Building Oblivion

Thanks sldsmkd :) I got it now!

So what it means is:
1. Select all & cut contents from inside Data folder
2. Go up one level to Unofficial Oblivion Patch (UOP)
3. Paste contents from Data so all the contents of Data are now under UOP like this:

UOP
|
Distant LOD
Docs
Meshes
Sound
etc.


Did I understand it right?

That's it. And when you come to zip it up it should look like this (I forgot to delete the empty Data folder tho)

uop.png
 
This Wyre Bash is a clever app I gotta say. Needs a bit of learning. I dont know whats more fun...playing Oblivion or nerding out on it doin all this modding stuff!! :D

Got all the essential mods now and its looking brilliant. Only odd thing is last night when I was playin it there was not a stutter in sight. Today its a stutterfest :( Ive got the Stutterfix mod so lets see how that works out!

What a game though...it just keeps giving and what a mod community, props to you guys I swear your work is amazing :)

I avoided using it when I first started, but once I bit the bullet - there's no going back to OBMM. It's just so much better.

Does anyone know a way of changing the location of the 'Oblivion mods' folder that Wyre Bash creates? I don't like having it in my steamapps folder.

No idea once it's installed - part of the reason I suggest moving Oblivion (which you need to do for the NoCD to work). You can look at making an NTFS junction if there's no option - but i'm sure there is (even if it involved editting a config file)
 
Just wondering - why are things like Qarl's texture pack, and the 64 patcher so much more complicated in your new guide than in your old one?

Qarls is more complicated because it's a tutorial on how to make a BAIN package, we're also cobbling together resources so stuff that is fixed in the Unofficial Patch isn't unfixed and the textures have the right bump maps so that you get the benefit of the Parallax occlusion shaders.

The 4GB patcher is more complicated because it didn't work in the old guide :D (and it took me about 2 days of testing to prove it didn't work to myself)

Basically, it's more complicated because i've learnt a lot, tested the crap out of it and want to be able to run everything at max settings with all the bells and tweaks without the game crashing every 5 minutes.

And Bash is more complicated than OBMM.
 
I know you probably can't directly link to that nocd for but if you could give me something better to search for then just "[1.2.0.416 w/ no-CD patch by pwz "osi6"]" I'd be thankful because when I try to search for that phrase all I get is this thread and a whole bunch of Japanese stuff that has no link to the file.

Otherwise I'm really liking this thread, I have tried in the past to add many of these mods but because I'm so clueless with Bash and there is normally very little documentation to with with such things. So thank you for this very helpful thread.

Send me an email via trust saying you want a link and give me your steam id so I can verify you own the game and i'll send you a link back. Or friend me on steam, sldsmkd.
 
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The other issue I found was related to running OBSE. I think because we were using the steam version, running the game from oblivion.exe was no problem. But with the nocd patch, OBSE was not running when using oblivion.exe, I had to use obse_loader.exe to enable it. I was confused for a couple hours as to why OBGE wouldn't run and finally found the issue when I read the OBSE readme.

That's an oopsie by me i'll fix it. (It was in the Original guide).

Edit: "Create a shortcut to obse_loader.exe and put it on your desktop, and then run it. Oblivion should start up. Exit out of the game and check for obse_loader.log" was in the post, you must have missed it.
 
I'm sure it wasn't this complicated to patch Fallout 3 to over 3GB. Can't something be used from there? What's the deal, is Steam reverting the Oblivion file back to the 2GB exe or something?

Technical: OBSE is injected into the Oblivion.exe via GameOverlayRenderer.dll on Steam, and this file is a core part of Steam itself. If you patch this file with the 4GB fix, it causes Steam to note a change to itself and redownload. Oblivion.exe is itself cached somewhere I think (or maybe my Internet is REALLY fast) so the 4GB bit gets cleared on this every run also. The first thing is the problem tho.
 
I put some extra instructions on Wrye Bash near the start, the development release from SVN corrects some bugs in the Wizard - which you'll need to use to get AWLS installed. Better Cities still needs manual install until they get their wizard fixed.
 
Hmm, your guide is great but annoying. I didn't pay £330 for a GPU this year so that a 6 year old game could kick it in the ********!

My framerate is dropping to the low 20s quite frequently, and I have tested without OBGE and that isn't it. I assume it must be the distant LOD and RAEVWD stuff that's causing it?

EDIT had a look in Afterburner, frequently 90%+ GPU usage and over 1200MB VRAM usage!

Yeah my 6970 runs at 95% usually :) At least it's doing something! You might want to drop the LODs down a notch on a 570.
 
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When RAEVWD runs it generates *.LOD files in Oblivion\Data\GeneratedLOD - each one corresponds to a cell on the map. (You can see X and Y coordinates in the file name).

I've cobbled together a whitelist of cells that have something of interest in them and are in the more open areas (so not behind half a mile of forest). The script just deletes the LOD from areas you are less likely to see. It has around 60 cells whitelisted (out of maybe a 1000) - helps framerates a lot. It means you may get statues and such popping up - but the key dungeons and landmarks should stay viewable when distant.

It does the same thing as some of the other VWD mods, but uses the much improved meshes from RAEVWD. (The other mods just display the full detail meshes)

I'll tidy it up and post it, but won't be for a week or so.
 
Just wanted to report something funny.

I was getting stutters after applying all these mods.,

Then I decided to apply the mighty 1.7GB Qarls Texture Pack (the highest res version)

Stutters have now vanished. Game is as smooth as silk!

Sounds like texture memory being too high. What happens if you overlay improved trees & flora over it?

Bring up the console in oblivion by pressing '`' (key to left of number 1)

Type:

sdt 13
tdt

Should be able to see Texture RAM used.
 
One thing I will say with my current build is that it's raining very often! Is that the weather mod? Any way of making it sunny more of the time? Also, and perhaps linked, is that it's pretty dark. If I go into a gloomy area of trees it's almost black.

Read the documentation for the Weather mod, and use the gamma slider. Dungeons are supposed to be dark. That's what torches and light/night eye spells are for.

Just got round to downloading the mods and noticed the guide had changed :p, anyway why have you removed the female models and different races?

Patience. It's coming, making a thread like this takes a *lot* of time.
 
Was getting along fine with OBMM (and no Wyre Bash) until I realized that All Natural requires Bash. Installed Bash, tried to install All Natural using the wizard and Bash gives me a syntax error from the install script. Tried to edit, but can't edit 7z files. Unrar'd the folder, edited out possible mistakes from the install script, created a new RAR but Bash won't let me install from this one.

And it's at this point that modding loses it's appeal.

All Natural and Bash - get out of my life.

/rant.

Works for me. Did you download the SVN version that fixes bugs in Wizards like I told you to? It's a pretty simple install anyway, just pick bits manually.

Code:
== Configured Files
All Natural - Indoor Weather Filter For Mods.esp
All Natural - Real Lights.esp
All Natural - SI.esp
All Natural Base.esm
All Natural.bsa
All Natural.esp
Kvatch Rebuilt Weather Patch.esp
Docs\07a All Natural_readme.rtf
ini\All Natural.ini
meshes\allnatural\Architecture\anvil\anvilhousemcinterior03.nif
etc...
 
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[update]Version 293 currently available at TES Nexus has some bugs with how it handles & characters in wizards, version 294 should fix those. In the meantime you can try the beta version linked to in this post: http://forums.bethsoft.com/index.php?/topic/1206478-relz-wrye-bash/

The project is hosted at SourceForge. Want a feature? Request it here! Found a bug? Report it here! Want to be in the know for bleeding-edge code? Subscribe to the list here! Feeling brave? SVN versions are not guaranteed to be release quality, but if you know what you're doing and want to help us test new features and track down bugs, download the latest SVN here! You don't need a SourceForge account to create or add data to bug reports and feature requests -- you can always contribute anonymously (but put your name in the comments section if you want credit : ).
 
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Should be able to figure it out from this.

Code:
078 - ==2000 Races==
++ 079 - 2001 Rens Beauty Pack.rar (6EB82CDC) (Installed)
++ 080 - 2002 High Imperials.rar (0910E076) (Installed)
++ 081 - 2003 Elves of Lineage II.rar (9858D3C0) (Installed)
++ 082 - 2099 Tamriel NPCs Revamped v106.rar (2B5019AD) (Installed)
083 - ==2100 Body Replacers==
++ 084 - 2101 HGEC.rar (C11B5CFB) (Installed)
++ 085 - 2103 Maximum Compat Skeletons 1.0.rar (29DF888F) (Installed)
++ 086 - 2104 Hires Textures HGEC.rar (C5858DBA) (Installed)
++ 087 - 2105 NoMaaM BBB Animation Replacer 3.0.rar (7B0A5D60) (Installed)
 
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