Firstly, I have moved on from Oblivion modding a while ago. I've been focused on other projects, mainly for Daggerfall Unity and Morrowind. I thus do not plan on updating this mod.
Finally, just a note seeing that Oblivion Remastered is out and there has been interest shown in porting my mods. Once, and if, official tools exist to mod Oblivion Remastered, I may be interested to port my Oblivion mods. For this reason, please do not make ports of my Oblivion projects. I'd prefer for it to be done with official tools. Thanks!
The problem with the infinitive loading screen is indeed related to the player's statue created after the Battle for Bruma as Arthmoor has already guessed earlier. Any save made before the statue has been erected can be loaded without problem without the Idle Dialogues plugin. But any save after the statue has been created can't be loaded without the plugin activated.
So here is the solution for saves with the statue already erected:
-Travel to Bruma or use the console to teleport there. -Save your game. -Deactivate Idle Dialogues and activate Migck's Miscellaneous fixes tweaks and additions instead. -Load the save you made in Bruma and everything should work fine from now on.
By the way the statue is a cloned object and this is probably the cause of all this. Cloned objects are treated somewhat special by the game and I'm also guessing, this may also happen with the shadow version of the player encountered during the Shivering Isle main quest, since this enemy is also a clone of the player's character. I'm currently near the end of the SI quest-line, so maybe I will be testing weather my assumption is correct.
By the way, I had never any problems with this mod, and I have been using it for many years until I have switched to the other mod. Some situations when the NPCs are using their dialog may be somewhat out of place, but beside this there was no problem, at least for me.
If it removed the dialogue there'd be no reason to use it since that's all it does, is enable the topics to be heard. It's just a better implemented version of this Idle Dialogues mod
A fair warning to any who stumble across this mod later 2020 and later. If you ever want to install this mod, make a save beforehand because everything that is beyond that point won't load without the mod. This becomes an issue when you find out that you don't like the NPCs that noisy and have to go back some saves because your current save will not load with out it.
No. There's something wrong on your end. I've just checked if what you say is true, and it turns out every save made before uninstalling this mod (with Wrye Bash) loads properly. Perhaps you haven't used an appropriate mod manager, or another mod introduced your problem. But uninstalling Idle Dialogues doesn't break anything.
No mod with an .esp file is ever safe to uninstall mid game. You should be able to uninstall this but it will increase your likelihood of stuttering or crashes.
I'm confirming what Beebww originally reported. I've been in the process of fixing my Oblivion install and ran into this very issue. I have 6 characters I've kept saves for from the old days of the late 2010s. Upon removing this mod (admittedly with several others as well) 2 of those 6 saves went corrupt and were nearly lost.
Attempting to load those saves would cause Oblivion to hang indefinitely and required killing it via task manager.
I then installed the Message Logger mod (marginally useful, but in this case extremely helpful). What Message Logger showed me was that the affected saved were endlessly spamming exactly the same message at the end of the log over and over:
2023/06/14 00:09:02 [0046FD31] [WARNING] Unable to find spell (00000000) for owner object (FF0300CA).
In this case, FF0300CA appears to be the change record data for the player reference. 3 hours in a hex editor to confirm that.
Left alone, Oblivion will happily let the Message Logger log file grow as large as you like.
I was able to recover both saves by reactivating ONLY the Idle Dialogue.esp file with the rest of the load order, so all the other stuff I tossed out was still gone. Message Logger then crapped out several lines like this:
After getting the saves to load, I resaved them in new slots. Then once again removed Idle Dialogue.esp from the load order. Loading those newly cleaned saved back in resulted in several errors like this:
2023/06/14 00:23:12 [004FB703] [WARNING] LoadGame 'Save 15458 - Scales the Shadows - Blackwood, Level 43, Playing Time 311.50.38': Trying to set variableID 1 on ref 'Bendu Olo' (00000014) -- variable not found. The script may have been changed in the master/plug-in file.
Each one showing a different value for the Variable ID. Obviously something was directly acting on the PlayerRef object.
I then saved again, in a second new slot. Then reloaded those saves. All errors relating to the missing mod are now gone. Plus, in comparing the sizes of the new saves to the sizes of the old, one of them shed 1 MB of data from it, and the other shed almost 500KB. So something is very very wrong with how this thing works and is leading to save bloat on top of everything else.
FF0300CA turned out to be the generated statue object for the player in Bruma that gets set up after the MQ. So if you're having trouble removing the mod and have finished the MQ, head there, save, and then try removing it.
This mod makes random low rank NPCs spurt out their dumb idle dialog during important quest scenes. And general unimmersive overdoing of idle dialog. And it will also keep your save game hostage as it won't load without it. Yeah it's literal trash don't download it.
Cool mod, but somebody should make tweak so the Blades and Mythic Dawn assassins at the beginning wont use these. It pretty damn immersion breaking(but hilarious) to hear Mythic Dawn assassin say "I would kill for a sweetroll" or other comments like that.
Good for one playthrough. After this, "I wonder why the Soltsheim wasn't on the old maps" will haunt you forever. If the frequency was, say, at 30%, it would be alright.
I'm wondering if the 1.0 version in french is missing the updates from the 1.3 standard version ? Or if they are already included into it ? What kind of problems may I face using the french version that have been corrected in the other 1.3 version ?
101 comments
Firstly, I have moved on from Oblivion modding a while ago. I've been focused on other projects, mainly for Daggerfall Unity and Morrowind. I thus do not plan on updating this mod.
Finally, just a note seeing that Oblivion Remastered is out and there has been interest shown in porting my mods. Once, and if, official tools exist to mod Oblivion Remastered, I may be interested to port my Oblivion mods. For this reason, please do not make ports of my Oblivion projects. I'd prefer for it to be done with official tools. Thanks!
The problem with the infinitive loading screen is indeed related to the
player's statue created after the Battle for Bruma as Arthmoor has
already guessed earlier. Any save made before the statue has been
erected can be loaded without problem without the Idle Dialogues plugin.
But any save after the statue has been created can't be loaded without
the plugin activated.
So here is the solution for saves with the statue already erected:
-Travel to Bruma or use the console to teleport there.
-Save your game.
-Deactivate Idle Dialogues and activate Migck's Miscellaneous fixes tweaks and additions instead.
-Load the save you made in Bruma and everything should work fine from now on.
By the way the statue is a cloned object and this is probably the cause of
all this. Cloned objects are treated somewhat special by the game and
I'm also guessing, this may also happen with the shadow version of the
player encountered during the Shivering Isle main quest, since this
enemy is also a clone of the player's character. I'm currently near the
end of the SI quest-line, so maybe I will be testing weather my
assumption is correct.
By the way, I had never any problems with this mod, and I have been using it for many years until I have switched
to the other mod. Some situations when the NPCs are using their dialog
may be somewhat out of place, but beside this there was no problem, at
least for me.
Use mig's idle chatter instead of this to lower the chances of hearing these remarks
Use Migck's Miscellaneous fixes tweaks and additions instead of this, it's better in literally every way.
I'm confirming what Beebww originally reported. I've been in the process of fixing my Oblivion install and ran into this very issue. I have 6 characters I've kept saves for from the old days of the late 2010s. Upon removing this mod (admittedly with several others as well) 2 of those 6 saves went corrupt and were nearly lost.
Attempting to load those saves would cause Oblivion to hang indefinitely and required killing it via task manager.
I then installed the Message Logger mod (marginally useful, but in this case extremely helpful). What Message Logger showed me was that the affected saved were endlessly spamming exactly the same message at the end of the log over and over:
2023/06/14 00:09:02 [0046FD31] [WARNING] Unable to find spell (00000000) for owner object (FF0300CA).
In this case, FF0300CA appears to be the change record data for the player reference. 3 hours in a hex editor to confirm that.
Left alone, Oblivion will happily let the Message Logger log file grow as large as you like.
I was able to recover both saves by reactivating ONLY the Idle Dialogue.esp file with the rest of the load order, so all the other stuff I tossed out was still gone. Message Logger then crapped out several lines like this:
After getting the saves to load, I resaved them in new slots. Then once again removed Idle Dialogue.esp from the load order. Loading those newly cleaned saved back in resulted in several errors like this:
2023/06/14 00:23:12 [004FB703] [WARNING] LoadGame 'Save 15458 - Scales the Shadows - Blackwood, Level 43, Playing Time 311.50.38': Trying to set variableID 1 on ref 'Bendu Olo' (00000014) -- variable not found. The script may have been changed in the master/plug-in file.
Each one showing a different value for the Variable ID. Obviously something was directly acting on the PlayerRef object.
I then saved again, in a second new slot. Then reloaded those saves. All errors relating to the missing mod are now gone. Plus, in comparing the sizes of the new saves to the sizes of the old, one of them shed 1 MB of data from it, and the other shed almost 500KB. So something is very very wrong with how this thing works and is leading to save bloat on top of everything else.
FF0300CA turned out to be the generated statue object for the player in Bruma that gets set up after the MQ. So if you're having trouble removing the mod and have finished the MQ, head there, save, and then try removing it.
What kind of problems may I face using the french version that have been corrected in the other 1.3 version ?