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Posted

I'll be taking a few weeks to install Lexy's: Legacy of The Dragonborn Special Edition and help out with testing her guide. This will afford me the opportunity to learn some new tools and other modding techniques.

 

There are still some mods being developed for Morroblivion that will be included in Morroblivion Overhaul Version 2.0, and ponyrider0 is still working on converting some our favorite Morrowind mods for Morroblivion. If you haven't yet, please check out and follow ponyrider0 is creating Morroblivion Mods (and other Open Source Stuff) for more details. I can't give an ETD for its release. Just be aware that the project is not abandoned.

 

We are also available to users at The Morroblivion Helpdesk on discord.

Posted

Out of curiosity, do you plan to reintroduce WAC? It's an overhaul I've always wanted to check it out but I don't know where to begin to get it patched up and working properly. So many of the fixes seem to be in Russian or Japanese or even remove some content entirely. 

Posted
  On 6/11/2018 at 10:33 PM, SynyzterFiction said:

Out of curiosity, do you plan to reintroduce WAC? It's an overhaul I've always wanted to check it out but I don't know where to begin to get it patched up and working properly. So many of the fixes seem to be in Russian or Japanese or even remove some content entirely. 

I wasn't planning to use WAC. Maskar's Oblivion Overhaul and Oscuro's Oblivion Overhaul adds all the creatures I wanted in the modlist. I felt that between the two it would take care of the majority of the major overhauls for Oblivion. However, when I am finally able to get back to the guide, I will be sharing information that should help you create your patches for any mods you wish to add that I have not included in the revised guide. I can't give an ETA on the release date yet because life has just been so hectic for me lately. But I will get back to it when things slow down irl.

Posted

Thanks for the response. I decided it's easier letting Maskar's Oblivion Overhaul add WAC creatures and items instead of loading the full mod. I look forward to seeing your revised guide in the future.

Posted

Hi everyone,

 

For anyone using Mod Organizer 2, to get TES4LL to run i had to archive the Oblivion.esm and add it as mod since it only gets added in the plugins tab and not as a non-MO mod. All of the BSA's and the DLC's are detected as normal. 

Posted (edited)

Hey,

 

Another MO2 issue. 

 

Morroblivion wasn't loading into the game and i found a fix basically accidently. Anyway, i decided to run the game with MO1 to check that it was installed correctly and it ran fine so problem solved. But MO1 can no longer download from nexus so i decided to try again with MO2. When launched i got a warning about hook.dll being in the OBSE/plugins folder. Turned out that having that there allows the Morroblivion to launch with MO2. 

 

It's a strange issue because other OBSE plugins work fine. 

Edited by Jim102929
Posted

Just as a side note, you can download Mod Organizer 1.3.15 from the Mod Organizer 2 page on Nexus. It's listed as the Legacy version toward the bottom of the Files tab and has been patched to support downloading from Nexus. I would use this as a last resort though since this is likely the end of the road for Mod Organizer 1.

Posted
  On 6/26/2018 at 2:52 AM, Greg said:

Just as a side note, you can download Mod Organizer 1.3.15 from the Mod Organizer 2 page on Nexus. It's listed as the Legacy version toward the bottom of the Files tab and has been patched to support downloading from Nexus. I would use this as a last resort though since this is likely the end of the road for Mod Organizer 1.

Thanks for pointing that out, although i'm gonna stick with MO2 since it's only Oblivion that it has any issues with now and every other game works as they always did. 

 

I was on the M02 discord and it would be too much work to implement a workaround with M02 and the original M01 author Tannin said that the hook.dll was a dirty workaround to ensure that all OBSE plugins got loaded. Something to do with OBSE trying to hook into the game too quickly for the VFS and only doing so once. 

Posted

Hey Diana, I was directed to you from a question I asked on the bevilex modlist nexus page.  Was told you are using MO to handle oblivion, and I checked out this Morroblivion guide - which really looks fantastic by the way.  I like the way you've formatted things, and your pre-requisites page is very thorough and detailed.

 

Anyhoo.  I apologize for asking a question not directly related to the guide, but I've been having two issues with regular old Oblivion that I just can't wrap my head around, and do relate at least generally to your setup.

 

I'm a pretty experienced mod-user, familiar with file overwrites, patching in xEdit, running external tools and so on - have large installs of my own curation of Fallout 4 and Skyrim / SE and have followed many a guide in the past. That being said obviously Oblivion is a little more finicky than most games and - as a preface - I am using the GOG version with MO2.
 
I am using Hud Status Bars (and HSBE, but I'm less concerned about that... if I can figure out what's going on with HSB I'm certain HSBE will fall right along) and cannot get it to display the bars outlined in it's default 'HUD Status Bars.ini' (or the bars outlined in Basic Primary Needs' readme, placed in HSBE/Basic Primary Needs.esp.ini) - yet, I can manipulate the compass (installed dark/darn compass hud base and optional darnified compass) through 'HUD Status Bars - Base.ini'.  
 
OBSE is installed and working correctly.
OBSE plugins (at least, any with noticeable effects - such as Enhanced Camera) work correctly. They are manually placed in OBSE/plugins, outside of MO.
MenuQue, specifically is installed and as far as I can tell working correctly.
DarnUI is installed and working correctly.
I have quadruple-checked my install of both mods to ensure they are installed correctly - looked over every file and folder in the .zip, made sure the relevant files and folder paths were all installed correctly... I can see no issue with my installation of the mods.  As I said, I can indeed manipulate the compass - move it, resize it, switch it for the Skyrim compass.
I have also attempted loading only HSB and not HSBE/BPN, to the same effect.
I really feel like I've exhausted every possible issue here and that this must be an MO specific issue...
 
Also, I have a seemingly quite common issue with Weapon Improvement Project - textures are incorrectly mapped onto steel shortswords (and I believe longswords as well).
 
I read on the WIP page multiple posts suggesting Archive Invalidation is the issue... Yet I have 'Automatic Archive Invalidation' ticked in my MO2 profile; this places an Oblivion - Invalidation.bsa in my 'Archives' tab, and the line 'SResourceArchiveList=Oblivion - Invalidation.bsa' in my .ini.  As far as I can tell this is basically the same AI method Wrye Bash uses, which most users seem to suggest works perfectly. There are no other examples of corrupted texture issues in my game, I have tons of texture and mesh mods installed and working beautifully... No reason that I can see to think I have an issue with Archive Invalidation in my game - why would it only affect a couple textures on a couple weapons from this mod? I have tried loading WIP both before and after Insanity's Improved Armoury (as IIA has textures but not meshes for these weapons, I thought that might be the issue) to no avail...
 
Any insight anyone at all could provide here would be greatly apprectiated.
Posted
  On 6/28/2018 at 10:39 AM, baronaatista said:

 

I am using Hud Status Bars (and HSBE, but I'm less concerned about that... if I can figure out what's going on with HSB I'm certain HSBE will fall right along) and cannot get it to display the bars outlined in it's default 'HUD Status Bars.ini' (or the bars outlined in Basic Primary Needs' readme, placed in HSBE/Basic Primary Needs.esp.ini) - yet, I can manipulate the compass (installed dark/darn compass hud base and optional darnified compass) through 'HUD Status Bars - Base.ini'.  

 
...
 
Also, I have a seemingly quite common issue with Weapon Improvement Project - textures are incorrectly mapped onto steel shortswords (and I believe longswords as well).
 
I read on the WIP page multiple posts suggesting Archive Invalidation is the issue... Yet I have 'Automatic Archive Invalidation' ticked in my MO2 profile; this places an Oblivion - Invalidation.bsa in my 'Archives' tab, and the line 'SResourceArchiveList=Oblivion - Invalidation.bsa' in my .ini.  As far as I can tell this is basically the same AI method Wrye Bash uses, which most users seem to suggest works perfectly. There are no other examples of corrupted texture issues in my game, I have tons of texture and mesh mods installed and working beautifully... No reason that I can see to think I have an issue with Archive Invalidation in my game - why would it only affect a couple textures on a couple weapons from this mod? I have tried loading WIP both before and after Insanity's Improved Armoury (as IIA has textures but not meshes for these weapons, I thought that might be the issue) to no avail...
 
Any insight anyone at all could provide here would be greatly apprectiated.

 

Thank you for the compliment.  ::): 

 

For Hud Status Bars, I had used it in a previous installation last December. I'm actually thinking of bringing it back to Morroblivion Overhaul Version 2.0 when I get back to the guide. I can share the link to my older instructions for the setup, maybe this will help you figure out your issue, HUD Status Bars. The INI tweaks I used are now uploaded here.

 

I will need to investigate deeper into the issue you are having with Weapon Improvement Project. We have a discord channel set up with several talented people who may be able to help answer some of your questions. Feel free to join us if you are a discord user, The Morroblivion Help Desk.

 

I wish I could be of more help, but it may actually be fall before I get back into revising my guide as I am currently helping to test Lexy's: Legacy of The Dragonborn Special Edition. I am learning a great deal from her and other members on the dev team that I hope to carry forward to Morroblivion Overhaul Version 2.0. 

Posted (edited)
  On 6/28/2018 at 10:39 AM, baronaatista said:

 

 

I am using Hud Status Bars (and HSBE, but I'm less concerned about that... if I can figure out what's going on with HSB I'm certain HSBE will fall right along) and cannot get it to display the bars outlined in it's default 'HUD Status Bars.ini' (or the bars outlined in Basic Primary Needs' readme, placed in HSBE/Basic Primary Needs.esp.ini) - yet, I can manipulate the compass (installed dark/darn compass hud base and optional darnified compass) through 'HUD Status Bars - Base.ini'.  

 

 

If you are able to manipulate the position and size of the Skyrim textured compass through the "\Oblivion\Data\INI\Hud Status Bars - base.ini" file, then at least HSB's HUDinit script partially is running.  This also means that OBSE and MenuQue are hooking the Oblivion executable and allowing HSB's scripts to insert XML code into the UI game data.  If no other HSB added bar is showing up, then perhaps the script crashed at some point and did not complete successfully. 

 

The most likely place for the script to crash is in processing the "HUD Status Bars - base.ini" and the "Hud Status Bars.ini" files.  Please note that these are not traditional INI files, but are in fact OBSE scripts which are executed by the OBSE script interpreter.  If you have any sort of syntax/semantic error in this type of INI file, you will cause the active script's thread to crash and most likely break your game.  The OBSE script interpreter executes each statement in the INI files line by line.  Since the compass manipulation lines are at the top, it makes sense that some malformed statement downstream might cause the HUDinit script to crash and thus stop the initialization process prematurely.

 

To proceed with diagnosing and hopefully fixing this issue, please post the following:

 

1) The version of HUD Status Bars you have installed, the filename of the zip file you downloaded to install it, the package options you selected during installation.

2) A screenshot of what you are describing in the segment I quoted above, just so I can verify that we are all on the same page regarding what is actually working/not working.

3) Your "\Oblivion\Data\INI\HUD Status Bars - base.ini" and "\Oblivion\Data\INI\HUD Status Bars.ini" files.

4) Your "\Oblivion\OBSE.log" and "Oblivion\Data\OBSE\Plugins\MenuQue\Game.log".

5) The results from these console commands:

getquestrunning tnoHSB

getstage tnoHSB

EDIT: after spending some more time reading through the scripts, I think that "HUD Status Bars.ini" is the most likely place for a syntax error.  The "HUD Status Bars - base.ini" is completely processed before the HUDinit script makes a function call to insert/modify XML code.  So if a syntax error was present in that file, you would not see changes to the compass.

 

 

Edited by ponyrider0
Posted

1) HUD Status Bars ver.5.3.2 ;; HUD Status Bars 5_3_2-34905-5-3-2.zip ;;

I did a full manual install - grabbed the 00 Core folder,

took the 'ini' folder from 01 Vanilla Style and dropped it into the Core folder.

Next I grabbed the 'main' folder from 10 - Optional compass HUD base - (Dark)  DarN and dropped it into the 'menus' folder from Core.

Next I grabbed tnocompass.xml from 11 - Optional DarNified Compass and dropped in the menus/prefabs/HUDstatusBars folder in Core.

Then I renamed the folder to HUD Status Bars and created a .7z archive and installed to MO2.

 

I have also switched out and tested the Skyrim compass + HUD Base with success, but above is my current setup.

 

2)I think OR or ENB is changing my screenshot button... I'll figure that out but for the moment no picture.  I promise you the compass is working and the default encumbrance bar and enemy health bars outlined in HUD Status Bars.ini are not.

 

3)  Base.ini

 

  Reveal hidden contents

 

 

HUD Status Bars.ini

 

  Reveal hidden contents

 

 

4) OBSE.log

 

  Reveal hidden contents

 
MenuQue\Game.log
  Reveal hidden contents
Query (compiled with 20)
Loading Submodule 'Data\obse\plugins\MenuQue\Submodule.Game.dll' ...
Attaching Submodule ...
Submodule loaded at 6A630000
Load (CSMode = 0)
Initializing Submodule ...
OBSE Interface Map at <035004B0>
Loading INI
INI Path: G:\games\gog galaxy\games\oblivion\Data\OBSE\Plugins\MenuQue.ini
Finished loading INI.
Registering Commands....
Registering command 'mqSetMessageBoxSource' w/ opcode 25D0
Registering command 'mqGetSelectedClass' w/ opcode 25D1
Registering command 'mqGetHighlightedClass' w/ opcode 25D2
Registering command 'Kyoma_Test' w/ opcode 25D3
Registering command 'mqGetEnchMenuBaseItem' w/ opcode 25D4
Registering command 'mqGetMapMarkers' w/ opcode 25D5
Registering command 'mqGetMenuChildFloatValue' w/ opcode 25D6
Registering command 'mqGetMenuChildStringValue' w/ opcode 25D7
Registering command 'mqSetMenuChildFloatValue' w/ opcode 25D8
Registering command 'mqSetMenuChildStringValue' w/ opcode 25D9
Registering command 'mqGetMenuChildHasTrait' w/ opcode 25DA
Registering command 'mqGetMenuChildName' w/ opcode 25DB
Registering command 'mqGetMenuChildCount' w/ opcode 25DC
Registering command 'mqCreateMenuFloatValue' w/ opcode 25DD
Registering command 'mqCreateMenuStringValue' w/ opcode 25DE
Registering command 'mqGetMenuActiveFloatValue' w/ opcode 25DF
Registering command 'mqGetMenuActiveStringValue' w/ opcode 25E0
Registering command 'mqSetMenuActiveFloatValue' w/ opcode 25E1
Registering command 'mqSetMenuActiveStringValue' w/ opcode 25E2
Registering command 'mqGetMenuActiveChildIndex' w/ opcode 25E3
Registering command 'InsertXML' w/ opcode 25E4
Registering command 'mqGetCurrentQuests' w/ opcode 25E5
Registering command 'mqGetCompletedQuests' w/ opcode 25E6
Registering command 'mqGetActiveQuest' w/ opcode 25E7
Registering command 'mqSetActiveQuest' w/ opcode 25E8
Registering command 'mqGetQuestCompleted' w/ opcode 25E9
Registering command 'mqUncompleteQuest' w/ opcode 25EA
Registering command 'mqGetActiveQuestTargets' w/ opcode 25EB
Registering command 'InsertXMLTemplate' w/ opcode 25EC
Registering command 'mqGetMenuGlobalStringValue' w/ opcode 25ED
Registering command 'mqSetMenuGlobalStringValue' w/ opcode 25EE
Registering command 'mqSetMenuGlobalFloatValue' w/ opcode 26B0
Registering command 'mqGetMenuGlobalFloatValue' w/ opcode 26B1
Registering command 'ShowGenericMenu' w/ opcode 26B2
Registering command 'ShowMagicPopupMenu' w/ opcode 26B3
Registering command 'ShowTrainingMenu' w/ opcode 26B4
Registering command 'GetGenericButtonPressed' w/ opcode 26B5
Registering command 'SetMenuEventHandler' w/ opcode 26B6
Registering command 'RemoveMenuEventHandler' w/ opcode 26B7
Registering command 'GetMenuEventType' w/ opcode 26B8
Registering command 'GetFontLoaded' w/ opcode 26B9
Registering command 'UpdateLocalMap' w/ opcode 26BA
Registering command 'GetLocalMapSeen' w/ opcode 26BB
Registering command 'GetWorldMapData' w/ opcode 26BC
Registering command 'IsTextEditInUse' w/ opcode 26BD
Registering command 'GetMousePos' w/ opcode 26BE
Registering command 'SetWorldMapData' w/ opcode 26BF
Registering command 'GetWorldMapDoor' w/ opcode 26C0
Registering command 'GetTextEditString' w/ opcode 26C1
Registering command 'ShowTextEditMenu' w/ opcode 26C2
Registering command 'SetTextEditString' w/ opcode 26C3
Registering command 'tile_GetFloat' w/ opcode 26C4
Registering command 'tile_GetString' w/ opcode 26C5
Registering command 'tile_HasTrait' w/ opcode 26C6
Registering command 'GetLoadedFonts' w/ opcode 26C7
Registering command 'tile_SetFloat' w/ opcode 26C8
Registering command 'tile_SetString' w/ opcode 26C9
Registering command 'tile_FadeFloat' w/ opcode 26CA
Registering command 'tile_GetInfo' w/ opcode 26CB
Registering command 'tile_GetName' w/ opcode 26CC
Registering command 'GetTextEditBox' w/ opcode 26CD
Registering command 'GetMouseImage' w/ opcode 26CE
Registering command 'SetMouseImage' w/ opcode 26CF
Registering command 'GetSkillCode' w/ opcode 27B0
Registering command 'IncrementPlayerSkillUseF' w/ opcode 27B1
Registering command 'TriggerPlayerSkillUseF' w/ opcode 27B2
Registering command 'ModPlayerSkillExpF' w/ opcode 27B3
Registering command 'GetPlayerSkillUseF' w/ opcode 27B4
Registering command 'GetPlayerSkillAdvancesF' w/ opcode 27B5
Registering command 'SetPlayerSkillAdvancesF' w/ opcode 27B6
Registering command 'GetRequiredSkillExpF' w/ opcode 27B7
Registering command 'GetSkillUseIncrementF' w/ opcode 27B8
Registering command 'SetSkillUseIncrementF' w/ opcode 27B9
Registering command 'GetSkillGoverningAttributeF' w/ opcode 27BA
Registering command 'SetSkillGoverningAttributeF' w/ opcode 27BB
Registering command 'GetSkillSpecializationF' w/ opcode 27BC
Registering command 'SetSkillSpecializationF' w/ opcode 27BD
Registering command 'GetAllSkills' w/ opcode 27BE
Registering command 'ShowLevelUpMenu' w/ opcode 27BF
Registering command 'SetTrainerSkillC' w/ opcode 27C0
Registering command 'GetRequiredSkillExpC' w/ opcode 27C1
Registering command 'GetSkillSpecializationC' w/ opcode 27C2
Registering command 'SetSkillSpecializationC' w/ opcode 27C3
Registering command 'GetTrainingMenuSkill' w/ opcode 27C4
Registering command 'GetTrainingMenuLevel' w/ opcode 27C5
Registering command 'GetTrainingMenuCost' w/ opcode 27C6
Registering command 'GetSkillForm' w/ opcode 27C7
Registering command 'GetAVSkillMasteryLevelC' w/ opcode 27C8
Registering command 'GetAVSkillMasteryLevelF' w/ opcode 27C9
Registering command 'tile_GetVar' w/ opcode 27CA
Checking AddActorValues...
Could not find DumpActorValueF command
Patched default faction rank text to None
UIMessage duration fixed with default length of 3 seconds
Patched item template names.
HUD Active Effects limit set to 8
GenericMenu preparement...
GenericMenu Good-To-Go!
Tracking the Big-Four-Giants
Prepare to launch our Super-Awesome-Tile-System...
Tile Parser........Done!
Tile Operators.....Done!
Tile Functions.....Done!
Tile Values........Done!
Super-Awesome-Tile-System is locked and loaded!
Submodule initialization completed successfully
Submodule initialized successfully.
Loading Fonts in Data\Fonts\Extra
Font "HSB_Sans_Serif_8.fnt" loaded successfully, ID is 7
Font "HSB_Sans_Serif_16.fnt" loaded successfully, ID is 8
Font "HSB_Sans_Serif_14.fnt" loaded successfully, ID is 9
Font "HSB_Sans_Serif_12.fnt" loaded successfully, ID is 10
Font "HSB_Sans_Serif_10.fnt" loaded successfully, ID is 11
Font "HSB_Kingthings_Petrock_8.fnt" loaded successfully, ID is 12
Font "HSB_Kingthings_Petrock_16.fnt" loaded successfully, ID is 13
Font "HSB_Kingthings_Petrock_14.fnt" loaded successfully, ID is 14
Font "HSB_Kingthings_Petrock_12.fnt" loaded successfully, ID is 15
Font "HSB_Kingthings_Petrock_10.fnt" loaded successfully, ID is 16
Font "EnhancedHotkeys_14.fnt" loaded successfully, ID is 17
Font "EnhancedHotkeys_12.fnt" loaded successfully, ID is 18
Font "EnhancedHotkeys_10.fnt" loaded successfully, ID is 19
String Literals...
&DarN_Dundalk_28;
&DarN_Kingthings_Petrock_14;
&DarN_Kingthings_Petrock_16;
&DarN_Oblivion_28;
&Handwritten;
&HSB_Sans_Serif_8;
&HSB_Sans_Serif_16;
&HSB_Sans_Serif_14;
&HSB_Sans_Serif_12;
&HSB_Sans_Serif_10;
&HSB_Kingthings_Petrock_8;
&HSB_Kingthings_Petrock_16;
&HSB_Kingthings_Petrock_14;
&HSB_Kingthings_Petrock_12;
&HSB_Kingthings_Petrock_10;
&EnhancedHotkeys_14;
&EnhancedHotkeys_12;
&EnhancedHotkeys_10;
Finished loading fonts.
Expanding tile traits....
Code >> append
Code >> prepend
Code >> incl
Code >> cmp
Code >> tostring
Code >> length
Code >> active
Code >> &Scroll;
Code >> &TextEdit;
Code >> &FocusBox;
Code >> &DragRect;
Code >> &DragHorizontal;
Code >> &DragVertical;
Code >> focus
Code >> focussize
Code >> rotation (rot)
Code >> rotationx (rotx)
Code >> rotationy (roty)
Code >> rotationp (rotp)
Code >> ratio
Code >> animtime
Code >> locusx
Code >> locusy
Code >> locusdepth
Code >> locusrotation
Loading Strings in Data\Menus\Strings
Finished loading Strings.
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'
Detaching Submodule ...

 
5) It was a minute or two ago so I can't remember the exact lines command prompt spouted back but I'm pretty sure it was
getquestrunning -- 1
getstage -- 10

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