I changed it only for LOOT and changed it back when LOOT was done. I had to do some behind the scenes magic of my own to make LOOT work properly. (For those who do, you'll notice steamapps/Oblivion-/ being mentioned. But anyone is free to review it themself. If anyone would like to view this log for themself, it is here: I tried to find the source of that 'behinds the scenes magic' to see exactly what fix it applies, but nothing in the log looked obvious to me.
#How to tell if oblivion dlcs are installed mod
LOOT and other mod list organisers must be applying some kind of behind the scenes magic to fix this problem.īefore I let LOOT reorder my Plugins.txt, I made sure to run it in debug mode, so it would make a log of everything it does. So whatever is happening, the problem isn't with the mod order. I can change the Plugins.txt file in whatever way I want, within reason, and the game will run just fine. I made a backup of the old Plugins.txt, ran LOOT, then applied the backup. It's worth noting that this last mod order is EXACTLY the order it was BEFORE I used LOOT. Then I ran it again, and again it didn't crash.
#How to tell if oblivion dlcs are installed Patch
(Meshes\Architecture\Bravil\UOMPSundercliffWall02.NIF)ĭLCBattlehornCastle - Unofficial Patch.espĭLCThievesDen - Unofficial Patch - SSSB.esp In the course of integrating his work into the patch the opportunity has been taken to rationalize the structure of some nifs, this may also improve performance.
Pherim corrected this by converting the meshes in each nif to TriShapes, which resolved the problem.