I would like make something for skyrim but I can't figure out papyrus.... it totally threw a curveball into my modding game I was pretty good with obscript but then papyrus..... in ways it's better due to the fact that the scripts are seperate from the esp, you can easily back up scripts or share them between mods.... but it's very different then what I'm used to so it'll take time before I can make "dragorian and Dranaugh Races: Skyrim Edition" if anyone can help me with figuring out this new scripting language (perhaps by walking me through it) I would be greatly appreciative.
You should perhaps hook up with Gulogulo about this. Going by his Nature of the Beast mod(s) it seems he knows the language very well. And you two have sort-of worked together in the past already, haven't you?
I understand you. Papyrus is far more advanced and I had problems myself. Its best to try with something small. I myself have started with night eye. I had terrible problems. After 3 years my mod has over 400 scripts. Some of them have thousands of lines. Currently the night eye is propably its simplest feature....
Is it possible that you can make to where you can just toggle the claws and feet by a spell or something I really hate to have to go through the showracemenu multiple times just to switch.
The original mod author has graced you with his presence, you should be honored XD. but in all seriousness, I haven't even played oblivion in a who knows how long.... I'm sorry to say it but, despite how much work I put into it years ago. I consider this mod is pretty much dead. Sadly, I don't think I'll come back to it....
Dhuumclaw wrote: you noted this needs "fantasy figures" mod but I have found at least a dozen variations of that. Care to elaborate or link which one you used?
Hmm, of this specific body mod I for one know only 1 or 2 variations at most for a change, so I'm not sure what "dozen" you're talking of, but that doesn't matter anyways.
Just click the litte disc icon labeled "Required" in the "Actions:" bar above. They're all linked to in there.
Thanks, I should have checked that but I've noticed a lot of people don't use it even if the mod requires other files so I didn't think to look.
Hmm, of this specific body mod I for one know only 1 or 2 variations at most for a change, so I'm not sure what "dozen" you're talking of, but that doesn't matter anyways.
Just click the litte disc icon labeled "Required" in the "Actions:" bar above. They're all linked to in there.
For some reason i have been able to get everything to work except the flying animations. i have done everything as instructed and the animations would not work, i then completely re-installed oblivion, and tried again, and i'm now back to the same point i was before, everything but the flight animations work. Any help on this would be appreciated.
This is for Robert's Male Body and Team Fantasy Figures female body only. Said bodies make use of only 1 single texture file, the 'foot' texture, containing the whole body in one image (thus making the texture seamless and without transitions). The body meshes (NIF files) of said body mods are physically configured to use only this 1 texture of the according race ever, thus any additional texture files will be as unused as unneccessary.
Only case in which missing textures will occur is failure to fulfill the mod's body requirements, as in not using the body mods or wearing items made for Vanilla bodies (these 'contain' Vanilla bodies and replace whatever body you're otherwise having while worn).
Custom races made for said body mods 'exclusively', such as this one, will only ever require and use this 1 single texture file, nothing else. Thus there are no files missing here.
Is this compatible with Deadly Reflex 6 because I don't know if it was this mod or this other dragon race mod but one of them replaced the skeleton.nif and I need that file for Deadly Reflex. When I replaced it everything was messed up.
I can't remember anymore for sure, but I think my skeletons are also included in this one. So it will replace your skeleton NIFs from Deadly Reflex.
However, Deadly Reflex only has a custom "meshes/characters/_1stperson/skeleton.nif" for its fake-1st-person mode, something based on Loup Sombre's most likely, in 3rd-person nothing should be different. (Is there even a "meshes/characters/_male/skeleton.nif" included in DR6?)
My latest mod release (v0.0.8 pre-beta complete package) included special replacement skeletons for compatibility to most, if not all, other custom-bone skeleton resources out there. There's also a Loup-Sombre-compatible 1st-person skeleton included, which should work for DR6 as well. From the manual install instructions:
- If you happen to be using any of Loup Sombre's mods, "3rd Person Animations In 1st Person View" or "Immersive 1st Person", I think even "Deadly Reflex 6" or "Unneccessary Violence" are using his skeletons mainly, there's a compatibility patch adding my bones to his 1st person skeletons to be found inside "02 Loup Sombre". Just copy its contents into your data folder. - For maximum compatibility I advise using Growlf's Universal Skeletons, as they include most mods' custom bones I know of. I updated Growlf's files to the latest state of my bones and included a complete compatibility package in an additional 7z. To use it right away simply copy the contents of either "03 Universal Skeleton - controllable" or "03 Universal Skeleton - total controllable" into your data folder. They contain the respective skeleton files according to Growlf's original package. Read up the instructions of his mod to know what's the difference between the two.
As they're basically the same skeletons, my fix should work for this mod as well. By all means though, always make backups before replacing any skeleton files. Going back at any point will only be a matter of seconds then.
Dr6 doesn't have a _male skeleton file but this file is from my Curse Of Hircine Resurrect first person for Dr6 it will still replace it. I don't this I can even get a race mod or any mod that replaces the skeleton.nifs it would ruin either Dr6 but this mod wont effect it but it will effect Curse Of Hircine Resurrect.
I tried to add everything from this mod but the skeleton files it works good but the 1st person has some type of skin or something going threw the wall its the claws part.
Yes, the arm blades are rigged to animatable bones so they could be unsheathed and sheathed through animation at will (if any such animation already existed that is). Not replacing the skeletons makes these bones now missing, and vertices missing the bones they're rigged to go shoot off into infinity and take their polygones stretching with them.
I don't really know the scripting of this mod, but if you can equip gloves or something on your hands, it will make the blades and claws disappear, and as such the stretching polygones.
The other custom bodyparts are no issue in 1st-person, as in 1st-person view only very few slots are actually even rendered. You will never see the wings or your tail (or legs and feet for that matter) in 1st-person, for example. The game engine doesn't allow it.
This CoH Resurrected sounds definitely interesting. Thanks for making me aware of its existance. It's a pretty recent release, around 2013, thus I missed it entirely, and it's making successful use of the latest OBSE features I myself so far was only 'planning' to use in future. Whenever I'll finally get back to modding and continuing my projects, a closer look into this mod's technicalities will be quite invaluable.
I was wondering though, as it is already using the far more advanced approach of 'scripted-switching' of skeleton files, what kind of 3rd person skeleton 'replacement' CoH Resurrected could possibly have. And does it also have a 1st-person skeleton replacement? (It'd destroy DR6, if it did.)
I tried almost everything I can do to get this to work I replaced the skeleton.nifs with the ones this mod provided I tried growolfs nothing still really messed up. If I use the skeleton.nifs provided from this mod my character is like 8 feet tall and I cant see my weapons or arms. Growolfs does the same as this one does.
Also Curse Of Hircine Resurrected adds 1st person attacks with a custom running, attack, swimming, idle, and thewerewolfs mostly hunched back. But Curse Of Hircine Resurrected is compatible with Dr6 because there is a 1st person compatibility plugin provided from the person who mad Curse Of Hircine Resurrected. It's optional to download the 1st person animations tho. But when you just download the core file you would already get all the custom third-person animations swimming, idle, running, and attacking. The good thing about Curse Of Hircine is that is doesn't replace any animations.
Yeah, in this mod, Dragorian and Dranaugh Races, there is nothing which could help fixing this incompatibility, neither is there in the 1st-person skeleton from Growlf's or any others, as they'll either be missing my bones (others) or won't be compatible with DR6 or Loup-Sombre-based fake-1st-person skeletons in general (Growlf's).
1st-person view will only be fine, when there's a Loup-Sombre-based 1st-person skeleton used, like DR6 ships with.
My own 1st-person Loup-Sombre-based optional compatibility skeleton is the only one having a chance to work, as it combines the Loup Sombre part which DR6 and other fake-1st-person approaches require with all the bones from Growlf's and my own. However, I got no idea what other custom bones there could possibly be inside the CoH-R 1st-person skeleton, which then of course might be missing in mine.
I've read about the custom movement animations and the hunched standing idle from CoH-R, but these are not working as general replacements, or everybody, not just werewolves, would be using them. I know you need a custom skeleton in a custom folder along with a full set of custom animations, so you can switch between sets of animations during run-time simply by switching the skeletons, but it still doesn't tell what default skeletons (=replacements), if any, there are shipped with CoH-R and why even.
Coming to think of it, there's still no way to switch the 1st-person skeleton though, so maybe they have to replace the default one by all means anyways and simply trust on it not causing issues with anybody else but the player, because nobody else but the player will ever use 1st-person. However, it would still make the human player use werewolf 1st-person animations all the time... which doesn't make much sense.
I really need to take a close look into this CoH Resurrected mod soon, if only to figure out the potential compatibility issues and how to fix them. Now if just I could use the game and the CS again already...
Being 8ft tall can only happen while in 1st-person. It's usually happening when a non-Loup-Sombre-based 1st-person skeleton is used in a fake-1st-person environment. The hands being messed up sounds like the issue with the arm blades or claws stretching into infinity, only happening when the bones they require are missing.
Using DR6's 1st-person skeleton, or the CoH-R&R6 compatibility one, shouldn't cause the 8ft issue, but it will cause the arm blades issue. Using the 1st-person skeleton from this mod or the default one from mine shouldn't cause the arm blades issue, but it will cause the 8ft tall issue.
My Loup Sombre compatibility skeleton though should (in theory) be able to fix both, the 8ft issue (it's a Loup-Sombre-based one, ideal for fake-1st-person environments based on this) AND the arm blades issue (my bones are definitely included, or it won't be 'mine' ). However, I have to say 'in theory', because I couldn't test it myself so far. Maybe DR6 is using a completely different approach to Loup Sombre's, which I can neither know nor check, and then it can't help. I haven't had many complaints about using my mod or mods based on mine together with DR6, yet, though. Chances are good 'Loup Sombre' compatibility means ' DR6' compatibility as well. But this is up to someone else to verify.
So, have you tried the 1st-person skeleton from inside "02 Loup Sombre" from my Anthro-Dragon Race mod 0.0.8 as well already?
As for the 2-fingered hand resource, yes, I know it. The first screenshot shows it using my dragon textures. I'm not really a fan of this type of hand, but I can see its use for a traditional 3-fingered (because, let's face it, it isn't actually 2-fingered at all with it being 3 fingers in total still) dragon race as in the paintings and animes. It might take some NifSkope'ry though to exchange the hand models inside my claws files with this.
This mod here won't, as you already verified yourself, ever allow an item to be 'worn' on your hands, and my mod will 'swap' any item you put onto your hands to the appearance of a bandaged placeholder including my claws. But with a little NifSkope magic one can make this hand the new default look for my dragons, or turn off 'forced unequipping' for the hand slot and allow any such 'glove'-type hand to stay worn by my dragons.
secondly i'm not sure what i'm doing wrong. I downloaded the mod and all the requirements(except the fantasy armor base because the file is hidden) but when i try to make a new character the race just isn't there. All the mods associated are active.
Well, it's no trouble you couldn't download the TeamFF Fantasy Figures Armor base, because despite telling the opposite, all those add-ons are already included within the main TeamFF Fantasy Figures base download quite fine.
So, none of the races is showing up as a selection in the race menu? The plugin is active though, if you check in the loader, OBMM (Oblivion Mod Manager) or Wrye Bash? What about 'load order' to avoid conflicts? Did you run BOSS (Better Oblivion Sorting Software) already to get your plugins into the right order? It should also tell you of any missing masters and other issues with your mod setup, as far as the community found out about and added to it in the last several years.
Most importantly though, what's your game version? A game previous to v1.2 will just 'silently ignore' a plugin created with the 1.2 CS (nowadays almost all). And OBSE (Oblivion Script Extender) and the like will only work with the latest version, v1.2.0416, anyways.
How did you install the mod and its files? Did the other mods you downloaded, the requirements, install and work fine at all? Or did no mod you downloaded even work so far? There's a couple causes for these and similar things to happen, I'm just trying to nail them down.
well how might i got about checking which version the game is? Because i'm not sure if i have the 1.2 version. I recently found my game discs and re-installed it. Have had the discs for a while.
But yeah in OBMM it says they are active and other mods i have used are working fine. and I have not run BOSS, i haven't heard of it prior to this but i will try it.
what exactly is the OBSE supposed to do? like how am i able to tell if its working?
I noticed that previously my game would go straight to the menu but after i activated the OBSE it would do a little load menu with the oblivion icon before it went to the main menu. so idk if that means it's working.
The OBSE loader opens a small command prompt window, but only for a split second, you likely won't be able to spot anything else but a blinking cursor, then the game will start as usual when you pressed play on the Oblivion loader previously (provided you always used the loader screen to run the game before, else it won't look different at all), and the publisher logos and the like will come up.
I don't know if there's a sure-fire way to tell if OBSE's code expansion was working or not from ingame, besides the mods requiring OBSE being able to do the scripting magic they won't be able to do without it. My mods requiring OBSE have a detection code throwing up an error popup telling you it's missing, if it is, but I don't know about this mod.
If things changed ingame, like between the publisher logos and the main menu, then it could be caused by any mod that's loading and initializing actually, not just OBSE mods. That's the place where all masterfiles and plugins get loaded and most of their 'start game enabled' scripts start running, even before the main menu title screen comes up. The more mods you add to your load order and the more scripts start initializing there, the longer this loading screen will last. It taking longer when starting the game with OBSE than without is a good sign the OBSE-dependent mods are initializing their scripts, something which would be aborted when OBSE's code expansion was not applied.
As for the game version, this can be read up right on the main menu title screen in the bottom left corner under the big teaser video. Unless you're using some menu replacer, then it could be a little dislocated. It should always be shown somewhere on this screen though regardless.
hmmmm. okay well i have version 1.2.02. and you said that OBSE only works with 1.2.04? is there a way i can update my game version? I'll also try deleting all the mods and re-downloading them.
Ah, ok, that explains some. I don't think a complete reinstall of all mods will be necessary. I've never even run into a situation where a reinstall of the game was necessary, as I could always manage to undo my steps one way or another. But feel free to choose whatever's easier for you.
Alright, now to the patches. The 1.2.02...something-something is either v1.2.0201, the Shivering Isles DVD build, or v1.2.0214, the official downloadable 1.2 patch (whatever that was). It shouldn't be the problematic Shivering Isles beta patch, v1.2.0410, so you should be good to go by just installing the proper v1.2.0416 official patch for your language version of the game and/or the Shivering Isles expansion (pick only 1, according to what language version you have and whether you're using SI or not. Do 'not' patch a game using SI via a non-SI patch or vice versa! ) from the official download site: http://support.bethsoft.com/patches.php
It could also be useful to refer to the OBSE website in regards to issues with certain game versions and means to patch the problematic ones regardless: http://obse.silverlock.org
Though I must wonder how the OBSE loader was able to even start with a game version 'not' 1.2.0416. It's actually rather supposed to 'error out' on any such attempt.
We're slowly running into the issue that game version isn't the cause for the issues you're describing. Nevertheless, the game shouldn't be run with a version other than the latest, v1.2.0416, anymore anyways. So let's patch you up to this one first, then see what else could be off.
okay so i patched to the 1.2.0.416 shivering isles, and since i have the shivering isles i do not need to download the patch for the not shivering isles? I'm just trying to figure out if the shivering isles patch patches the whole game including shivering isles or just the shivering isles.
but so far no luck even after the patch. I also ran BOSS and the only mods it is recognizing are the TFF mods.Not sure exactly what that means.
Yes, that's why I said 'pick only 1'. You using SI means you'll only ever need the Shivering Isles patch. Shivering Isles isn't exactly the same as a mod. It comes with new resource files, new BSAs, granted, but its ESP is 'empty', just so the new BSAs get loaded automatically, and all its plugin contents were integrated into a new 'Oblivion.esm' to replace the non-SI one. So there's no use patching only SI, as you will always end up patching the base game alongside with it. That's why using the SI patch patches both, the regular game AND Shivering Isles, at the same time.
So, now your game's up at v1.2.0416, right? And the main menu title screen says so as well? If you start your game via "obse_loader.exe", it doesn't complain about your game version being incompatible either? And what version of OBSE are you using anyways? Is it the latest, v0021-something?
BOSS not recognizing mods only means nobody bothered adding them to its community-managed 'masterlist', yet. But I wonder why it doesn't recognize any of the other mods. Mine sure did last time I checked, and that was years ago. Make sure you get a recent revision of the masterlist before running BOSS just to play safe. There should be means to download the latest revision shipped with BOSS or BOSS-through-Wrye-Bash. I know W.B. always asks me to update the masterlist when I try to run BOSS, but there was also a tool in your data folder installed with BOSS to do so outside of W.B. as well.
I fail to find a link to the masterlist repository anywhere I search for it right now, but maybe it was mentioned inside the readme or something. For what it's worth, it should definitely be able to sort this mod's plugins as well as the body mods required by now.
Coming to think of it, what tells you the others weren't recognized? Do they show up at the bottom, listed under "unrecognized...", or don't they even show up anywhere in the list at all? If it's the latter, I think we're having a file access permission issue, and those plugins aren't even physically present in the data folder. That'd be a great explanation for why the game doesn't show their contents ingame, i.e. doesn't offer the new races for selection in the race menu.
What operating system are you on and where did you install the game to? Things can get troublesome when on Vista or Win7 and having the game installed at the default location, somewhere inside program files. The infamous UAC can make it so files installed by 3rd party tools are actually placed into compatibility folders, while your Explorer will keep lieing to you, pretending they were indeed where you placed them. The game of course won't find them though.
Though I wonder, what do you see when you start the regular launcher and go to the data files? Are all plugins inside there and checked as well? Or does only OBMM show them in its list and the game doesn't even know they're there (as technically they aren't)?
242 comments
edit: while thats fixed but now only the smoke breath works. when i try the other spells it does a push and nothing else happens.
Thanks, I should have checked that but I've noticed a lot of people don't use it even if the mod requires other files so I didn't think to look.
Just click the litte disc icon labeled "Required" in the "Actions:" bar above. They're all linked to in there.
Any help on this would be appreciated.
Said bodies make use of only 1 single texture file, the 'foot' texture, containing the whole body in one image (thus making the texture seamless and without transitions). The body meshes (NIF files) of said body mods are physically configured to use only this 1 texture of the according race ever, thus any additional texture files will be as unused as unneccessary.
Only case in which missing textures will occur is failure to fulfill the mod's body requirements, as in not using the body mods or wearing items made for Vanilla bodies (these 'contain' Vanilla bodies and replace whatever body you're otherwise having while worn).
Custom races made for said body mods 'exclusively', such as this one, will only ever require and use this 1 single texture file, nothing else.
Thus there are no files missing here.
However, Deadly Reflex only has a custom "meshes/characters/_1stperson/skeleton.nif" for its fake-1st-person mode, something based on Loup Sombre's most likely, in 3rd-person nothing should be different. (Is there even a "meshes/characters/_male/skeleton.nif" included in DR6?)
My latest mod release (v0.0.8 pre-beta complete package) included special replacement skeletons for compatibility to most, if not all, other custom-bone skeleton resources out there. There's also a Loup-Sombre-compatible 1st-person skeleton included, which should work for DR6 as well. From the manual install instructions:
As they're basically the same skeletons, my fix should work for this mod as well. By all means though, always make backups before replacing any skeleton files. Going back at any point will only be a matter of seconds then.
I don't really know the scripting of this mod, but if you can equip gloves or something on your hands, it will make the blades and claws disappear, and as such the stretching polygones.
The other custom bodyparts are no issue in 1st-person, as in 1st-person view only very few slots are actually even rendered. You will never see the wings or your tail (or legs and feet for that matter) in 1st-person, for example. The game engine doesn't allow it.
This CoH Resurrected sounds definitely interesting. Thanks for making me aware of its existance. It's a pretty recent release, around 2013, thus I missed it entirely, and it's making successful use of the latest OBSE features I myself so far was only 'planning' to use in future. Whenever I'll finally get back to modding and continuing my projects, a closer look into this mod's technicalities will be quite invaluable.
I was wondering though, as it is already using the far more advanced approach of 'scripted-switching' of skeleton files, what kind of 3rd person skeleton 'replacement' CoH Resurrected could possibly have. And does it also have a 1st-person skeleton replacement? (It'd destroy DR6, if it did.)
Also Curse Of Hircine Resurrected adds 1st person attacks with a custom running, attack, swimming, idle, and thewerewolfs mostly hunched back. But Curse Of Hircine Resurrected is compatible with Dr6 because there is a 1st person compatibility plugin provided from the person who mad Curse Of Hircine Resurrected. It's optional to download the 1st person animations tho. But when you just download the core file you would already get all the custom third-person animations swimming, idle, running, and attacking. The good thing about Curse Of Hircine is that is doesn't replace any animations.
Also you cannot equip gloves/boots with this mod.
1st-person view will only be fine, when there's a Loup-Sombre-based 1st-person skeleton used, like DR6 ships with.
My own 1st-person Loup-Sombre-based optional compatibility skeleton is the only one having a chance to work, as it combines the Loup Sombre part which DR6 and other fake-1st-person approaches require with all the bones from Growlf's and my own. However, I got no idea what other custom bones there could possibly be inside the CoH-R 1st-person skeleton, which then of course might be missing in mine.
I've read about the custom movement animations and the hunched standing idle from CoH-R, but these are not working as general replacements, or everybody, not just werewolves, would be using them. I know you need a custom skeleton in a custom folder along with a full set of custom animations, so you can switch between sets of animations during run-time simply by switching the skeletons, but it still doesn't tell what default skeletons (=replacements), if any, there are shipped with CoH-R and why even.
Coming to think of it, there's still no way to switch the 1st-person skeleton though, so maybe they have to replace the default one by all means anyways and simply trust on it not causing issues with anybody else but the player, because nobody else but the player will ever use 1st-person. However, it would still make the human player use werewolf 1st-person animations all the time... which doesn't make much sense.
I really need to take a close look into this CoH Resurrected mod soon, if only to figure out the potential compatibility issues and how to fix them. Now if just I could use the game and the CS again already...
By the way do you think this would look good with this mod or your dragon mod?
http://oblivion.nexusmods.com/mods/28587/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fmod_id%3D28587%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D167869&pUp=1
Its called the two fingered hand Modders Resourse.
The hands being messed up sounds like the issue with the arm blades or claws stretching into infinity, only happening when the bones they require are missing.
Using DR6's 1st-person skeleton, or the CoH-R&
Using the 1st-person skeleton from this mod or the default one from mine shouldn't cause the arm blades issue, but it will cause the 8ft tall issue.
My Loup Sombre compatibility skeleton though should (in theory) be able to fix both, the 8ft issue (it's a Loup-Sombre-based one, ideal for fake-1st-person environments based on this) AND the arm blades issue (my bones are definitely included, or it won't be 'mine' ).
However, I have to say 'in theory', because I couldn't test it myself so far. Maybe DR6 is using a completely different approach to Loup Sombre's, which I can neither know nor check, and then it can't help. I haven't had many complaints about using my mod or mods based on mine together with DR6, yet, though. Chances are good 'Loup Sombre' compatibility means ' DR6' compatibility as well. But this is up to someone else to verify.
So, have you tried the 1st-person skeleton from inside "02 Loup Sombre" from my Anthro-Dragon Race mod 0.0.8 as well already?
As for the 2-fingered hand resource, yes, I know it. The first screenshot shows it using my dragon textures. I'm not really a fan of this type of hand, but I can see its use for a traditional 3-fingered (because, let's face it, it isn't actually 2-fingered at all with it being 3 fingers in total still) dragon race as in the paintings and animes. It might take some NifSkope'ry though to exchange the hand models inside my claws files with this.
This mod here won't, as you already verified yourself, ever allow an item to be 'worn' on your hands, and my mod will 'swap' any item you put onto your hands to the appearance of a bandaged placeholder including my claws. But with a little NifSkope magic one can make this hand the new default look for my dragons, or turn off 'forced unequipping' for the hand slot and allow any such 'glove'-type hand to stay worn by my dragons.
secondly i'm not sure what i'm doing wrong. I downloaded the mod and all the requirements(except the fantasy armor base because the file is hidden) but when i try to make a new character the race just isn't there. All the mods associated are active.
any suggestions?
So, none of the races is showing up as a selection in the race menu? The plugin is active though, if you check in the loader, OBMM (Oblivion Mod Manager) or Wrye Bash?
What about 'load order' to avoid conflicts? Did you run BOSS (Better Oblivion Sorting Software) already to get your plugins into the right order? It should also tell you of any missing masters and other issues with your mod setup, as far as the community found out about and added to it in the last several years.
Most importantly though, what's your game version? A game previous to v1.2 will just 'silently ignore' a plugin created with the 1.2 CS (nowadays almost all). And OBSE (Oblivion Script Extender) and the like will only work with the latest version, v1.2.0416, anyways.
How did you install the mod and its files? Did the other mods you downloaded, the requirements, install and work fine at all? Or did no mod you downloaded even work so far? There's a couple causes for these and similar things to happen, I'm just trying to nail them down.
But yeah in OBMM it says they are active and other mods i have used are working fine. and I have not run BOSS, i haven't heard of it prior to this but i will try it.
what exactly is the OBSE supposed to do? like how am i able to tell if its working?
I noticed that previously my game would go straight to the menu but after i activated the OBSE it would do a little load menu with the oblivion icon before it went to the main menu. so idk if that means it's working.
I don't know if there's a sure-fire way to tell if OBSE's code expansion was working or not from ingame, besides the mods requiring OBSE being able to do the scripting magic they won't be able to do without it. My mods requiring OBSE have a detection code throwing up an error popup telling you it's missing, if it is, but I don't know about this mod.
If things changed ingame, like between the publisher logos and the main menu, then it could be caused by any mod that's loading and initializing actually, not just OBSE mods. That's the place where all masterfiles and plugins get loaded and most of their 'start game enabled' scripts start running, even before the main menu title screen comes up. The more mods you add to your load order and the more scripts start initializing there, the longer this loading screen will last. It taking longer when starting the game with OBSE than without is a good sign the OBSE-dependent mods are initializing their scripts, something which would be aborted when OBSE's code expansion was not applied.
As for the game version, this can be read up right on the main menu title screen in the bottom left corner under the big teaser video. Unless you're using some menu replacer, then it could be a little dislocated. It should always be shown somewhere on this screen though regardless.
Alright, now to the patches. The 1.2.02...something-something is either v1.2.0201, the Shivering Isles DVD build, or v1.2.0214, the official downloadable 1.2 patch (whatever that was). It shouldn't be the problematic Shivering Isles beta patch, v1.2.0410, so you should be good to go by just installing the proper v1.2.0416 official patch for your language version of the game and/or the Shivering Isles expansion (pick only 1, according to what language version you have and whether you're using SI or not. Do 'not' patch a game using SI via a non-SI patch or vice versa! ) from the official download site:
http://support.bethsoft.com/patches.php
It could also be useful to refer to the OBSE website in regards to issues with certain game versions and means to patch the problematic ones regardless:
http://obse.silverlock.org
Though I must wonder how the OBSE loader was able to even start with a game version 'not' 1.2.0416. It's actually rather supposed to 'error out' on any such attempt.
We're slowly running into the issue that game version isn't the cause for the issues you're describing. Nevertheless, the game shouldn't be run with a version other than the latest, v1.2.0416, anymore anyways. So let's patch you up to this one first, then see what else could be off.
but so far no luck even after the patch. I also ran BOSS and the only mods it is recognizing are the TFF mods.Not sure exactly what that means.
So, now your game's up at v1.2.0416, right? And the main menu title screen says so as well? If you start your game via "obse_loader.exe", it doesn't complain about your game version being incompatible either? And what version of OBSE are you using anyways? Is it the latest, v0021-something?
BOSS not recognizing mods only means nobody bothered adding them to its community-managed 'masterlist', yet. But I wonder why it doesn't recognize any of the other mods. Mine sure did last time I checked, and that was years ago. Make sure you get a recent revision of the masterlist before running BOSS just to play safe. There should be means to download the latest revision shipped with BOSS or BOSS-through-Wrye-Bash. I know W.B. always asks me to update the masterlist when I try to run BOSS, but there was also a tool in your data folder installed with BOSS to do so outside of W.B. as well.
I fail to find a link to the masterlist repository anywhere I search for it right now, but maybe it was mentioned inside the readme or something.
For what it's worth, it should definitely be able to sort this mod's plugins as well as the body mods required by now.
Coming to think of it, what tells you the others weren't recognized? Do they show up at the bottom, listed under "unrecognized...", or don't they even show up anywhere in the list at all? If it's the latter, I think we're having a file access permission issue, and those plugins aren't even physically present in the data folder. That'd be a great explanation for why the game doesn't show their contents ingame, i.e. doesn't offer the new races for selection in the race menu.
What operating system are you on and where did you install the game to? Things can get troublesome when on Vista or Win7 and having the game installed at the default location, somewhere inside program files. The infamous UAC can make it so files installed by 3rd party tools are actually placed into compatibility folders, while your Explorer will keep lieing to you, pretending they were indeed where you placed them. The game of course won't find them though.
Though I wonder, what do you see when you start the regular launcher and go to the data files? Are all plugins inside there and checked as well? Or does only OBMM show them in its list and the game doesn't even know they're there (as technically they aren't)?