Oblivion

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Windsurfer

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WalkerInShadows

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107 comments

  1. lecarnaciernocturne
    lecarnaciernocturne
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    this mod never work for me game crash every place near Imperial City
  2. DoomTotalWar
    DoomTotalWar
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    Very nice fix! Improves on a great idea. Now i actually want to go swimming with my nude Breton.
  3. DoctorKenzoTenma
    DoctorKenzoTenma
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    Does this play nice with Through the Valleys?
  4. JovianStone
    JovianStone
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    Just a heads up, If you're starting a new game and you get a crash when leaving the sewer at the end of the tutorial, it could be from this mod. I was using the fish add-on's. 

    Had to narrow it down, as I'm running a lot of mods, but in the end, I re-enabled all my mods except AliveWaters.esp and finally made it out of the sewer. 
  5. songlife
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    Before installing this, I made sure my game is stable, so I'd know that if I start getting CTD's, this mod would definitely be the cause. I installed only the main esp (with fish), not the two extra fish ones. I let it overwrite all other seaweed meshes, and installed both seaweed nif fixes. I cleaned the esp with TES4Edit auto-clean, and left it exactly where BOSS places it in the load order.

    So far, starting a new game, I've had no fast travel CTDs, or underwater problems, or fish on land. I do recommend this mod, even if you're already using MMM's fish and/or OOO's fish. It makes going underwater much more mossy, exploratory, & slightly more dangerous, since MMM & OOO fish are passive & few. However, if I do eventually notice it's causing any problems at all, it'll be gone in a heartbeat. I'll update this post if that happens. But so far, so good. That being so, I'd guess the majority of the problems people have commented about are most likely installation or other user errors.
    1. AllisterHenderson
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      I have had bugs with the fish component of this mod in the past, so I have just been sticking with AliveWaters_nofish.esp. MOO adds fish (and underwater wrecks), so maybe AliveWaters isn't necessary anymore... I remember one shipwreck from AliveWaters was almost touching a shipwreck from MOO.
  6. marob307
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    why the three esps are not merged in one ?
    1. songlife
      songlife
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      I have the same question. Maybe it's a good thing, since there seem to be some possible troubles with the fish in this mod.
  7. Anna2103
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    02 April 2016, 4:51PM
    Hi. Weird bug. When I have Alive Waters Updated activated and exit Fort Grief during Caught in the Hunt quest, the MS08script doesn't execute so Kurdan and Aleron just walk around each other in combat forever. However when I deactivate Alive Waters Updated, the script plays. I know that UOP fixes this. I assume I can then save, exit, and reactivate Active Waters to continue playing? Does anyone know what's causing this? I searched TES4EDIT and I can't find the reason. Could there be something besides Alive Waters causing this? Here's my load order: http://pastebin.com/6eg1MP0j

        maczopikczo
        maczopikczo
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        02 April 2016, 5:57PM
        I'm not sure if it's Alive Waters Updated's fault. This bug is known even in vanilla game: http://www.uesp.net/wiki/Oblivion:Caught_in_the_Hunt
        One way to push things forward is to open console, klick on Aleron, type: kill, close the console. Or you can load one of your earlier saves.
        nicktheduke
        nicktheduke
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        02 April 2016, 6:52PM
        Thanks for the reply! I'm aware it's a known bug. It's just very strange that when I deactivate Alive Waters Updated, the bug goes away. I tried several methods (loading older saves, etc) and didn't want to use console, so I turned AWU off, save, turn AWU on and load.
        TheRomans
        TheRomans
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        02 April 2016, 10:32PM
        Since the vanilla bug is typically caused by Aleron going to higher levels in the fort and Kurgol not reaching him, my guess would be that Alive Waters adds some wildlife, like maybe a slaughter fish, near enough that Aleron flees to a higher level in the fort.



    Hi! The same mistake, Aleron does not run anywhere but stands, Kurdan simply cannot attack him and that's it. If there is your mod. It is yours if you check on different editions of the game, putting only your mod error will appear. Kurdan and Aleron just rest against each other and do not attack. When disabling the mod, everything is fine, Tell me how to solve the problem
  8. Freyr95
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    Be warned anyone thinking about using this, it caused my game to crash when exiting to any exterior cell in cyrodiil. I'm playing morroblivion and was around 12 hours into a character when i decided to go to cyrodiil and then found out. Sucks


    tl;dr it's broken garbage, DO NOT INSTALL
    1. AllisterHenderson
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      coin3223>
      Hey, so how do you know it was Alive Waters Update causing the crash and not something else? Also, were you using the 'regular version' or the No Fish version?
    2. Comrade14
      Comrade14
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      I just had this same exact problem, took me about an hour to figure out it was this mod.
  9. songlife
    songlife
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    deleted post
  10. deleted606114
    deleted606114
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    Personnaly, the main esp is ok but the two others ones which add fishes makes my game crash when teleporting to market quarter in imperial city, don't ask me why.
    1. CrestFallen223
      CrestFallen223
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      Same here anytime I go to the imperial city and fast travel out or try and use a door to walk into the city isle my game crashes once the loading screen is finished.
    2. dylanb82
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      I have the same crash.