Ryuken Posted April 25, 2013 Posted April 25, 2013 Just as the title says, I'm getting that annoying thunder sound following me around. It always seems to "strike" nearby, though I can run away from it (and it just catches up to me later). If it helps, the title music is not playing either. I've looked through countless posts on many forums on this issue, but they all seem to point to using a script effect silencing mod. I've tried the one in OOO and Wrye Bash, both with no success. Any ideas? I also don't know how to add a spoiler. I'll amend this first post when I can figure that out. Edit: Also tried Duke Patricks Basic Script Effect Silencer to no avail. Loaded it after all .esp's just as directed. Oblivion.esmMenuSysFramework.esmAll Natural Base.esmOpen Cities Resources.esmOscuro's_Oblivion_Overhaul.esmBeautiful People 2ch-Ed.esmLovers with PK.esmLoversCreature.esmx117race.esmChanpon.esmDLCShiveringIsles.espUnofficial Shivering Isles Patch.espSM Plugin Refurbish - SI.espAll Natural.espAll Natural - SI.espImmersive Interiors.espImmersive Interiors - Landscape Addon.espOBGE - Liquid Water.espAll Natural - Real Lights.espWindowLightingSystem.espMONSTERGIRL-CoC.espwd purse of wonders.espLiving Economy.espLiving Economy - Items.espCutthroat Merchants.espOBGEv3 Controller.espOBGEv3 Controller GR6.espOBGEv3.1_CommonComponents.espOBGEv3.1_StandAloneEffects(MultiModuleInstall).espOBGEv3.1_StandAloneEffects(SingleModuleInstall).espP1DmenuEscape.espStreamline 3.1.espXero's Fame Indicator.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espSM Plugin Refurbish - HorseArmor.espDLCOrrery.espDLCOrrery - Unofficial Patch.espSM Plugin Refurbish - Orrery.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espSM Plugin Refurbish - MehrunesRazor.espDLCSpellTomes.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espSM Plugin Refurbish - ThievesDen.espOscuro's_Oblivion_Overhaul.espOOO-Map_Markers_Stock.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espSM Plugin Refurbish - Battlehorn.espKnights.espKnights - Unofficial Patch.espOpen Cities New Sheoth.espOpen Cities Outer Districts.espOpen Cities Reborn.espHarvest [Flora].espEVE_ShiveringIslesEasterEggs.espRMDailyIncomeV2.espLoversAdultYield.espNudeshy X.espNudeshy Undergarments.espLoversHooker.espLoversAdultPlayPlusforSSP.espLoversAdultPlayPlusforSSP_HookerPatch.espLoversVoiceSSPplus.espLoversRaperS.espLoversSlavePlay.espLoversBed.espLoversPayBandit.espLovers with PK.espLoversCreature.espLoversHelpRapeVPlayer.espLoversBackup2.espLoversEscapeRapeVPlayer.espLoversRapeSlave.espLoversSlaveTrader.espToggleable Quantity Prompt.espQuest Award Leveller.espAlternative Start by Robert Evrae.espBudongsNarcolepsySpell.espRenGuardOverhaul.espOblivion XP.espDiabloEF 6 in 1.espBeautiful People 2ch-Ed Ashara's Sirens and Tritons.espBeautiful People 2ch-Ed MS Elves - NoSc.espx117race.espLop-ears Elf.espLop-ears Elf_mini.esp1em_Vilja.espa4VnlObSI_HiResHGEC-BBB-Fems+RmMales.espBashed Patch, 0.espLoversIdleAnimsPriority.espLoversAnimObjectsPriority.espOOO-Magic_Script_Effect_Fix.esp
perfectioncat Posted April 25, 2013 Posted April 25, 2013 how to use the spoiler is as follows. You are enclosed in [] tags spoiler. You are enclosed in [] a / spoiler end the spoiler. [spoiler] [/spoiler] Here Do you use weOCPS? If you use it, the phenomenon shown below is possible. When weOCPS evades CTD, beep sound of windows sounds. It cannot be said what kind of sound the sound is unconditionally to be different in the setting contents of the user. In the case of me, it is an explosion.
Ryuken Posted April 25, 2013 Author Posted April 25, 2013 I do use weOCPS and it does sound like an explosion. Let me try removing it and see if that crashes the game. I tried the spoiler tags to no avail as well
perfectioncat Posted April 25, 2013 Posted April 25, 2013 You must not delete weOCPS. It should be recorded in a log file if weOCPS evades CTD. It is necessary for you to check weOCPS.log in the installation folder of Oblivion. You must check a cause of CTD if weOCPS sounds avoiding CTD. It takes time, but it is to let you deactivate MOD of the constant number, and to play a game that is certain. A cause is included in MOD which I deactivated when a sound does not become.
Ryuken Posted April 25, 2013 Author Posted April 25, 2013 Guess I figured out the spoiler part, perfectioncat. Thank you for that. Now on to the heart of the matter... Good news, I guess. In the Oblivion directory I see no weOCPS.log file! That leads me to believe that my sounds are in fact script activation sounds. I have been playing a little bit trying to crash the game. All seems to work well for the moment, just that darn annoying sound.
perfectioncat Posted April 25, 2013 Posted April 25, 2013 The information about the sound is displayed when I use the following commands with a console screen. setdebugtext 11 But it is necessary to change a mode by the following commands to display a debugging information. tdt I suggest that I look for a cause based on the information that is displayed when the sound of the problem sounded.
Ryuken Posted April 25, 2013 Author Posted April 25, 2013 Will do. I will try that. Update: I have a screenshot showing the sound file being played. Okay, the forums are throwing up an internal server error 500 when I try to post a pic. The line of data I'm trying to post is: SPI.ShockHit (-3.1dB)(-0.0dB)9300/3500) (91)[Pause][3D][10FF][-7.01] Update: The forums accepted my pic upload finally!
perfectioncat Posted April 25, 2013 Posted April 25, 2013 I just noticed, but you use All Natural. There should have been a function to be famous for a sound of the thunder in this Mod. Did you change setting?
Ryuken Posted April 25, 2013 Author Posted April 25, 2013 I read all the documentation and ran the mod using the omod functionality. I did not see anything about changing an .ini setting concerning thunder sound. Is there another place to look for this setting?
perfectioncat Posted April 25, 2013 Posted April 25, 2013 I do not know well I've never used the MOD. But it was written to be able to be set by entering the following command at the console screen and find out by searching. startquest stormmenu But I think it's destination ascertain whether the cause of the problem that this Mod are having your.
gregathit Posted April 25, 2013 Posted April 25, 2013 Well I don't know that this would have anything to do with sound issues but I think you got a bit carried away installing OBGE: OBGEv3 Controller.espOBGEv3 Controller GR6.espOBGEv3.1_CommonComponents.espOBGEv3.1_StandAloneEffects(MultiModuleInstall).espOBGEv3.1_StandAloneEffects(SingleModuleInstall).esp I think you were only supposed to choose one controller and one stand alone effects. Double check your readme.txt for installing OBGE to see what you should have enabled. Also you may have to rebuild your bashed patch if you end up removing some of them (assuming you had them enabled when you built your bashed patch).
Ryuken Posted April 25, 2013 Author Posted April 25, 2013 Well I don't know that this would have anything to do with sound issues but I think you got a bit carried away installing OBGE: OBGEv3 Controller.esp OBGEv3 Controller GR6.esp OBGEv3.1_CommonComponents.esp OBGEv3.1_StandAloneEffects(MultiModuleInstall).esp OBGEv3.1_StandAloneEffects(SingleModuleInstall).esp I think you were only supposed to choose one controller and one stand alone effects. Double check your readme.txt for installing OBGE to see what you should have enabled. Also you may have to rebuild your bashed patch if you end up removing some of them (assuming you had them enabled when you built your bashed patch). Thanks for your input Gregathit. The problem with this newest version of OBGE is that it is only a release candidate with minimal documentation. I installed from the bain and .exe methods & both dumped all those .esps. I think I need to download an older version of the mood just to see if documentation is any better. The one thing I can think of from your suggestions is that I did not rebuild my bash patch from scratch. Can the bash patches become corrupted over time/removed mods? When I get home I'll trim the excess mods and rehash from a fresh bash patch. Thanks again!
gregathit Posted April 25, 2013 Posted April 25, 2013 Bashed patches don't ever become corrupt. They can go bad if you remove mods and they can be negated by installing new stuff and not rebuilding it.
Ryuken Posted April 25, 2013 Author Posted April 25, 2013 Ok, perhaps what I was implying was that I thought that simply rebuilding my bashed patch after every mod addition, subtraction, or order change was sufficient. I was not aware of the possibility that the bashed patch can go bad.I will delete my old bashed patch, copy the unadulterated original bash patch file, and rebuild using that file. Wish me luck! UPDATE: Tried rebuilding the bash patch with less OBGE .esp's. Specifically retaining OBGEv3 Controller GR6.esp, OBGEv3.1_CommonComponents.esp, and OBGEv3.1_StandAloneEffects(MultiModuleInstall).esp. No fix I also realized by viewing my mod list in OBMM and copying said text I am not able to post my inactivated/merged mods. Is there an easy way to display my entire load order? UPDATE 2: Ugh. I just realized that I left both lop-ears elves .esp's active! Took out lop-ears Elf mini, rebuilt bashed patch (as always). No dice. BUT I did get this interesting error. I will try Googling what error script 550015ae is. UPDATE 3: no luck on the above error. I saw a similar error about script 00000000. Trying to investigate...
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