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  1. Maskar
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    Latest info

    9/12/2018
    Merry Christmas and a happy new year everyone!

    21/10/2018
    For whoever interested, laulajatar has released MOO themed loading screens, which can be downloaded here.

    20/10/2018
    As this has been asked a few times, in v4.9.3 MOO adds direct support for WAC through its ini files.

    You can either install WAC like normal, or use a blank esp and let MOO do everything. To use a blank esp do the following:
    - copy WAC's bsa and esm into the data folder;
    - create an empty esp called WAC.esp and also put it into the data folder (to load the resources);
    - activate both the esm and esp.

    19/10/2018
    I've uploaded a small update (v4.9.3) fixing a few outstanding issues and also includes some improvements. This update fixes an issue causing regional factions to spread faster through the map than intended. In this update the faction ratings scroll (in the player character's inventory) now also shows the strength of regional factions. This should make it easier to understand how regional factions work and help with providing feedback. You can disable this in the ini file.

    Known issues

    15/6/2018
    Other than some minor compatibility issues I'm not aware of any outstanding issues. When reporting any issues please provide enough information for me to recreate it. This is especially important for compatibility issues.

    What's next?

    15/6/2018
    I'm currently working on the next major update (v5.0). This update will completely replace the current level scaling system, moving away from being leveled (unrealistic) or static (boring) and towards being 100% dynamic.

    Looking for help

    15/6/2015
    Currently no specific help is needed. However, feel free to make suggestions how to further improve this mod. Thanks.

    FAQ
    Spoiler:  
    Show
  2. ZZZ02
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    Hey maskar another somewhat useless yet immersive idea: NPCS spawned by this mod could have linked followers if their job matches factions get along well.

    For example hunters and speechcraft related jobs ect have a high chance to spawn with an animal follower or two when the person is recruited the animal also takes up a base companion slot IE the calculation for hiring hsa plus 1 or 2 if they have animals and animals are treated as normal companions aftrewards. animals attached to an NPC affected by the same commands given to the master and cannot be controlled individually. NPCs may spawn in pairs or a party that does not split up (animals may be included) these will be much harder if not impossible to recruit and will always stick together so commands (stay ect) will be linked. If the leader is killed attached animals will be marked for cleanup upon cell reset people may choose a new leader or split up.
    Would also be nice for merchants if you plan on adding them in the future to do something similar like spawning with a pack mule/guar and possibly some bodyguards Heck perhaps having some enemies have organized groups instead of them all just doing their own thing.

    Animal tweaks: Extra aid, tamed creatures may do special things for example: Wolves some bounty boards will have a personal belonging of a culprit for bloodhounds you can have a wolf track it. they can only have one at a time when in a range a target or the dungeon they are in a small notification will appear and you can then direct them to chase them through the menu. Pigs: can occasionally find mushrooms and even truffles. Rats can find food for you perhaps even rare stuff. Cats can catch small things on occation yeilding items from birds and bugs. Goblins can fix weapons once a day and may yield ore shamans can recharge weapons by a leveled amount once a day.
    Kennels uses the vanilla dog pen build these and you can assign an animal that is following you to it. the animal can be released to sandbox around the cell through a new go home dialogue and will still be tame but set to unagressive and will not count in an active taming slot you can re-add them by activating them and saying lets go. you can also put food bowels and assign them to let animals wander to different cells. Basically a fancy way to swap out animal companions may be hard to figure out what to do for large beasts though...
    1. Maskar
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      Thanks for the suggestions. In a future update I plan on adding the ability to stable pets, which would make it possible to have more pets.
    2. ZZZ02
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      Your welcome that would be nice to see also any chance for improved better cities integration? By that I mean if Better cities is detected the leveled lists for enemies and various crafting menues will be updated with BC items as it has a TON of stuff and is very popular would be nice to see the stuff used by more people. Perhaps regional factions could carry the more niche stuff.

      Also the craft books any chance you could someday add the option to not have everything learned at once and have to find the recipies? I think having to find recipes that get added to your crafting books would be nice and would give you a reason to frequently visit the bookstores.
    3. Maskar
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      It's quite easy, but a bit time consuming, to add items from other mods to the crafting ini files. So yeah, I could add some BC stuff. Are there any specific items you would like to see added?

      I plan on adding crafting recipes you can find as loot and possibly quest rewards in a future update. They will probably come in different qualities, a bit like in other games, like world of warcraft, etc.
    4. ZZZ02
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      Sorry for the delayed response, hectic life. A lot of stuff is in Masydjuns shop in the bravil module though some duplicates are there. In fact most of the outfits/weapons are in that module. Also the IC module has a lot of clothes and jewerly and even some statues, toys, gold ect that would be nice to see in the world. The cities introduce new gems too perhaps they could be mixed in with ores whenever it makes sense. What I am really interested in is the massive amount of food resources that they all have, each city has regional food/drink and it would be great if these could be crafted with the fresh more difficult to make food lasting about a day or so.
    5. Maskar
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      I'll keep it in mind. Thanks.
    6. ZZZ02
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      I just had a new Idea and I was wondering if these would be possible: special abnormal statuses basically statuses that affect gameplay other than the stat drops ect

      Curse
      Basically some enemies like necromancers or wraiths have a chance to curse you which can lock equipment. Basically it is like the Dark cloud series can be cured with holy water that can be found in the world or a shrine. Some items are cursed and reveal their nature and become stuck when equipped only a temple shrine can remove them but the curse can be removed by crafting.
      Frenzy:
      when affected by frenzy you randomly launch attacks
      Calm:
      Can't attack and can only use self targeting spells
      Fear:
      Unable to stop running.
      Confuse:
      Scrambles movement.
      Blind:
      Greatly darkens your vision

      With the exception of Curse these stats should be relatively short as they would obviously be quite hazardous figured if possible it would be interesting to see.
    7. Maskar
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      Thanks again for the suggestions. Not sure yet on their implementation, as people don't normally like penalties, but stuff like a fear ability could be interesting (bit like world of warcraft).
    8. ZZZ02
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      True all penalties does sound harsh but one thing I wanted was for people other than the player to have access to mind altering spells. Perhaps things like this could balance it out
      Naturally cursed armor and weapons constantly recovers durability basically becoming near unbreakable.
      (not sure if this is possible in oblivion I have seen it in Skyrim) Emergency spells: a special scroll only spell that stores an effect as an ability. When your health drops past a certain point the spell is cast for free on you once. IE Summon blank or restore all ring of fire. only one effect can be stored at a time.
      Etheral: Total immunity but breaks once attacked like invisibility.
      Slow time: You can guess slows everything down a bit. I don't know of any vanilla or mod that uses this besides this one photo help mod (Which I can't use because that effect is hard bound to the arrow keys which I use for movement!)
      Taunt: good for escort quests causes aggressive enemies to be much more likely to target you over others. Could be a whistle effect. Tanky companions can use it too.
      Focus: Double your next spell power but increases cost.
      Healthy: adds a "weakness" to healing abilities basically making them stronger on you. Could be a cooked food specific effect.
      Rally should have some boost of some kind not sure what though...
      As I said before I would love for some way for the player to use diseases as a strategy against enemies perhaps a special arrow that can be shot at enemies to "collect" the diseases.
    9. Maskar
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      I'll keep your suggestions in mind. Thanks.
    10. ZZZ02
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      Okay I know I am probably getting annoying now but I got 2 more ideas.
      Notebook: A book that lets you copy and keep track of info from notice boards. Cast a spell while looking at a notice to copy the basic info into the notebook use the board to update info. I don't know about you but I do get quite forgetful. Perhaps add a section where you can make your own notes.
      Rune traps: Basically the magic version of traps it uses skill in a specific magic class to determine success of disarming. Can appear in unlocked containers to avoid possible overlap with regular traps. Does not destroy stuff in containers due to effects being more direct and has effects like summon enemies or damage equipment. rare effects like reduce healing even darken vision even a rare chance of a positive effect triggering. The effects can be copied into scrolls if you are holding paper. There are various scrolls for sale that let you disable runes up to a specific strength or any rune of a specific class.
    11. Maskar
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      Don't worry. Suggestions are always welcome. I've been thinking about adding some kind of notebook. Thanks.

      Btw there's a v5.0 suggestions forum. Might want to also post your suggestions there, for easier reference.
    12. ZZZ02
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      Okay I must have missed it because I don't look at subforums unless a modder specifically points to it in a sticky.

      When I get a chance I will make a compilation of my suggestions on that forum.

      PS is it possible to make enemies deploy traps? perhaps sneaky enemies can do this. Also the animal pairing should also have a low chance of dogs that pair with generic guards as it makes a lot of sense to have a hound or two on patrol. Perhaps they could wear special neckgear.
    13. Maskar
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      Skyrim Trappers have the resources to make traps and in a future update are supposed to place them too.
  3. GunnerofLife
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    Hello Maskar. I'm a bit confused on MOO's compatibility with Vanilla Combat Overhaul (w/ Migck's Miscellaneous fixes). On VCE's description page, it told us to manually disable some of MOO's conflicting settings. However, it seems like MOO's compatibility ini automatically turns off the conflicting settings if it detects VCE in my mod order. Am I safe to assume that the MOO compatibility ini will take care of the settings automatically and I won't have to change any settings myself?

    I've also heard of a problem when using both MOO and VCE together, although I'm not sure if it's true or not. Some people say that when using these two mods together, enemies will tank a lot of the player's hit, and yet they will kill the player in just a few hits. Is this true?

    Thanks.
    1. Maskar
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      The compatibility ini file automatically disables some of MOO's combat features.

      If the player character dies in just a few hits and enemies tank a lot, it would imply the enemy is much stronger than the player character. Like fighting a level 50 npc at level 1. Note however that npcs have higher health in MOO, to be more comparable in health to the player character at the same level. MOO compensates for that by doubling all combat damage (and increases weapon damage even more, with slayer damage, etc.). You could always set npc health back lower in the ini file, or lower the in-game difficulty slider.
  4. ritiyu
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    I have been following a modlist more or less built around MOO 4.9.2.

    The list author didn't update his custom .ini for 4.9.3.

    Can I download somewhere the old version, or is there an easy way to import the old .ini in the new version?

    Thank you!
    1. Nealus
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      You can use some advanced text editor with diff/compare and merge function (for example, VSCode with "diff" plugin). This way you can keep the changed settings and add all the new ones.
      But in my experience, MOO's defaults are pretty sensible.
    2. Maskar
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      v4.9.3 fixes an important issue. I don't recommend using v4.9.2 for that reason.
    3. ritiyu
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      Thank you, I'll try with vscode. I am learning to code a little, and was trying vscode and sublime just yesterday, neat.

      @Maskar: noted, I'll stay on 9.3. And thank you for this mod!
  5. Pyromaniacv2
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    I've been playing with this mod for the first time. There's a lot I like about it. New monsters (The mimics are awesome), NPCs, quest-boards in town. I was happy when I rescued my first kitty. I still haven't tamed any pets for myself yet, but I'm very interested in that feature as well. I do have one or two questions, though.

    First of all, does the experience get any easier as you level? I've been playing a mage / warrior hybrid (She's mostly a mage), and I'm having a TON of trouble taking on most enemies. If it's a group, you can just about forget about it. I usually drop a zombie summon and run for the hills. I'm only level 6, and I'm leveling pretty slowly because I wanted to optimize my stats, which I've never bothered with before. It's a fun but intense experience, but I'm hopeful that as I get higher level and raise up my skills, the experience will become more forgiving. Still, I feel like I don't have enough mana for the big spells and the spells I can afford to cast just aren't getting the job done. I'd like to do the starter quests for the Mage's guild to unlock spell-crafting, but the roads to the south are so dangerous. Most of the time, I have to rely on traveling guards and Imperials to save my hide. But sometimes, there's no help to be found. I was on my way to Leyawin when I could ambushed by a group of Argonians, and they pretty well murdered me. Which means I'm kinda stuck for the moment.

    So here's my question. Will my experience get easier with time as I level up? Am I doing something wrong? And, finally, are there any tips I could use to have an easier time of it? What settings, if any, should I adjust? I REALLY don't want to turn down the base game's difficulty, as I -always- have to resort to that in vanilla when I level wrong and the enemies simply outmatch me. But now I'm getting outmatched even with trying to maximize my stat gains.

    Any help would be appreciated. Seems to be a great mod, and I just need a little help adjusting to its difficulty, I guess.

    Edit: I have already adjusted the mod's difficulty in the ini from advanced to normal. That has helped, I think, though I don't really know. It still seems plenty hard.
    1. laulajatar
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      I don't really know if it gets much easier at higher level because I usually break my game before I manage to reach anything over 12 :D

      What I do when I am low level and want to go to another city: I hang around in front of the city until an adventurer with a high level (20 or so) passes by and then I follow him. Nothing like a lvl 20 summoner with Dremora summon to teach those bandits a lesson.

      I admit, I also lowered MOO.ini_spawn_roads because I don't like being ambushed all the time, especially since I never start in IC and need to travel early.
    2. Nealus
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      You are supposed to clear out dungeons that are closer to the cities in the beginning of the game
    3. Maskar
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      MOO difficulty is a lot tougher than vanilla. Remote areas and some more static content will be too difficult for lower level players, so you have to be careful there. Usually new players forget about some of the new features added by MOO, like bandages and slayer weapons, so you might want to look into that. Also, you might want to lower the in-game difficulty slightly until you can just about kill a bandit 1vs1 at level 1.
  6. redkawa
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    @Maskar, I am the guy who's companions did not show their equipment....after the fresh start it works as intended, I used the command you suggested and off course that also worked.
     
    Sorry if I wasted your time, but hey, at least I learnt something....
     
    Now I wonder if this irresponsible thief I hired was a good idea...i better watch out on her;-)
     
    Man I love your mod!:-))
  7. farhanazami
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    hi, i set my ammo setting for arrows to be 100% chance collected after hit. but i noticed that astronach(flame,storm,ice) will not recovered my arrows back.is this intended or a bug? thank you
  8. Squerol26
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    Hello.
    Are "Chitin pauldrons" and other items using same equipment slot bugged (I've seen that red/black scarfs are using pauldrons slot too)? Or some mod/ini settings broken them in my game?

    The problem is that when I equip them, they are visible. But when I reload my save, pauldrons became invisible until I equip them again. The additional armor point from pauldrons is still active after reloading save - they are just visually invisible.

    Capes are not bugged like that by the way (but they are using different equipment slot).
    1. Maskar
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      Neither. They are considered amulets. Some equipment automatically hides amulets when worn. Try take off the cuirass.
    2. Squerol26
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      Thank You for explaination.
      Some mod or "Armor Shows Amulets" Wrye Bash tweak should help here too I think.
  9. Tehold
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    Is there a list of what changes can be expected when 5.0 drops? Also is there a good chance 5.0 drops this year? I am planning to do an Oblivion play through after I finish the Morrowind play through I'm currently doing, and wondering if I should try and hold off for 5.0 or just go with 4.9. It already looks like an incredible mod so I'm sure either way will be awesome. I'm sorry if this is asked a lot and I sound annoying I understand an incredible amount of work goes into this and its probably impossible to say when it will be done for sure.
    1. Maskar
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      There's no list atm, but seems fair enough to assume the next update will be ready this year, heh. Don't wait for it though.
  10. Nealus
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    Hi! I have encountered a really weird glitch and wonder if anyone has seen anything like it.
    If I turn on MOO's esp in my load order, sometimes the game crashes (showing a black screen for a brief moment) prior entering to the main game menu just as load bar completely fills up. This does not always happen, but rather in some percentage of the cases.
    I turn off [almost] all other esp files while doing this. I didn't find any other esp's causing the same effect.
    The data folder is heavily stuffed with HD replacers and there is a fairly standard selection of OBSE plugins installed. I'll try to isolate the issue, but I hope someone can help.
    1. ZZZ02
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      I did have this a lot with Oblivion reloaded if the combat related stuff is turned on. the new non-nexus version made this a LOT less frequent but if you have it you should try turning them off.
    2. Nealus
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      Thank you so much! I will disable them and report back. This is the kind of stuff which is very alchemical to debug.
    3. Nealus
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      No. I can turn off OR, but what causes this behavior is MOO's esp. No changes made to any of the inis. Uh... Oh God, no.
    4. Maskar
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      There's probably something additional involved, or else you wouldn't be the only person (I know of) experiencing this issue.
    5. Nealus
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      Yes (that's why I'm not giving up), I tried removing all OBSE plugins and it stopped happening. It's not OR for sure.
      Oh man, Oblivion modding is the hardest thing ever
      =====
      EnhancedMusicControl 2 is guilty. No idea why. Can someone confirm this?
    6. Azdul
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      From my experience Enhanced Music Control 2 will crash if you'll remove MP3 files from Explore / Public / Dungeon, especially the one that was playing while you've saved the game. It probably tries to continue playing the same song, cannot find the file, and crashes.
    7. Nealus
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      I did not do such a thing. Moreover, it crashed as game entered the main menu, so this cannot be the case.
  11. crazyflasher96
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    Most beautiful mod ever, it's been one of the best rpg playthrough of the last years, but now has started CTD.
    I just installed oblivion a new, with this mod, obse, and stutter remover, sometimes it crashed but waiting 72 hours in testinghall or reloading after exiting the game always solved the issue. Now around level 30 is becoming unplayable, i'm around anvil in the wilderness and it crash randomly after 10\15 minutes of game, Ayleid ruins, wilderness or caves, no performance drop or anything ,the game justclose itself. I tried waiting again 72 hours, messing wit the stutter remover ini, close antivirus and heavy softwares, nothing worked. I don't want to remove your mod, it made this flawed game beautiful, but i don't know what to do, you think it may be the stress on the system by your mod or i corrupted or bloated my savegame? in that case should i use the wrye bash commands? Sorry to waste your time like this but your mod openeda new game for me but this crashes are taking it away
    1. Maskar
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      Your savegame might be corrupted. It shouldn't be necessary to wait 72 hours. That normally means something spawned with missing resources, etc.

      If you have a repeatable crash, by entering a cell or whatever, you could upload your savegame somewhere. I could then have a look.
    2. crazyflasher96
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      I fixed the crash by deleting oblivion.ini, but still i can play for about an hour if i'm lucky, and i had to delete it 2 more times because of the same repeteable crash in two different cells, i believe i f***ed up this save by always overwriting, autosave, f5 save and loading the same save game dozen of times without closing the game up until level 19, and maybe the maskar features of including scripted information inside the save game with the big numbers of actors placed in the wilderness made all this bad habits more dangerous. Because of the absence of crashes until level 17\18 i believe you were right on saves corruption, i link my two savefiles here, if you can have a look i'll finally know if i need to discard my beloved character or (in the worst case..) turn my attention back to skyrim :(


      https://ufile.io/uuo87 -OBSE savegame
      https://ufile.io/amd0h- ESS savegame



    3. Maskar
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      Thanks for the savegame. Seems to be working fine for me. What exactly do I need to do to recreate the repeatable crash?
    4. crazyflasher96
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      Thanks for the effort, i' ve done a few tests in the meantime and it seems that shivering isles is not crash-affected, and playing in there for a while actually stabilized the game and for the first 10 hours upon returning to cyrodiil i didn't crash even one time. Often crashes appear not long after saving, usually preceded by an FPS drop, and sometimes after reloading the game it crashes immediately or load an incredibly buggy and laggy game for 1-5 minutes before crashing and i'm forced to go back to the previous save file to have a stable game for 2-4 hours.
      I believe that maybe some maskar features are pushing my pc spec a little bit too hard, 4 gb of ram and a gt220 may be a little bit too weak for all the spawnings and heavy scripting done by this beautiful mod, and as the playthrough goes on and the game and obse file become bigger my system seems to have trouble handling the save file. I played this with sound turned off in the ini, no background windows process at all and all drivers, enb boost, osr and engine bug fixes, still crashy in the same strange and intermittent manner.
      Still i reached level 40 with all this problems, and that's just how much i love your mod, i'll try a playthrough with no modification to save file (gems, mimic ecc.) to see if it makes a difference. Just everyone be ready cause this mod really pushes old pc (at least mine) hard.
    5. Maskar
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      I'm pretty sure it has to be something else, as my pc is ancient.
    6. crazyflasher96
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      Tried a new savegame as I told you, no additional contents added to save, (bounty, named bosses, ores ecc.),added oscuro updated, game stable until a lot of hours put in then strange crashes started appearing in different situations, just as the previous play, but until that the game performance were even better, I think cause oscuro was suppressing some of your spawn. Performance started to drop as province invasions started to put in big numbers and occupy a lot of forts and spawn points (in some of which for some reason I've seen spawning both yours and oscuro's npcs fighting, don't know why but it was beautiful indeed) oscuro's enemy packs never did that, I think that maybe some of the script you are using for spawns (or maybe the new spawn points altogether) conflicts with something inside of my windows, as it seems that no one is having any of these problems. I want to try removing your mod so I'll finally know if my pc is unable to manage your mod, or is unable to manage a modded oblivion. Is it safe to remove this in a playthrough with oscuro or is better to start a new game without this mod? Thanks for the good times with this epic mod, i' ll be back when a better pc is available

    7. Maskar
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      You should start a new game, rather than remove MOO in an existing game.
    8. TheVisitingRabbit
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      I recently reinstalled Oblivion and all my mods. The game looked fantastic, but I couldn't play for long before I got a ctd. This usually happened in the wilderness or on fast travel. I spent hours on this and could not fix it.
      In the end I found the issue.
      I had to change bReplaceHeap = 0 to bReplaceHeap = 1
      Then set this: iHeapAlgorithm = 6
      And this: iHeapSize = 1024
      And the crashes stopped!!
      I have a GTX1080 on a good gaming PC, but I couldn't run the game without this fix.
      Hope this helps you too.
    9. Nealus
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      These are Oblivion Stutter Remover settings?
    10. TheVisitingRabbit
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      Yes, sorry Nealus I missed that out. Ooops,
    11. Azdul
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      Have you tried ENBBoost ? In theory it should help with heavy mod loads, and allow Oblivion to use up to 10 GB of memory, while LAA and OSR cannot really go over 3 GB. I'm curious about other people experiences with it.
    12. TheVisitingRabbit
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      I don't think you can use this if you are running an ENB, although I would otherwise use it.
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