Long shot, but just in case anyone has a clue what's going on here, my log is giving:
[004F3313] [ DEBUG ] Expression Error: SYNTAX [00516FA5] [WARNING] Script 'ImprovedCombatMainScript', line 186: failed to evaluate expression.
GIven that line 186 is just "return" I am somewhat mystified. I don't have any other combat mods, except unidirectional attack and Migmiscellanea, and I am not using any overhauls
So just to make sure, i just have to delete these in the ini files? -->
;Weapon Damagesetgs fDamageWeaponMult 1.0;Default 1.0Vanilla 0.5;Creature Damage - this only affects the damage of level based creatures, for other creatures see recommended mods in the readmesetgs fCreatureCalcDamage 2.0;Default 2.0Vanilla 1.0
so i can make it compatible with Maskars Oblivion Overhaul?
Hi! I installed this mod LOVE it and it ran great; but then I added the suggested Migck's Miscellaneous Fixes and Tweaks and now I have a big issue, but it might be my fault. I noticed it when walking around a town, nobody had hands, then I took my character's clothes off and realized I do not have a body. Except for clothing, all characters only have heads, and a black silhouette of underwear. Not sure if I did something wrong or if it's incompatible with something I'm using.
My 11 mods installed are: Better Dungeons Black Dragon's Grass Character Overhaul (better faces, I'm guessing this is why people still have heads) Darnified UI Duke Patrick's Archery Combat Horse Armor Fix for Character Overhaul, just a little glitch fix Realistic Combat Behaviour Unofficial Oblivion Patch Vanilla Combat Enhanced Walk Blessed Migck's Misc fixes.
In OBMM, Vanilla Combat Enhanced has a black square next to it, and it says "An error occured while activating the mod. It may not have been activated completely. Error: Could not find file C:\Users\jared\AppData\Local\Temp\obmm\3\meshes\creatures\fleshatronach\handtohandrecoil.kf"
That part may or may not be related. I installed the Vanilla Combat Enhanced mod a while ago, then took a break from Oblivion. When I came back and played it everything was working fine, and I was really enjoying it, but decided to add Migck's Misc fixes because Vanilla Combat Enhanced recommended it. Because of the break, I don't actually remember as a fact if this black square was happening before or after I installed Migck, but I thought it started after installing it. Either way, people actually had bodies before installing it, that's a fact.
I have been modding as I've been seeing little things I want to change, this is my first Oblivion playthrough and first time modding ever. I'd like to continue with this character, but I'm prepared for the possibility that I'll just need to reinstall and restart, thought I'd ask you guys for help first! Thanks a bunch!
the error with VCE situated only in missing of meshes for atronachs, not people. It means smth else linked with your problem. You can open INI of migck's mod (Oblivion\Data\Ini\) and turn off everything. If problem occurs thus maybe something else messed things up.
If You use Wrye Bash just search what kind of new files added by bash installers (i.e. zi-files of mods) what does exactly they add to the game. Then You may find what mod changed hands' mesh for characters and turn it off.
Oblivion Character Overhaul changes racial stats of all races thus there can be a problem with mods which do the same. If some mod changes these things it may mess up with OCO and ruin characters' appearence.
I just gave it another try and got my game to work! What ended up fixing it was going into OBMM, clicking Utilities, then Archive invalidation, then changing the mode to BSA redirection, and then clicking Update Now. Now people have bodies again, and everything seems to be functioning properly from my 10 minute play test! Thanks for the help man!
Is it a some special way to uninstall this mod? It's cool but I prefer Combat Additions and these mods clashes with each other. The problem appears when I lock-on (CO feature) on npc and use magic strike like fireball. After that game crashes. I don't have this problem with non VCE saves and reproduce this bug only on saves depended on VCE. Thus, is there any way to safely uninstall it to make the bug disappear?
I was really having fun until I had to fight enemies with damage reflect... Enemies like clannfears and atronachs would just instantly kill me after I hit them 2 or 3 times. What the hell's up?
Well I discovered the issue was caused by this mod thanks to this report: https://forums.nexusmods.com/index.php?/topic/62386-martsmonstermod37b3-public-release/page-45#entry79548533
here you can watch some videos of what I mean with staying still:
mmh following the forum topic about MMM, I suspect that for some reason the animation files from VCE are not being applied to the models contained in MMM BSAs, but when the user extracted the BSA models from MMM and overwrote them with the animations from VCE then they started working....maybe the same happens with OOO BSAs....by the moment I don't get this problem with the Frans BSA, "could" be that the problem lies in some of the BSA flags, but I am not sure....or maybe has to do with something in the load order, maybe two BSAs overwriting each other? (OOO and MMM models and textures are often being used from other mods as resources)...
Apologize if I seem harsh, but why are you scared about Francesco? If there was any issue at all, you would have noticed by now (if you play the game).
No one noticed the guar simply because no one plays with OOO/MMM + this mod (or deadlier creatures). Especially because you meet the Guar at level 1 while going into the wildlife, so anyone playing with these two mods would have noticed it immediately that something wrong was going on. I didn't think it was Vanilla combat enhanced/deadlier creatures simply because after 8 years it was out, it would be "natural" that issues would be ironed out for now or "known".
Instead I had to find an obscure (and old) report to strengthen my finding.
My personal advise is thus: play the game, if you find creatures that stay still take a look at this mod and check if it touches them.
Sorry if I sound harsh, but....whenever did I say I was scared about Francesco?? I only pointed it out because I think that if the author Zamir would have screwed animations in one of his patches, he probably would have done it also with others... From the post you linked it is CLEAR (to me at least) that the issue doesn't lie within THIS mod, rather the way in which MMM BSAs were packed back then (which is a while "back then" indeed...), and by the moment that the only time I tried installing OOO (with all its updates/semi updates/install-this-but-take-this-other-esp-and-this-other-stuff-but-not-this-version thingy) it completely f***** up my game, I am pretty positive the problem is with OOO, not with VCE... I shouldn't even care cause I don't use OOO or MMM, but I am always fond of discussions about issues with this and that, so that we can ALL get a better understanding of how mods work (or don't, like in this case)...
So the combat is great with this but is there any way to have the vanilla game movement speed and jumping since I always found it fun to use with high acro. I'm not using any overhauls that would affect this mod (only char overhaul v2). In wrye bash I installed core and SI so do I have to something in ini file for these things to be reverted?
364 comments
[004F3313] [ DEBUG ] Expression Error: SYNTAX
[00516FA5] [WARNING] Script 'ImprovedCombatMainScript', line 186: failed to evaluate expression.
GIven that line 186 is just "return" I am somewhat mystified. I don't have any other combat mods, except unidirectional attack and Migmiscellanea, and I am not using any overhauls
;Weapon Damagesetgs fDamageWeaponMult 1.0;Default 1.0Vanilla 0.5;Creature Damage - this only affects the damage of level based creatures, for other creatures see recommended mods in the readmesetgs fCreatureCalcDamage 2.0;Default 2.0Vanilla 1.0
so i can make it compatible with Maskars Oblivion Overhaul?
There you can configure anything about the mod.
took my character's clothes off and realized I do not have a body.
Except for clothing, all characters only have heads, and a black
silhouette of underwear. Not sure if I did something wrong or if it's
incompatible with something I'm using.
My 11 mods installed are:
Better Dungeons
Black Dragon's Grass
Character Overhaul (better faces, I'm guessing this is why people still have heads)
Darnified UI
Duke Patrick's Archery Combat
Horse Armor Fix for Character Overhaul, just a little glitch fix
Realistic Combat Behaviour
Unofficial Oblivion Patch
Vanilla Combat Enhanced
Walk Blessed
Migck's Misc fixes.
In OBMM, Vanilla Combat Enhanced has a black square next to it, and it
says "An error occured while activating the mod. It may not have been
activated completely. Error: Could not find file
C:\Users\jared\AppData\Local\Temp\obmm\3\meshes\creatures\fleshatronach\handtohandrecoil.kf"
That part may or may not be related. I installed the Vanilla Combat Enhanced
mod a while ago, then took a break from Oblivion. When I came back and
played it everything was working fine, and I was really enjoying it, but
decided to add Migck's Misc fixes because Vanilla Combat Enhanced
recommended it. Because of the break, I don't actually remember as a
fact if this black square was happening before or after I installed Migck, but I
thought it started after installing it. Either way, people actually had
bodies before installing it, that's a fact.
I have been modding as I've been seeing little things I want to change, this is my first
Oblivion playthrough and first time modding ever. I'd like to continue
with this character, but I'm prepared for the possibility that I'll just
need to reinstall and restart, thought I'd ask you guys for help first!
Thanks a bunch!
If You use Wrye Bash just search what kind of new files added by bash installers (i.e. zi-files of mods) what does exactly they add to the game. Then You may find what mod changed hands' mesh for characters and turn it off.
here you can watch some videos of what I mean with staying still:
https://forums.nexusmods.com/index.php?/topic/2950184-oscuros-oblivion-overhaul-136/page-184#entry105540963
The fix is simple: just remove the OOO guars folder and you are done.
No one noticed the guar simply because no one plays with OOO/MMM + this mod (or deadlier creatures). Especially because you meet the Guar at level 1 while going into the wildlife, so anyone playing with these two mods would have noticed it immediately that something wrong was going on.
I didn't think it was Vanilla combat enhanced/deadlier creatures simply because after 8 years it was out, it would be "natural" that issues would be ironed out for now or "known".
Instead I had to find an obscure (and old) report to strengthen my finding.
My personal advise is thus: play the game, if you find creatures that stay still take a look at this mod and check if it touches them.
From the post you linked it is CLEAR (to me at least) that the issue doesn't lie within THIS mod, rather the way in which MMM BSAs were packed back then (which is a while "back then" indeed...), and by the moment that the only time I tried installing OOO (with all its updates/semi updates/install-this-but-take-this-other-esp-and-this-other-stuff-but-not-this-version thingy) it completely f***** up my game, I am pretty positive the problem is with OOO, not with VCE...
I shouldn't even care cause I don't use OOO or MMM, but I am always fond of discussions about issues with this and that, so that we can ALL get a better understanding of how mods work (or don't, like in this case)...
Anyway, I hope someone will come with an explanation, because I'm totally ignorant on the reasons this stuff seems to happen.
Cheers, and happy oblivion