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File Name: Cobl

File Submitter: Vacuity

File Submitted: 24 Jun 2014

File Category: Miscellaneous

 



Welcome to Cobl (Common Oblivion)! If you downloaded Cobl for itself, then you'll find that it significantly enriches the world of Oblivion: new races, new books, new ingredients, new foods, etc. There are no quests, but you'll find the world a better and more interesting place in many small and large ways.

If on the other hand, you downloaded Cobl because some other mod required you do to so, then... You'll still find the world a more interesting place! But you'll also get the benefit of having multiple mods work better together, and be richer, more powerful mods in themselves.

 



Click here to download this file

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This is for later reference:

 

 

Cobl Rules.txt links outdated

 

"Cobl Races Requires Shivering Isles! Cobl Races makes use of some meshes and textures provided by Shivering Isles. If SI is not present, then those meshes and textures must be otherwise provided by the user. (A late release of Cobl may provide these missing meshes/textures.)"

Does anyone run Oblivion without SI these days? I think we can put off the "missing meshes/textures" indefinitely

 

Cobl Mort Demo.esp: Develop death handling anyone?

 

http://www.nexusmods.com/oblivion/mods/21307/? Anyone use this mod ?

 

Does the venerable COBL-Tweaks for Frans still offer a viable alternative to the Tweaks for Frans-only installs?

Answered: II covers all necessary bases for Frans in far greater detail, and has done for a considerable length of time. I spent a chunk of time talking to Dewshine while adding Frans support to II.

Comment: This mod might be worth a mention in the readme somewhere.

 

Can anyone open cobl.knt in either Keynote (with update) or Keynote NF and dump it to another format?

 

There have been no patches made for OOO, MMM, OOO4MMM with Cobl Variations, v1 + v.esp. That might be all that's required to complete it.

 

There are no FCOM tweaks mergeable or otherwise for Development. Someone might want to create those as well.

 

There are no MMM or OOO patches for the Development Variations Tests. It would be nice to finish off these as well.

 

Wrye Bash opening COBL in IE protected mode (gets page cannot be displayed- fix connection problems)

 

It would be also nice to know what "Hunger Tongue" and "MMM Gems and Gem Dust" in the patches actually do.

Answered: Those files were present for Wrye, Haama and myself to work with. They are not relevant to end users.

Comment: Oh dear, they're in the package now. Can they be developed as such?

 

 

Edited by lmstearn

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You seem confused about what the 'development' files are for.  All files in a development directory were used for that purpose and that purpose only, they have never been intended for end users.  I also don't understand what you mean by the query "Can they be developed as such?"  This stuff has already been dealt with.  These files exist only as a snapshot of various bits of development of v1.73 that I haven't got around to pruning.

 

The variations files were intended by Haama as a possible alternative loot set which was never fully developed at least in part because he never got any feedback on them from anyone other than Corepc and myself.  At this stage, they would probably provide wildly incorrect results due to the fact he repurposed large swatches of the internal library lists while developing v1.73.  They should be removed along with all the 'development' files

Edited by Vacuity

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Ah, I thought the dev files were for beyond 1.73. Oops. I must have been hoping they were made up for a preparatory build of 1.74 or (now) 1.75. If the interest is there, can this still be possible?

So for next time, the following files can be removed from the user package:

Hunger Tongue.esp, MMM Gems and Gem Dust.esp

Anything else?

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Guessing these were supposed to be vendor containers but got removed?

[00:00] Checking for Errors in [06] Cobl Glue.esp
[00:00] [REFR:06002469] (places [01005646] < Error: Could not be resolved > in GRUP Cell Temporary Children of BrumaHammerAndAxe "Hammer and Axe" [CELL:000302F0])
[00:00] REFR \ NAME - Base -> [01005646] < Error: Could not be resolved >
[00:00] [REFR:060015BE] (places [01005646] < Error: Could not be resolved > in GRUP Cell Temporary Children of AnvilMorvaynsPeacemakers "Morvayn's Peacemakers" [CELL:000308CE])
[00:00] REFR \ NAME - Base -> [01005646] < Error: Could not be resolved >
[00:00] [REFR:06002465] (places [01005647] < Error: Could not be resolved > in GRUP Cell Temporary Children of AnvilMorvaynsPeacemakers "Morvayn's Peacemakers" [CELL:000308CE])
[00:00] REFR \ NAME - Base -> [01005647] < Error: Could not be resolved >
[00:00] [REFR:0600246B] (places [01005647] < Error: Could not be resolved > in GRUP Cell Temporary Children of CheydinhalTheMarchRider "The March Rider" [CELL:00030428])
[00:00] REFR \ NAME - Base -> [01005647] < Error: Could not be resolved >
[00:00] [REFR:06002466] (places [01005646] < Error: Could not be resolved > in GRUP Cell Temporary Children of ICMarketDistrictSlashNSmash "Slash 'N Smash" [CELL:0002C162])
[00:00] REFR \ NAME - Base -> [01005646] < Error: Could not be resolved >
[00:00] [REFR:0600246C] (places [01005647] < Error: Could not be resolved > in GRUP Cell Temporary Children of ICMarketDistrictSlashNSmash "Slash 'N Smash" [CELL:0002C162])
[00:00] REFR \ NAME - Base -> [01005647] < Error: Could not be resolved >
[00:00] All Done!

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Hi, and thank you for providing an updated version of Cobl. It sure lives up to its claim of making Cyrodiil a more interesting place.

I was wondering; is there any interest in udpating Cobl's compatibility with the Unofficial Patches in the unlikely event that an update is ever released? I found a couple of discrepancies that the Bashed Patch can't fix. From the Cobl change log, it seems the latest round of UOP fix forwarding was in v1.62 from 2009. :-)

Here are the conflicts that I've found so far. There might be more.

For "Cobl Tweaks - SI.esp": UOP removes the "Quest item / Persistent reference / Show in Menu" record flag for FGC10troll "Swamp Troll" [CREA:0000BED2]. This change was probably part of the fix described in this line of the UOP change log: " Fixed the Swampy Cave trolls in the Fighter's Guild quest Mystery at Harlun's Watch being able to go outside the cave and having no AI, so if they followed the player outside they could randomly run off into the wilderness which broke the questline". There doesn't seem to be a Bash Tag for Actor/Creature Recordflags, so the last plugin wins, which in this case is Cobl Tweaks - SI, which changes the trolls' death items, and the UOP's fix is undone.

For "Cobl Races - TNR SI.esp": The NPC "SEUshnarGroShadborgob "Ushnar gro-Shadborgob" [NPC_:0001559B]" doesn't have a hairstyle assigned. This is fixed in USIP, but since that mod isn't tagged with Hair, the change is undone. I also found one other NPC, "SE09Victim03 "Victim" [NPC_:0004566E]", where the NPC has hair in vanilla but TNR SI removes it... The NPC is also missing eyes in both. Poor guy. As if eternally being tortured, killed, and revived by Relmyna Verenim wasn't enough...

Then there's the big one, "Cobl Races.esp": Several scripts for Boethia's daedric quest conflict with the UOP's bug fixes. Merging these fixes with Cobl's changes to accomodate the new races would be a lot of work, but probably not necessary, since the UOP's scripts already account for custom races. There are also lots of dialogue conditions where Cobl makes disposition tweaks which conflict with the UOP's fixes (and some other mods, but that's to be expected), which could potentially be merged. These conflicts can be circumvented by loading Cobl - Races before the UOP if you're not playing as one of the new races though.

I hope this helps. I'll post it to Nexus as well, so that end users are aware of the potential conflicts and can adjust for it themselves, should they wish to do so. Thanks for your time.

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Vacuity last post at the official was back in 2015, but nothing much since then- there were certainly more COBL issues presented on pages 5 and 6 of that thread as well- maybe he has moved on entirely- perhaps a PM might be best?

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Thanks Schtearn. I'd forgotten to check the thread on the old forums. Still, seems like these issues weren't among the ones raised there.

It's not like any of these niggles are game-breaking, so a PM seems excessive. I'll just let the Cobl caretakers stumble upon it in their own time. :-)

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I want to ask about the Items Interchange and the Cobl Races that I can select in the BAIN wizard.

Is it recommended to install the Cobl Races, Cobl Tweaks etc in the BAIN wizard or do I need to manually install the Cobl Races as I recall it I had to?

And how about the Items Interchange mods.  Do I need them when not using any of the major overhauls FCOM, MMM, OOO?

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3 hours ago, Leonardo said:

I want to ask about the Items Interchange and the Cobl Races that I can select in the BAIN wizard.

Is it recommended to install the Cobl Races, Cobl Tweaks etc in the BAIN wizard or do I need to manually install the Cobl Races as I recall it I had to?

And how about the Items Interchange mods.  Do I need them when not using any of the major overhauls FCOM, MMM, OOO?

There's a few issues in the comments I haven't been following as well. From Ravenmind's post, it looks like the Cosmetics pack has to be installed first- which is a bit problematic for the wizard. 

Vacuity has a massive list on his mod page for IIT, it's a stable mod. recommended! :)

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4 hours ago, Schtearn said:

There's a few issues in the comments I haven't been following as well.

It's good to read comments in a mod entry since most mods here doesn't have mod comments like mods have on Nexus.  Although, I think those comments would be better if all of them was posted in the forum.

4 hours ago, Schtearn said:

From Ravenmind's post, it looks like the Cosmetics pack has to be installed first- which is a bit problematic for the wizard. 

That's probably the only thing I still remember about Cobl and I haven't touched Oblivion in a couple of years now.

Excluding the Cobl Cosmetics Res 01 package from the Cobl wizard only make things confusing for any mod user, so I think including the Cobl Cosmetics Res 01 package in the Cobl wizard is a lot better than excluding it.

4 hours ago, Schtearn said:

Vacuity has a massive list on his mod page for IIT, it's a stable mod. recommended! :)

Hmm... The mod page hasn't been updated since 2014 and after reading the last Cobl thread on the old BSF makes me think that basically all stuff about Cobl needs to be updated.

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