Oblivion

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tejon

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tejon

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32 comments

  1. Nahikari
    Nahikari
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    2018 and trap still doesn't work with oco v2
    1. beldaran1224
      beldaran1224
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      2018 and people still don't know how to use a bashed patch
    2. TariCalaelen
      TariCalaelen
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      To make it work, make sure TRAP.esp is loaded after Oblivion_Character_Overhaul.esp (You will need to make a custom rule in Boss/Loot or move it manually). Then build a Bashed Patch using Wrye Bash, make sure import race records is selected before clicking Build Patch. Finally, make sure the bash Patch is activated and loaded near the bottom of your load order. Enjoy :).
    3. Ciccigomma
      Ciccigomma
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      2019 and anyone still post exactly what custom rule to put to make it work perfectly.
    4. Aquasound
      Aquasound
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      I'd also like to know what you're doing to make it work, every time I try, it messes up all the faces (khajiit look especially weird, their face is freakishly long). And yes, I'm using a Bashed Patch, and I've tried every load order (TRAP before OCO, TRAP after OCO).
    5. homeboy323
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      Thank you TariCalaelen for that solution. I scrapped my previous mod effort and uninstalled Oblivion because I could not find the solution to fix my incompatibility issue between TRAP and OCOv2.

      You gave me the solution to my issue. Being 15 hours into my next modding attempt, to have all my mods up to this point working flawlessly leaves me with a sense of vindication, and even nostalgia at the realization that I may actually be able to play a perfectly modded, stable Oblivion.

      Thank you.
    6. TorchicBlaziken
      TorchicBlaziken
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      For me it seems like the problem is OCO isn't actually showing up in Race Records when I go to make the Bashed Patch. But all I had to do was whip up another plugin with all my race changes in xEdit.
    7. Oooiii
      Oooiii
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      I've made a patch for it: https://www.nexusmods.com/oblivion/mods/49864/
    8. Markus179
      Markus179
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      Thank you for that patch bro!!! That s*** was driving me nuts! True hero xD
  2. SonOfA
    SonOfA
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    Is this compatible with existing save games or do I have to make a new character?
    1. Oooiii
      Oooiii
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      When I tried on an existing game, my active effects didn't change.
  3. BJOLER
    BJOLER
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    Okay i am not used to modding oblivion, is there a way to kill the auto night eye feature? i got to uninstall, whatever i have done i have done wrong.
    Partially its annoying that my screen is blue at night (I usually dont use night eyes anyway unless i use some extreme night mode.) but worse is for 2 ingame hours it will flicker as if considering if its night or day at that moment.

    Flatout it drives me insane, i probably messed up somewhere but i would like to know how i did it so i can avoid it for future reference.
    1. TorchicBlaziken
      TorchicBlaziken
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      I don't know about the flickering but you can install a night eye shader
  4. VenatorX
    VenatorX
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    When I activate this mod Mazoga the orc gets stuck in place. The Walking and Running animation play but she does not move from her place so it is impossible to complete her quest. Other than that I do not have any issues so far.
  5. Kolagon
    Kolagon
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    It seems to be that TRAP and Oblivion Character Overhaul can't work together.

    If I place TRAP under OCO in the load order. I get the argonian spell Hist, but the character ends up being ugly without OCO's model change.

    If I place TRAP above OCO in the load order, the argonian's model is effected but I won't get the Hist spell..
    1. miguick
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      Use Wrye Bash. Make a bashed patch using the Race Records, and the patch will import the relevant data from both mods.
  6. Kesidu
    Kesidu
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    I'm happy to report that the latest version fixed my Orc bug. Thanks.
  7. BenRierimanu
    BenRierimanu
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    The following comment is meant to be an enhancement that should be in the mod package (Bash Patches/TRAP_Rational_Names.csv) to be used with the Wrye Bash Rational_Names.csv so the added spells get properly named in line in the Bashed Patch:

    SPEL,TRAP.esp,0x003F15,tejonRaceSpellAlteration,Mule I
    SPEL,TRAP.esp,0x003F19,tejonRaceSpellMysticism,Far Hand I
    SPEL,TRAP.esp,0x003F16,tejonRaceSpellRestoration,Healing I
    SPEL,Oblivion.esm,0x000136,DefaultPlayerSpell,~No Spell
  8. Kesidu
    Kesidu
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    OK, so I found this comment on the Bethesda forums seemingly related to the bug I was encountering. When I open TRAP.esp in the Construction Set and change the script tejonRaceDataInit so that the line let data[1] := ar_Construct Array becomes let data[1] := ar_Construct Map, my Orc crash goes away. The starter spell clearer (which worked better than the one that Supreme Magicka provides, by the way <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/smile.gif" /> ) doesn't seem to work anymore though.

    Also, when I rebuild my Bashed Patch after changing TRAP's tejonRaceDataInit script, I get this message:

    TRAP.esp: Unexpected subrecord: 'ENCH.OBME'
    Error loading 'ENCH' record and/or subrecord: 020015DF
    eid = u'tejonRaceEffectEnchOrsimerBerserkReflect'
    subrecord = 'OBME'
    subrecord size = 32
    file pos = 79651
    Error in TRAP.esp

    I...don't have to worry about this, right? <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/unsure.gif" />

    Some other thoughts: I like the auto Night Eye for Khajiits, though I don't like the blur effect that happens in the transition. Having Night Eye automatically turn itself off can also be a bit of a turn off if I'm in a dungeon and am standing right next to a small light source surrounded by shadows (Cava Obscura makes this effect more noticeable).

    Other than that though I look forward to doing a full playthrough with TRAP.
  9. Kesidu
    Kesidu
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    After some investigation, I suspect that TRAP is causing my game to crash for some reason.
    In the tutorial dungeon, using a male Orc character, when I encounter the first couple of rats I get a crash with a pop-up when I block with my fists.

    Runtime Error!

    Program: C:\Steam\steamapps\common\Oblivion\Oblivion.exe

    This application has requested the Runtime to terminate it in an unusual way.
    Please contact the application's support team for more information.


    My current mods:
    Spoiler:  
    Show


    On a completely unrelated note, I've tested this with a few High Elf characters and every time the Frenzy spell was disabled for me.

    Any help would be appreciated, because I really like what TRAP is promising.
  10. Xenavire
    Xenavire
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    I love your mods, but could you include an ini for this file? I want to remove your spell disable for character creation, despite you saying it shouldn't conflict with other mods, I am somehow getting a 6000-12000 magicka cost minor healing spell that has no effect.

    Also a bit immersion breaking as I often play a breton, they are casters by nature, so they should have a few small spells.

    I don't know what else the ini file could really include, but options are great in a custom-heavy game.