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Can't Fix Script Sound Error


Ryuken

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Posted

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.esm
MenuSysFramework.esm
All Natural Base.esm
Open Cities Resources.esm
Oscuro's_Oblivion_Overhaul.esm
Beautiful People 2ch-Ed.esm
Lovers with PK.esm
LoversCreature.esm
x117race.esm
Chanpon.esm
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
SM Plugin Refurbish - SI.esp
All Natural.esp
All Natural - SI.esp
Immersive Interiors.esp
Immersive Interiors - Landscape Addon.esp
OBGE - Liquid Water.esp
All Natural - Real Lights.esp
WindowLightingSystem.esp
MONSTERGIRL-CoC.esp
wd purse of wonders.esp
Living Economy.esp
Living Economy - Items.esp
Cutthroat Merchants.esp
OBGEv3 Controller.esp
OBGEv3 Controller GR6.esp
OBGEv3.1_CommonComponents.esp
OBGEv3.1_StandAloneEffects(MultiModuleInstall).esp
OBGEv3.1_StandAloneEffects(SingleModuleInstall).esp
P1DmenuEscape.esp
Streamline 3.1.esp
Xero's Fame Indicator.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
SM Plugin Refurbish - HorseArmor.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
SM Plugin Refurbish - Orrery.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
SM Plugin Refurbish - MehrunesRazor.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
SM Plugin Refurbish - ThievesDen.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Map_Markers_Stock.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
SM Plugin Refurbish - Battlehorn.esp
Knights.esp
Knights - Unofficial Patch.esp
Open Cities New Sheoth.esp
Open Cities Outer Districts.esp
Open Cities Reborn.esp
Harvest [Flora].esp
EVE_ShiveringIslesEasterEggs.esp
RMDailyIncomeV2.esp
LoversAdultYield.esp
Nudeshy X.esp
Nudeshy Undergarments.esp
LoversHooker.esp
LoversAdultPlayPlusforSSP.esp
LoversAdultPlayPlusforSSP_HookerPatch.esp
LoversVoiceSSPplus.esp
LoversRaperS.esp
LoversSlavePlay.esp
LoversBed.esp
LoversPayBandit.esp
Lovers with PK.esp
LoversCreature.esp
LoversHelpRapeVPlayer.esp
LoversBackup2.esp
LoversEscapeRapeVPlayer.esp
LoversRapeSlave.esp
LoversSlaveTrader.esp
Toggleable Quantity Prompt.esp
Quest Award Leveller.esp
Alternative Start by Robert Evrae.esp
BudongsNarcolepsySpell.esp
RenGuardOverhaul.esp
Oblivion XP.esp
DiabloEF 6 in 1.esp
Beautiful People 2ch-Ed Ashara's Sirens and Tritons.esp
Beautiful People 2ch-Ed MS Elves - NoSc.esp
x117race.esp
Lop-ears Elf.esp
Lop-ears Elf_mini.esp
1em_Vilja.esp
a4VnlObSI_HiResHGEC-BBB-Fems+RmMales.esp
Bashed Patch, 0.esp
LoversIdleAnimsPriority.esp
LoversAnimObjectsPriority.esp
OOO-Magic_Script_Effect_Fix.esp

 

 

Posted
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.
Posted

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 :(

Posted
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.

 

Posted

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.

Posted
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.
Posted

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!

 

post-1120-0-49135500-1366946320_thumb.jpg

Posted

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?

Posted
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.

Posted

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).

 

Posted

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!

Posted

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.

Posted

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...

post-1120-0-52797700-1366947428_thumb.jpg

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