dragonlofti Posted August 7, 2014 Author Posted August 7, 2014 Well, much progress to report. Again, your support is clear, concise and fixed my load problem. Thanks so much Fajeena. I was able to install and load CSE6.1. The clarifications I got from your instructions provided the keys to my lack of success loading. One problem resolution was to not use their batch launcher, but set up the shortcut as you suggested. The other issues I'm not sure, but I followed your directions and the product worked! So I don't really care. The changes to movement in the preferences file made it possible for me to actually accomplish activity in the Renderer Window. I used to just touch my mouse wheel and I'd be underground or off in space and if I used the shift key and moved a fraction too much, my world would turn upside down, for crying out loud. Still have some problems but so, so much better now. I did my adjustment in steps to fix the overlap problem with PlayerSlaveEncounters and MTCEV. I ended up ESMifying them both, loading them in the CS/E and selecting them with PSE as the active. Then I de-activated the door teleport, moved the house and the actuator door the same amount (fortunately only needed to move them in the Y direction). This eliminated the overlaying of the fenced in yard and chicken coop. I then re-enabled the teleport door to Pelham Estate. After that I checked the pathing. There are paths all over the place in that area. And I notice that some mod developers didn't bother to clean up pathing when they did their mods. Anyway, I eliminated any pathing that went through the house except for one path that lead to the door and to around the middle of the house. Not sure if that is needed for NPCs to arrive when PSE is being played or not. The paths were all yellow and I figured one going to the door would seem reasonable. After that, I saved the patch and used Wrye Bash to ESPified the mods I ESMified earlier. Here is the 7z of the plugin. It can be bashed patched with CBash not sure about regular python patch. PlayerSlaveEncounters+MTCEV Patch.7z The only masters it has are Oblivion.esm [sI], Lovers with PK.esm, MTCEXpandedVillages.esp and PlayerSlaveEncounters.esp according to Wrye Bash. Not an expert so I'm hoping no other mods are involved in this area. Again thank you Fajeena and Varenne for your help and information!!! Kingkong, I got this working just to fix this one issue. However, I do want to report that now, whenever I use the obse to launch either the CS/E or Oblivion, I get an error indicator 'MSVCP110.dll could not be found'. I just click ok and both seem to load correctly. However, if I delay clicking the ok button, the programs won't launch. Additionally, when I tried to close CS/E after saving my patch esp, the CS/E crashed rather than close properly. I will continue to play test my patch by playing Oblivion with my latest full set of selected mods loaded. With this fix and a few others I have made with TES4Edit I'm itching to get to playing the game again! Thanks all, I know everyone is busy and to receive this level of support, consideration and information is both most gratifying and indicative of this special community! Quest on all!
varenne Posted August 7, 2014 Posted August 7, 2014 Nice to see your progress. MSVCP110.dll missing Just a quick Google search that may provide some answers. I've never had this issue, but then I'm not using CS/E 6.1. The dirty pathing is just the tip of the iceberg. As you get deeper into digging into existing MODs you're gonna find stuff that makes you scratch your head and go, "Hmmmmmmmmm".
dragonlofti Posted August 8, 2014 Author Posted August 8, 2014 Thanks again Varenne. After shutting down my computer for some hours, I restarted it and this time I could only get into CS/E with the MSCVP110.dll error but not Oblivion. I viewed the url you sent and re-installed C++ and restart my computer. The MSCVP110.dll error still comes up, but this time I could enter Oblivion. Thanks for the information!! I may remove the Extender to see if that gets rid of the error since it was the last action I performed before the error started occurring. By the way, I was going to use the CSE51 version but could not find the download anywhere. I wish I could since you and Fajeena and others don't seem to have any problem with it. I did find version 4 but I'm concerned that may be too old of a version. Guess I'll just plug along as is and do a complete virus/malware scan later. Hopefully, there won't be any issues.
dragonlofti Posted August 8, 2014 Author Posted August 8, 2014 Removed CSE61 and the MSCVP110.dll error has gone away!!!
fejeena Posted August 8, 2014 Posted August 8, 2014 Use CSE51 I never have Problems. You only need OBSE 20 or 21 and .NET Framework (CSE62 and 61 needs .NET Framework 4.0+ , Microsoft Visual C++ 2010 Redist, DirectX 9.0c Runtime ) Read my old post if you use OBSE21
dragonlofti Posted August 8, 2014 Author Posted August 8, 2014 Fajeena, I would use CSE51 if I could find the download. Every network search I've done for CSE51 turns up discussions only. No download location. Not sure what to do about it. You wouldn't possibly have a url to an existing download link? Your help has been invaluable.
varenne Posted August 8, 2014 Posted August 8, 2014 By the way, I was going to use the CSE51 version but could not find the download anywhere. I wish I could since you and Fajeena and others don't seem to have any problem with it. I did find version 4 but I'm concerned that may be too old of a version. Guess I'll just plug along as is and do a complete virus/malware scan later. Hopefully, there won't be any issues. I'll take a look latter and upload 5.1 to my MEGA account, temporarily. I do virus, trojan, malware and adware scans once a month on all of my PCs and external drives.
varenne Posted August 8, 2014 Posted August 8, 2014 CSE 51-36370-5-1.zip 4.7 MB This version complains about numbers in I think it is FormIDs, but it still works. Just bloody annoying when working with MODs where the MOD author used numbers in front of items/objects added.
fejeena Posted August 8, 2014 Posted August 8, 2014 Fuck Nexus "This file is currently under review by a moderator and is not open for public access." WHY ?
movomo Posted August 8, 2014 Posted August 8, 2014 CSE 51-36370-5-1.zip 4.7 MB This version complains about numbers in I think it is FormIDs, but it still works. Just bloody annoying when working with MODs where the MOD author used numbers in front of items/objects added. Well, editor IDs starting with numbers are bad. It's exactly as CSE complains: while they are generally accepted by the game, sometimes not properly recognized. Especially if they are referenced by scripts things get really nasty. *Random* lines containing numeric editor ID(s) are *occasionally* ignored. It's very bad. Bad. Trust me. Not that I was specifically refering to Monstergirl. *cough*
dragonlofti Posted August 9, 2014 Author Posted August 9, 2014 Yeah, I had mentioned in an earlier reply that the Nexus had put it under moderator review. I'm not sure why, but a guess would be that the MSCVP110.dll issue can also be caused by a virus, worm, malware; it is a dll file. Before they put it under moderator review the only version there was CSE62. By the way, the version I used was that CSE62 not the CSE61 not sure why I kept miss-typing that. And Fajeena, that was my exact thought when I found it locked under moderator review! Varenne, thanks for the file will give it a try. A sad note as an aside, once I removed CSE62 my oblivion game crashes whenever I try to zone: door, travel, etc. It also seems to crash when the cell buffer is purged by some action. Can't be a 100% certain about that, but I tried checking by doing a manual pcb and sure enough it crashed each of my several tries. This sucks since I had it fairly stable before implementing CSE62 and building my PSE/MTCEV patch. I did try removing it and rebuilding the bashed patch, but the crashing problem remains the same. I am debating either restoring my operating system to a point before CSE62 installation or <cry> rebuilding Oblivion from the ground up again. Any ideas or advice would be appreciated. I think I'm going to go drown my sorrows for a while, lol.
varenne Posted August 9, 2014 Posted August 9, 2014 Well, editor IDs starting with numbers are bad. It's exactly as CSE complains: while they are generally accepted by the game, sometimes not properly recognized. Especially if they are referenced by scripts things get really nasty. *Random* lines containing numeric editor ID(s) are *occasionally* ignored. It's very bad. Bad. Trust me. Not that I was specifically refering to Monstergirl. *cough* I especially like the last part, ROFL!
varenne Posted August 9, 2014 Posted August 9, 2014 A sad note as an aside, once I removed CSE62 my oblivion game crashes whenever I try to zone: door, travel, etc. It also seems to crash when the cell buffer is purged by some action. Can't be a 100% certain about that, but I tried checking by doing a manual pcb and sure enough it crashed each of my several tries. This sucks since I had it fairly stable before implementing CSE62 and building my PSE/MTCEV patch. I did try removing it and rebuilding the bashed patch, but the crashing problem remains the same. I am debating either restoring my operating system to a point before CSE62 installation or <cry> rebuilding Oblivion from the ground up again. Any ideas or advice would be appreciated. I think I'm going to go drown my sorrows for a while, lol. I don't recall having that issue either. Make 110% you've deleted everything that came in the CSE 6.2, and you may need to do a Windows Registry cleanup, not entirely sure. When I went to the latest 6.xxx and then hated it, I recall doing a normal Windows Remove Program, followed by deleting all files from 6.xxx. I then installed 5.xxx. You could try a reinstall point before your install of CSE 6.2, but that may be just another Windows crap shoot.
dragonlofti Posted August 11, 2014 Author Posted August 11, 2014 Oblivion, How I love you!!! Well, finally got the crashing continuously problem fixed. I messed around with the load order removing, reorganizing, etc. without success. Got so feed up that I reloaded and reorganized everything back to the way it was when the crashing began, and, you guessed it, the program was running without crashing. Then, I went into Waynett Inn and CRASH. So I checked out the boat inn on the Imperial Waterfront and it seemed to work. Went back to Waynett and CRASH. Went back to the boat and move to the other side of the inn and CRASH. I was able to track down the cause of these crashes to the ABCompanion mod. As soon as I got close to an AB Companion, Oblivion would crash. Confusing since I'm using an Abrael Breton character. But decided I had spent enough time searching for crash problems with little real learning so just removed the mod. The crashing seems to have been considerably reduced (only once, and I'm pretty sure I hit a very wrong key to make that happen). However, as is Oblivion's nature, I have lost the use of the voice sound files on Rhianna, a companion I like to use. I believe that Oblivion has a nefarious subplot to drive mod users Crazy! LOL Fix one thing and another problem pops up. Anyway, just an update and rant. Haven't found a way to fix the voice yet, but, sigh, working on it.
varenne Posted August 12, 2014 Posted August 12, 2014 Companion MODs are notoriously buggy. I've easily spent a month of Sundays debugging the ones I use. You should be able to create a voice set based on Rhianna. The latest version of PK comes with an expanded number of slots, you just need to work out the voice file additions to a folder/sub folder. Fairly simple, just mimic an existing one's structure, using the voice files from the Rhianna character. Depending on how extensively you want to use it, you may need to do some assignment in CS/E to a race. Been a while since I did any audio work on Oblivion.
dragonlofti Posted August 14, 2014 Author Posted August 14, 2014 Thanks for the reply Varenne! Sorry for the delay in responding Real Life once again interfering. Anyway, it seems that somehow, the game was looking for Rhianna's voice in a non-existing folder. Why I don't know, but I redirected it to the appropriate folder and her voice returned. Just another half day of problem solving instead of playing. Well I guess I'll just go ahead and play the game and try and fix any problems I can't live with as I go. Thanks for all the help!
dragonlofti Posted August 14, 2014 Author Posted August 14, 2014 One last item. Varenne, loaded the version of CS Extender you attached to a previous response. Works fine without the problems I ran into with the CSE 6.2 version. Does have one unusual "feature???", it seems to open the Construction Set with Extender twice. The first time it opens it, it also opens a console window telling me that it has loaded several BSAs and I have no idea why. I do have those BSAs and many more, but I don't know why those two are loading. [CSE] BSA Archive xulSkingradOutskirts.bsa loaded [CSE] BSA Archive xulTheEasternPeaks.bsa loaded The second opened CS with Extender doesn't have an open console window, looks more normal. However, it doesn't seem to work. If I close the second one that opens use the first one, clearing and hiding the console, it seems to work fine. Was able to make my fixes with it. Fajeena, I did check and I have all of those requirements that you indicated for CSE6.2, but not the time or inclination to try and trackdown why it doesn't work.
varenne Posted August 14, 2014 Posted August 14, 2014 That reads like maybe you didn't remove something and it, CS/E is initiating twice. And yes, the BSAs loading I think is correct. I have a few that also load, never paid it much attention and assumed it was normal behavior. The Console Window is very useful once you load a MOD as it will report interesting issues in said MOD, if any. Most you can ignore, but I used in the past to track down mesh and animation issues. This is what it should look like when started:
dragonlofti Posted August 15, 2014 Author Posted August 15, 2014 Good info Varenne! As a noob with the CS and Extender, I had no idea what it should look like. I must of missed something in the training lessons about the console. I have several of the bsa's your example shows, but they don't show in the console for me. I'll just assume that it is working the way it should. I did fix my problem with the overlaying Pell's Mansion using this the way it is. Thanks again!
varenne Posted August 15, 2014 Posted August 15, 2014 My guess on BSA's showing or not is if the MOD that uses it is active or enabled. Again, just a guess.
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