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Morroblivion Overhaul

Oblivion morrwind pack guide step like

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#751 ponyrider0

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Posted 28 June 2018 - 06:05 PM

Tile::XMLInsert >> Couldn't delete 'MenuQue_Dummy.xml'
Tile::XMLInsert >> Couldn't delete 'MenuQue_Dummy.xml'
Tile::XMLInsert >> Couldn't delete 'MenuQue_Dummy.xml'
Tile::XMLInsert >> Couldn't delete 'MenuQue_Dummy.xml'
Tile::XMLInsert >> Couldn't delete 'MenuQue_Dummy.xml'
Tile::XMLInsert >> Couldn't delete 'MenuQue_Dummy.xml'

These lines in your Game.log file suggest that MenuQue is having trouble inserting new XML code.  This would explain why existing UI elements such as the compass can have their position and size modified, but new elements can not be added to the UI.  To help clarify the issue, try these commands:

set tnoHSB.hide_compass to 0
set tnoHSB.hide_status_bars to 0
setstage tnoHSB 20

That should make the compass and the health/magicka/fatigue bars disappear.  If they do not disappear then XMLInsert may not be working, in which case please repost your Game.log file after quitting Oblivion.  If it does disappear, then that doesn't necessarily mean that XMLInsert is working, but it does help narrow down the cause of the problem.


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#752 baronaatista

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Posted 30 June 2018 - 09:58 PM

@Dianna - now I'm more sorry to hijack your thread for my problem solving, but I suppose it could be enlightening to others?  I'm sure we can move this somewhere else if it would be preferred.

 

@ponyrider0 - thanks a million for the detailed and informative help.  Been at work the past two days so I haven't been able to test this until just now.

entered all 3 commands, compass did not disappear nor did status bars.

set tnohsb.hide_compass & set tnohsb.hide_status_bars returned

set hide_compass >> 0

set hide_status_bars >> 0

 


Edited by baronaatista, 30 June 2018 - 09:59 PM.

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#753 ponyrider0

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Posted 30 June 2018 - 10:19 PM

 

entered all 3 commands, compass did not disappear nor did status bars.

set tnohsb.hide_compass & set tnohsb.hide_status_bars returned

set hide_compass >> 0

set hide_status_bars >> 0

 

Thanks for posting your Game.log.  I was really hoping there would be some more error messages in that file, but unfortunately there are no changes.  I have not been able to reproduce your issues on my test setup with MO1, so I will have to create a new Installation with MO2 when I find time.  For more info on my testing, you can check out my posts on the Morroblivion Help Desk Discord server.

 

You may have been correct in your assumption regarding MO2 as the culprit: a Virtual File System related bug could cause issues with accessing the MenuQue_Dummy.xml file.  Check your \Oblivion\Data\OBSE\Plugins folder to see if that file exists and try deleting it.  My best guess is this is a temporary file which contains the new XML code to be inserted into the game data, but the MenuQue/OBSE can not access the information because the VFS is hiding it away as soon as it is written to disk.


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#754 Diana_TES_GotH

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Posted 07 July 2018 - 08:24 PM

I see it's been a couple of weeks since I posted anything. We're still busy testing mods for Lexy's: Legacy of The Dragonborn Special Edition. I plan to help out as long as she needs me, but come fall I will definitely get back into finishing the Morroblivion Overhaul Version 2.0 revision. It is my hope to have the revision released by Christmas break of 2018. As soon as I release Version 2.0, it is my goal to begin creating my own mods for The Elder Scroll series. I just don't want you all to lose heart and think I am abandoning my project. I will be back, and what I am learning from Lexy and the team will help me make Morroblivion Overhaul even better than last year's guide.


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#755 Diana_TES_GotH

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Posted 20 July 2018 - 12:32 PM

I'm already starting to miss Morroblivion. It will be mid September before I get back on the guide though, and hopefully by then we'll have even more Morrowind mods to include. I know ponyrider0 and other TES Renewal members are still working behind the scenes to get some new things rolling for us. I'm really excited to see what we can do with the new ModExporter.
 
I have some goals lined out for my future modding guides, all of which I plan to build around Morroblivion, Skyblivion, and Skywind. While Skyblivion and Skywind are not yet released, and I will want to review the vanilla versions of them before I start adding mods to them, I know there will be some mods I will just have to have in my games...lol....

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#756 pt1f4b

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Posted 27 July 2018 - 04:56 PM

Can't wait to see what you have in your pocket for us  :woot:


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#757 Diana_TES_GotH

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Posted 28 July 2018 - 01:02 PM

UPDATE: ponyrider0 has been busy updating some Morroblivion bugfixes. You can download them at [REL] Morroblivion Unofficial Patch 2017-Dec-18 Here the following latest releases:

 

2018-June-17, Telvanni ArchMagister Hotfix:
morroblivion_unofficial_patch_telvanni_archmagister_hotfix.7z
 
2018-June-29, Redoran Hortator Quest Fixes:
morroblivion_unofficial_patch_redoran_hortator_questfixes.7z
 
2018-July-9, Multi-Skill Trainer Fix, aka "All Trainers are lower level than me" fix:
2018-July-11, Multi-Skill Trainer Fix v2: fixes crash bug.
morroblivion_unofficial_patch_multiskill_trainerfix_v2.7z
 
2018-July-28, Tribunal and Bloodmoon Fixes: Resolves several bugs documented in the Active Bugs List with Tribunal and Bloodmoon, and adds several additional bugfixes and tweaks to those expansions.
2018-july-tibunal-bloodmoon-fixes.7z

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#758 adrianoz

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Posted 31 July 2018 - 02:16 PM

 

UPDATE: ponyrider0 has been busy updating some Morroblivion bugfixes. You can download them at [REL] Morroblivion Unofficial Patch 2017-Dec-18 Here the following latest releases:

 

2018-June-17, Telvanni ArchMagister Hotfix:
morroblivion_unofficial_patch_telvanni_archmagister_hotfix.7z
 
2018-June-29, Redoran Hortator Quest Fixes:
morroblivion_unofficial_patch_redoran_hortator_questfixes.7z
 
2018-July-9, Multi-Skill Trainer Fix, aka "All Trainers are lower level than me" fix:
2018-July-11, Multi-Skill Trainer Fix v2: fixes crash bug.
morroblivion_unofficial_patch_multiskill_trainerfix_v2.7z
 
2018-July-28, Tribunal and Bloodmoon Fixes: Resolves several bugs documented in the Active Bugs List with Tribunal and Bloodmoon, and adds several additional bugfixes and tweaks to those expansions.
2018-july-tibunal-bloodmoon-fixes.7z

 

Hi, 3 questions:

 

1. Do I need to rebuild my bashed patch for the tribunal bloodmoon fixes? I have the rest downloaded and built in my bashed patch already. Or should none of these fixes be in the bashed patch? The fixes don't mention if they need to be in the bashed patch, ignored, loaded after bashed patch or loaded before.

 

2. Do I need to generate bash tags for my mods or add them manually like in Fallout? The guide didn't mention so I assume no. I never checked if all the tags in BOSS correlate with the existing ones in Wrye Bash.

 

2. Purple NoMerge mods, do I click activate on them after bashed patch is built? I followed the guide and it didn't say (there's a circle next to them instead of a checkmark). Namely these mods:

ULM Mobs-UniqueLandscapes Patch.esp

morroblivion-OCO2facelift.esp

MOBSification of MODS.esp

DLC_MOBS.esp

EVE_KnightsofNine.esp

FCOM_FriendlierFactions.esp

FCOM_Archery.esp

FCOM_ArcheryHunting&Crafting.esp

OMOBS_SI.esp

EVE_StockEquipmentReplacer.esp

Lair_MOBS.esp


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#759 ponyrider0

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Posted 31 July 2018 - 02:56 PM

1. Tribunal and Bloodmoon can be loaded before or after the patch.  If you place before the bashed patch, then you will need to rebuild the bashed patch, otherwise some fixes will be over-rided by values from the Bashed Patch.  If you place after the Bashed Patch, then the records in Tribunal and Bloodmoon will over-ride our Bashed Patch and invalidate any benefit that the Bashed Patch may have given you for the affected records such as new faces, new hairs, new icons, etc.  The best case scenario, in my opinion, is to place them after all normal mods but before the Bashed Patch and then rebuild your bashed patch.  However, rebuilding your bashed patch (or just modifying your existing load order) runs the risk of ruining your existing saved games -- causing scripts to crash the game, custom spells and enchantments to disappear, etc.  Always back up your bashed patch and your saved games when testing new mods.  The exception to the above rule is when an ESP explicitly states that it is incompatible with the Bashed Patch such as OBME based mods like the Morroblivion Unofficial Patch Magic_Addon.  That needs to always be loaded after the Bashed Patch in order for it to work.

 

2. I've heard that BOSS recommended TAGS are automatically added to to the active Bash Tags by Wrye Bash, but can not confirm this becuase all the mods I use already have the BOSS recommended tags inserted into the mod's Description header.  If you right-click on the "Bash Tags" sub-pane of Wrye Bash and select "Automatic", Wrye Bash will automatically activate Bash Tags which are inside the Description Header.  If no Tags are listed in the "Bash Tags" sub-pane, then I suggest you manually add the ones that you want.  To verify if a Tag Rule was used for a specific mod during the Bashed Patch build process, right-click the Bashed Patch ESP and select "Readme...".

 

3. ESPs tagged with NoMerge should not be activated after building the bashed patch.  The NoMerge tag is designed for mods where certain sub-records should be imported but the remainder of the record should be ignored.  An example of this is the morroblivion-OCO2facelift.esp mod: It contains new FaceGen data for the NPC records but the sub-records for character stats, script, AI, spells, inventory, factions, etc. are incorrect or empty.  Activating this ESP will break bugfixes, introduce bugs and sometimes cause CTDs.  It has an additional Deactivate tag which will make Wrye Bash highlight it with a red background if someone tries to activate it.  However, if you have your Bashed Patch activated then hopefully it will over-ride all the invalid sub-records... except for the cases where it skips a record during the bashed patch building and does not have information to over-ride the invalid data.  In that case, you will probably not be happy.

** So you may wonder why the other subrecords of the facelift mod are filled with invalid or empty data: it is built with a script which processed thousands of records automatically rather than being handmade one record at a time.  In the future, I will merge the information directly into the Unofficial Patch to avoid the dangers listed above.


Edited by ponyrider0, 31 July 2018 - 03:03 PM.

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#760 adrianoz

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Posted 31 July 2018 - 03:19 PM

Thanks for the reply, I haven't started my game yet so the bloodmoon fixes were just in time! I rebuilt my bashed patch, the game was working fine during testing while modding it according to the guide.

 

I'll write here if any issues arise when I start a new game sometime tommorrow. The only things I've added since testing is an ENB (cinematic one from nexus) and the Bloodmoon fixes, so should be easy to narrow any ctd's down at least.


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#761 adrianoz

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Posted 01 August 2018 - 02:36 AM

It's working well so far, just one problem. When I click on pay bounty to a guard, the game crashes, not sure why.


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#762 ponyrider0

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Posted 01 August 2018 - 08:53 AM

It's working well so far, just one problem. When I click on pay bounty to a guard, the game crashes, not sure why.

I recently experimented with a modification on the Crime/Bounty scripts to make it behave like Morrowind when playing Morroblivion but decided to stick with the Oblivion behavior.  It's possible that some modification leaked through in the released code.  However, I have not been able to find any changes on my end.  To help me track down the origin of the bug, please give detailed information as to how the crash occurs:

 

1. Were you in Morrowind or Cyrodiil when it crashed?

2. What city/settlement were you in?  What kind of guard was it (Imperial, Ordinator, House faction)?

3. Are you certain that the text was "Pay Bounty" and not "Pay Gold"?

4. Are you able to reproduce the crash?  If so, how?

5. What version of the patches do you have (filename and date on original archive)?

 

Thanks.


Edited by ponyrider0, 01 August 2018 - 08:54 AM.

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#763 adrianoz

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Posted 01 August 2018 - 09:10 AM

I recently experimented with a modification on the Crime/Bounty scripts to make it behave like Morrowind when playing Morroblivion but decided to stick with the Oblivion behavior.  It's possible that some modification leaked through in the released code.  However, I have not been able to find any changes on my end.  To help me track down the origin of the bug, please give detailed information as to how the crash occurs:

 

1. Were you in Morrowind or Cyrodiil when it crashed?

2. What city/settlement were you in?  What kind of guard was it (Imperial, Ordinator, House faction)?

3. Are you certain that the text was "Pay Bounty" and not "Pay Gold"?

4. Are you able to reproduce the crash?  If so, how?

5. What version of the patches do you have (filename and date on original archive)?

 

Thanks.

Hi,

 

1. I was in Morrowind, in Seyda Neen the first time, in Balmora the second.

2. It was an ordinator in Balmora, and a faction guard in Seyda Neen.

3. I think the dialogue option was pay bounty, resist arrest or go to jail.

4. Yes, everytime I need to pay a bounty, so now I use console commands.

https://imgur.com/a/8fExE70

 

Also, I'm running into another problem, been playing for hours now, and this suddenly popped up after I entered Zainsipilu, got massive stuttering, when I reloaded an earlier save it crashed with this error (Visual C++ runtime error), even after trying to reload older saves. I'm using gamebooster, patched 4gb patch on all dll's in my OBSE/plugins folder and the required ones in my root directory, aswell as the Steamoverlay ones, so pretty much at a loss on why this is happening.

https://imgur.com/a/snVxxpl

 

It seems it is related to OBSE, because I tried to run as an administrator on Oblivion, and loaded up fine, but then it said OBSE was disabled.

 

Any clues?

zrizaGy


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#764 adrianoz

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Posted 01 August 2018 - 10:22 AM

Just to update on the previous post with the CTD:

 

I reverted to an earlier save, inside the Balmora Mages Guild, with 5:48 playtime, and it's working. Only lost about 40 minutes of playtime, but it seems something happened inside Zainsipilaru that massively stuttered my game, sound worked without stutters though, and gave me a C++ runtime error on previous saves in these locations:

Zainsipilu

Samarys Ancestral Tomb

Aharunartus

Bitter Coast (just outside Aharunartus)

Sarys Ancestral Tomb

Thelas Ancestral Tomb

Balmora (outside, 5 minutes after the working save inside Mages Guild)

 

Loading those saves with OBSE disabled worked. Not sure why this happened or how, so I'll just avoid Zainsipilu and hopefully this won't occur again.

 

I went over the STEP guide again, tried installing MoreHeap that I skipped since I have OSR, and my game wouldn't even start, so removed that. Also read around on google some, and apparently for some OSR was causing this if people had BorIndMM.dll inside their plugins folder, but I don't have it.


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#765 ponyrider0

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Posted 01 August 2018 - 11:58 AM

I have not been able to reproduce your problems.  Please do these steps to help me track down the issue:

 

1. Start Morroblivion.

2. Load the affected save game.

3. Try to quit successfully before the game crashes.

4. Post your full load-order, obse.log obse_steam_loader.log, sr_Oblivion_Stutter_Remover.log, MoreHeap.log.

5. Post your saved game file too.

 

You can try one or more of the following to try to increase stability:

 

1. Regenerate and test with a fresh Oblivion.ini: Remove all UI/Font replacer mods.  Then delete the Oblivion.ini, reselect your desired options from the Oblivion Launcher and allow the Oblivion.ini to be rebuilt.  Do NOT use any INI tweaks or modifiers.

2. Do not apply 4GB patch to anything other than the Oblivion.exe.  Remove the patch from all other executables and DLLs.

3. Disablle Oblivion Stutter Remover.

4. Disable MoreHeap.

5. Disable ENB.

6. Disable Distant Lands.

7. Rebuild Bashed Patch.

8. Do not use saved games which were started with another mod load-order.

9. Wait 48 hours in-game before travelling to an area which causes crashes.


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