Oblivion would not start. Removing them definitely solved the trouble, however, I tested further to find that any mod I tried to install caused me to encounter this same problem. No matter the lack of conflicts, any new mods would cause Oblivion to fail to start. I can still play fine, but adding anything new seems to not be an option for me now.

I've tried deleting my .ini, updating my drivers, but to no avail. I'm running about 180 mods so far without Bash, but as of today, adding anything seems to be causing the same problem I am experiencing with this mod. I suppose I could deactivate everything and reload it, but, trying to determine the problem before I have to go to that length.

edit: I went back out of curiousity to ensure how many active mods I have running. Everything is loaded via OBMM as an OMOD, so it is quite easy to do. Seems I have 268 running plugins and 185 OMODs running. Not sure if some internal rule has been violated or not.


So, I guess I am going to ask the question.. I have been avoiding using WryeBash.. however, it would seem that I am approaching the point where I am going to need it. I just hate the idea of having to tag records in each mod that I install. Any pointers on Bash useage would be appreciated as well.

Well, any help/ideas would be appreciated!
smile.gif
Cheers
dezdimona
255 is the limit,though you can add more.Myrmaad has done it.I'd trim it down to absolute must have mods
drycat
QUOTE(dezdimona @ Dec 4 2008, 01:03 PM) *
255 is the limit,though you can add more.Myrmaad has done it.I'd trim it down to absolute must have mods


I am wondering if there is a simple way to implement Wrye to merge part of the mods, yet retain the others. would be very useful to merge the UL Landscape compilation. That is around 20 plugins by itself.
dezdimona
QUOTE(drycat @ Dec 4 2008, 02:10 PM) *
QUOTE(dezdimona @ Dec 4 2008, 01:03 PM) *
255 is the limit,though you can add more.Myrmaad has done it.I'd trim it down to absolute must have mods


I am wondering if there is a simple way to implement Wrye to merge part of the mods, yet retain the others. would be very useful to merge the UL Landscape compilation. That is around 20 plugins by itself.

ask myrmaad,she'll be glad to help you out.She merges esps and things with great success biggrin.gif
drycat
QUOTE(dezdimona @ Dec 4 2008, 02:40 PM) *
QUOTE(drycat @ Dec 4 2008, 02:10 PM) *
QUOTE(dezdimona @ Dec 4 2008, 01:03 PM) *
255 is the limit,though you can add more.Myrmaad has done it.I'd trim it down to absolute must have mods


I am wondering if there is a simple way to implement Wrye to merge part of the mods, yet retain the others. would be very useful to merge the UL Landscape compilation. That is around 20 plugins by itself.

ask myrmaad,she'll be glad to help you out.She merges esps and things with great success biggrin.gif


That's a great idea. I'll see if myrmaad might have time to briefly discuss the capabilities of wrye-bash if she uses it. I was considering using TES4Gecko to merge the myriad of armor/weapon mods I use, but I am going to trim out the fat from my mod list first, as you suggested earlier. thumbsup.gif
drycat
I must say, I'm glad that you prompted me to take a look at my mods loaded. I've been looking for a reason to try out LODgen and Tamriel VWD. I never knew what I was missing.... literally. thanks.gif
myrmaad
Here's the deal on surpassing the 255 limit:
Please read the whole thing before doing this, as it's not a proper tutorial.

Using wrye bash to make a merged patch, in the Mods Tab:

- You select all the mods you have using the shift key (if I remember correctly) to select multiple mods, you want to start with the top one, shift-select and then scroll to the bottom and shift select, so that all are highlighted, and then right click and choose "mark mergeable".

Only the actual "mergeable" mods will be marked by Bash.

You then select the bashed patch (comes in an extras folder with bash, you'll have to get it out and add it to your data files, and once you've done that you can do this step)

right click your bashed patch and choose "Rebuild patch"

It will show you all the optional mods that are bashable, you can pick and choose the ones you want in bashed together, deselect those you prefer not to bash.

You will then be given many different options for factions, leveled lists, you name it, don't understand an option, go to the Wrye documentation before deciding it won't hurt anything if you need to cancel, read some more and try again. You can rebuild your patch as often as you wish to make changes, and you should rebuild the patch every time you add a new mod. (by selecting all mods, choosing "mark mergeable" and then rebuilding the patch as described.)



You will be limited to 'truly mergeable" mods so you will not be able to put a huge amount of mods into your bashed patch.

So to further squeeze more data into less space:

Download Tes4Gecko, the peripheral required files as well, read all the documentation and install (should have mentioned this for Wrye as well).

In Gecko you will build your "Merged patch".

I have 84 clothing/armor mods in one working Merged patch I made with Tes4Gecko.

I highly recommend documenting each mod you add to your Gecko merge in a separate txt file, you will need it to remember what you put in and what you need to "turn off" after you enable it.

If gecko tells you it doesnt like a mod you've chosen, just skip it.

This is real quick and dirty so if you run into trouble come back.

Someone around here made a proper Tes4Gecko tut, but I can't remember who it was. Try searching for threads called "how to" or just Tes4Gecko
drycat
Thanks myrmaad. I think I will take the second option, as it will be easier to pick and choose what I want to bundle with Gecko and slip back into my game. I glanced at the Bash documentation, but did not see a utillity/tool in Bash for working with OMODs. I probably overlooked it, since it seems to have everything else tongue.gif

I looked over Gecko, and it looks like I can use it to merge the ones I want, and trim out those 30 some esp's that are clogging my mod list in OBMM. Then I can just create a merged OMOD out of them. Thanks for the advice, the second option sounds much easier to work with. though, I did like all of the built in tweaks that come with Wrye.. not to mention the doppleganger option laugh.gif

Thanks for the help wink.gif
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