Oblivion

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  1. PushTheWinButton
    PushTheWinButton
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    Other Ways to Install

    The guide hosted here will always be maintained and kept up-to-date by me, but you can also install the list through Nexus Collections from the link below. Thanks to VegasStephen for putting this together.

    Note: To my knowledge, the collection is not updated anymore. You will need to follow the guide normally to get an up-to-date installation.

    Through the Valleys, by VegasStephen

  2. DaSkaSi
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    I'm throwing this out here in hope someone who's had the same issue as me could help me ; While this modlist might not be the culprit, I've had the same problem happen with it before so it leads me to post this issue here. I'm just using a couple different mods than last time which leads me to believe there's a possibility something about the current setup is broken.

    I play as a stealthy character, and when I kill a creature, sometimes, the creature will still trigger combat and detect me as if it's alive (although there's nothing else around), and I'll be easier to detect to literally everything ; Having master in sneak doesn't matter because everyone knows you're here (while combat music plays, but you're technically not fighting anything, at least not fighting anything THAT'S ALIVE). This is a critical issue and I've only found one little temporary workaround : Find out which actor is the one detecting me with the "swdp" command, and from there, either disable and reenable it, or type "Player.ScaOnActor" which will reset combat with everyone. However, not only would I like not to use the console all the time, even with this solution it fucks with the current flow of battles because when it happens suddenly eveyone is aware of my presence when they weren't meant to. Important to say this doesn't really happen with humanoids, however it happens a lot with creatures, especially ancient ghosts, Spriggans, Minotaurs and Will-O-Wisps. Should I also mention this ONLY happen inside dungeons?

    I tried many things, from installing the current xOBSE beta, to uninstalling many mods and test which one's at fault, starting with the ones I added myself, first thought it was mods like Vanilla Combat Enhanced or Crime Has Witnesses - disabling those did nothing (after making a clean save). I'm at loss, and this is completely screwing the game for my character, since he relies on stealth.
    Anyone has a clue as to what my problem could be? Can post my load order although as I said most of it is the one that I made with this modlist so.. Yeah hopefully someone can help.
    1. DaSkaSi
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      After a lot of testing, talking with people around Discord, I figured out the actual reason for this is the combination of two things : a bow with a damage enchantment on it, and the increase of multipliers Ascension (but a lot of other mods also does) makes. This leads up to a bug that seems to actually come from vanilla ; There's a tight range difficulty wise (The glider in the options menu) where killing an enemy with a weapon with an enchantment will lead up to the music resetting after killing him. In vanilla, I found this range to be between 38% and 32% for a Will-O-Wisp. Anything below that will let you hear the music as it never resets, and more just means you're not one-shotting the enemy and combat starts properly (and end properly after you take another shot). However, note that battle never triggers in this range vanilla wise, which means this bug doesn't seem to actually happen, although it is quite there.

      In Ascension, for a will-o-wisp again, I found this range to be between 43% and 40%~ish due to the changes in the health attributes for all actors. However, in that range, battle triggers as if the creature never died, thus leading to this bug. I have tried with another bow that doesn't have a damage modifier on it, and that bug never seemed to happen with it, which leads me to believe there's something wrong with the damage calculations. I am enclined to believe "enough physical damage with a damage enchantment won't trigger the bug", and "not enough physical damage to one-shot BUT enough with the damage enchantment will trigger the bug". For some reason though, the multiplier also has something to do with it because bringing it back to vanilla values also brings back vanilla behavior, and thus this bug never "starts". I believe that this is a vanilla bug that went unnoticed due to the fact it "works" in the original game although the behavior it triggers when the music stops clearly shows there's something not normal here. I found a single reddit user talking about it here https://www.reddit.com/r/oblivion/comments/1bnkldn/ranged_kill_glitch/ and although the whole thing doesn't seem to be really tied with sneaking, it's more bound to happen due to multipliers affecting the whole calculation.
      Just the fact that, in Ascension, at 40%, a dead Wisp killed by my enchanted bow will have its health set at -41.82.
      At 43% difficulty, its health will be at -62.54. Why does the Wisp in the lesser difficulty (= with less health) have "more remaining" health than the one in higher levels?

      This bug extends far beyond my capabilities as it stands now and I found two ways to deal with this currently as it stands:
      -> Bring back sneak multipliers of Ascension to their vanilla values, so you get the vanilla behavior and thus never triggers the bug.
      -> Increase difficulty so you never really one shot enemies, but at least you will never be detected and at high sneak levels you can still easily deal with enemies.

      I personally went for the first one currently and although I'm not sure my conclusions are right (or if I won't get this bug again even after tinkering with the mod stats), I'm still gonna update this thread if I find a better solution or even a fix (would be heavenly).
      I am also posting a video of the issue so people can properly understand what's going on.

      https://mega.nz/file/FSIC1SjJ#E927f19F1LGOB5QXQWGgu_tvd38PBKHQXoEvu96qdsQ

      In this video, here's what happens exactly:
      -> I first shoot at the enemy down and then battle starts
      -> look around to show there's nobody attacking me and my sneaking eye is left dark, meaning I'm not being detected
      -> summon my dremora to show that it can detect me despite me having like 80 in sneak
      -> walk away from it to show that Its behavior is bugged because I'm supposedly in battle but there's no enemies so it won't even unsheathe its weapon, so it's just stuck there instead of following me
      -> select the dead will-o-wisp on the console, disable it and reenable it
      -> as soon as it's disabled battle music stops
      -> my dremora stops detecting me, as shown by my sneak eye, so me being in battle directly affected me being detected.

      I still pray someone will come and find a definitive solution for this, because this has been ruining my assassin playthrough.
    2. mehruin
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      I encountered the same issue. My mod setup was based on PushTheWinButton's Through The Valleys guide (nothing more). After
      multiple experiments of disabling/enabling mods, resetting load order and rebuilding bashed patch, I identified Ascension was causing the bug (or at least required for the bug to happen :p ).

      I posted a comment on Ascension page but since you cannot cross-reference comments in Nexus, I copy it here :

      ================================================================

      it seems it happens when you hit with just the right amount of damage to kill the creature while sneaking.

      I managed to reproduce the issue from a clean save, with (only) Ascension mod installed and a bashed patch (with same options as recommended in Through The Valleys guide).
      To reproduce the issue, follow these steps :

      - launch new game, create character
      - decrease the difficulty two steps (click twice on left arrow next to difficulty slider in gameplay menu)
      - follow emperor and the guards, then the walls fall to the right and rats attack. kill the rats
      - at this point you are in a room with a skeleton that you can loot and a rat somewhere. Not sure it matters but I did not kill this rat
      - (optional) go to a shadowy spot (to make sure the Wraith we will spawn will not see us)
      - while in sneak mode, enter following commands :
        - player.setlevel 35
        - player.setav blade 100
        - player.setav strength 100
        - player.setav sneak 98
        - player.additem 00026b22 1
        - player.placeatme 00098301
        Note the additem command adds (one) Umbra sword to inventory, and the placeatme command spawns a Wraith at player position
      - equip Umbra sword
      - go behing the Wraith and do a power strike on it (while sneaking)

      At this point :
      1) the Wraith dies with this single blow (x8 damage with ascension mode)
      2) you should not be able to loot the remains of the Wraith
      3) combat music kicks in (and you are much more easily detected by enemies now, it's like other NPCs/creatures heard you and are on the lookout  for you)

      ================================================================
    3. DaSkaSi
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      Yeah that's pretty much it, I'm sorry this is happening to you as well, you could take a look at the methods I suggested in order to have it "work" in the meantime, but yeah this really sucks.
    4. DaSkaSi
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      I'm following this post up by posting the fix @Trustworthy_Cat on discord made ; It basically stops combat with the player when it dies and resets detection flag. I'm posting it here, let us know if it worked for you guys, because it seemed to did the trick for me!

      https://mega.nz/file/MHYmiCoY#Jz9ImYBFTmud_mD2G5T3SmBK3mmte7Kz5P4ERdwhiIA
    5. mehruin
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      May I ask you on which Discord server the patch was originally posted?

      Also, regarding your first fix/workaround proposal, how did you bring back the sneak multipliers of Ascension to their vanilla values? (I cannot find this setting in the Ascension INI file)

      Edit : starting to feel the answer to my second question will be "Construction Set" :D
      Currently following the rabbit hole and reading a Construction Set wiki :p
    6. mehruin
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      I wanted to check if the issue was linked with enchantment and it seems not :

      I created a small mod to remove the enchantment on the Umbra sword (does not change the damage dealt by the sword) and I could still trigger the bug in the conditions I described above
    7. DaSkaSi
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      It's a neighbor community to the r/oblivion server, ask around once you get there (I think you'll easily find a link) and we'll greet you and get you on our way.

      As for the tweaking, I used xEdit to edit those values, and carried those over in a self-made patch. The values I changed were the ones about SneakMult with ranks, I don't remember their names exactly. I suggest you play with the fix instead, I've been playing with it and it works great!
    8. mehruin
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      Thanks ;-) I was just a bit uncomfortable with installing a mod from a potentially unknown source (yeah I'm paranoid like that :p ), but now that I have (very) basic knowledge about modding, I checked out the mod's contents and I can confirm it's legit :)

      I just tested it, it indeeds solves the "combat mode after stealth kill" bug (which is great :D well done trustworthy cat!!  :)  ), but the remains of the killed creature still cannot be looted :/

      Do you also have this issue on your end?
  3. Mikeyspike
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    Ahh! So I've gone through your guide, installed all required mods, installed the bashed patch (Through the Valleys Patch.esp i assume?) and updated the load order, but I just get constant CTDs when trying to load the game.

    I've ran through the troubleshooting guide but had no luck sadly.

    Are there any other logs or anything that would help me pinpoint the issue I'm having?

    Thanks!
    1. boomsticked
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      For you and anyone else experiencing CTD's when starting up the game. Personally, I found that setting your profile in MO2 to "Use default ini settings" makes it crash when started up with xOBSE. It's something you can do when you first make the profile so you might have to make a new one unfortunately. I would test yourself if that's the issue but I had the same problem myself and that fixed it. I don't know why it happens.
    2. shotgunmessage
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      This happened to me too. Somehow the oblivion.ini in MO2 has some error which makes the game instantly crash.
      I had to replace the entries of the MO2 oblibion.ini with the default ones from the Documents/My Games/Oblivion folder.
      After that it works just fine.
    3. Can confirm, ran the game vanilla through GOG and copied that oblivion.ini into my profile folder and that fixed it. Always run the game vanilla once before modding, I guess!
  4. nel000
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    Is the elder necks being mismatched with their body an issue with my installing stuff incorrectly or is that normal for the included mods?
    https://imgur.com/a/W9t6NVB
  5. Sengan64
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    great list and guide. I have followed it to a T, but I am getting weird landscape texture behavior, the rocky texture near water (like the area right outside the starting sewers) has very obvious and harsh seems with the grassy landscape texture, and it seems to be placed in incorrect places sometimes. not sure where I can upload an example pic

    edit, found an example of the same issue
    https://forums.nexusmods.com/topic/3558030-really-annoying-landscape-texture-problem-textures-not-blending/
    mine looks like the image he links in the thread

    edit 2 https://forums.nexusmods.com/topic/3558025-for-the-life-of-me-i-can-never-fix-this-annoying-landscape-bug-textures-wont-blend/
    he fixed the issue and found it was an INI problem, My ini is default aside from the tweaks recommended in the modlist guide
    1. PushTheWinButton
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      That's vanilla.
    2. Sengan64
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      What do you mean? I have played oblivion before and can assure you this is most certainly not what the game normally looks like. I actually have your modlist setup on my steam deck where this issue is not present. The issus is that there is 0 blending going on between any landscape textures whatsoever
  6. acrolous
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    should i clean my oblivion mods with xedit?
    1. PushTheWinButton
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      Noooooo
  7. touchablewalrus2
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    I been playing this mod list and it's been working great with minimal issues. Some of the DLC quests won't start though. Shivering Isles and Knights started, but none of the house related DLCs will start properly. How do I fix?
    1. PushTheWinButton
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      SM DLC Plugin Refurbish changes how the quests are started. Check there.
    2. touchablewalrus2
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      That was it thank you!
  8. wushaolin
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    This game was always my favorite in the elder scrolls series and, as a new modder getting back into Oblivion, I really thank you for this clear guide and modlist. However, I do need clarification on one specific subject as I am using wrye bash.  I downloaded the load order and put all my mod as per the list. In you text file, the end of the load order is listed as :

    Balanced Creatures.esp
    Balanced Creatures - DLC.esp
    Wolf Animations Restored.esp
    Balanced NPC Level Cap.esp
    Balanced NPC Level Cap - DLC Patches.esp
    SM Plugin Refurbish Lite.esp
    SM Plugin Refurbish Lite Knights Infamy.esp
    Ascension.esp
    Ascension - UOP Patch.esp
    Governing Attributes Rearranged - Ascension.esp
    etc.

    I was reading the Ascension mod page in order to clearly understand the mod. On this page you stated that the Balanced Creatures and NPC level cap should be AFTER the Ascension mod in the load order. Can you please let me know if I need to follow the load order text file or if I should put those mods after Ascension? Also, the ascension better clutter item is not listed on the load order text file. Where should I put it?

    Once again, thanks for this modlist. Can't wait to start a new playthough and thanks in advance for your help concerning the load order.
  9. spoofius
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    i figured it out 
  10. UndeaNecro
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    Trying out out this mod guide but I got to the end with the load order and I noticed I am missing several entries and I don't see how it's possible because I went through every single option and installed everything as per the instructions? Is the load order file not up to date?

    The missing entries are:
    NorthernUI Wheel Hotkeys(assume this is the controller mod)
    Leveled Creature Flag Fix.esp
    Combat Groans and Taunts Disabled.esp
    Level Requires 15 Skill Increases.esp(I assume this is from Ascension but it has one-in-all file?)
    No Starting Map Markers.esp(I believe this was an optional one?)
    (Enhanced Vegetation has several of the % options listed here on the load order text file, so is it just set up for different options?)
    WindowLightingSystem.esp
    Ascension - UOP Patch.esp
    (let There Be Darkness is missing here because I can't bash patch to save my life lmao)
    After this I have Ascension Better Clutter Icons after Through the Valleys Patch but Ascension Better Clutter Icons is *not* in the loadorder text file.
    Everything after this seems to be in incorrect locations and I have no idea why as I pulled over the load order into the file and I expect it should have organized it properly?
    1. UndeaNecro
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      To update, I may have downloaded the wrong Ascension file (you are meant to download the main file and the Tweaks file but just the way guide does it where it highlights and lists only the tweaks file name and then I must have gotten confused and downloaded the main file only). Everything else missing is most likely due to optional stuff I didn't choose or different file install options.
  11. MisterPseudo
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    I have a problem: my game is speeding up, probably due to my fps being more than 60. My screen is 144hz, so I've left the default configuration in the Oblivion Display Tweaks .ini file, but the problem persists. If I set the fps to 144 in the NVidia control panel, I no longer have acceleration, but my game has screen tearing. Would you have a solution please?
    1. PushTheWinButton
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      Some combination of frame limiting and V-sync should fix it.