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Xorberax

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Xorberax

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223 comments

  1. Cerce
    Cerce
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    Xorberax, my muse, provider of fun, patron saint of Mount & Blade II: Bannerlord, I ask: Will you bless us with a proper cut-through-enemies mod for Oblivion Remastered?  Is it something that can be done with this engine?  Can it be mildly balanced so as to not just make two-handed weapons the obvious answer for all things martial and in need of cleaving?

    Seriously though, awesome mod, great work as always, and as ever I am looking forward to the next bit of stuff you do.

    For what it's worth I've had few crashes, aside from some where combat starts/unsheathing a weapon quickly after a zone transition - good save game practices mitigate this since it's like a once an hour thing, if that.  I've gone some three hours without any issues, and I've had some times where it crashes repeatedly in the same engagement only for a full reboot to have it play swimmingly for multiple hours again.  I know this doesn't help hone in on crashes, but it's one more semi-report for the pile.
  2. H00ded7
    H00ded7
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    Is this safe to uninstall on an existing save?
    1. LostLight711
      LostLight711
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      Could be wrong but I believe this one will be fine to uninstall.
  3. rolloLG
    rolloLG
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    @ALL
    1) test it removing other UE4SS mods to isolate other potentially conflicting mods (in case)
    2) try this modification in your "...\ue4ss\UE4SS-settings.ini" file: RenderMode = EngineTick, SigScannerNumThreads = 2, MaxMemoryUsageDuringAssetLoading = 90, HookEngineTick = 1
    3) disable "Female Locomotion Replacer - Unique Walk and Run" mod if you have it installed

    ... got no more crashes (till now, 24H testing).

    EDIT: and it finally crashed again (much less but still does).
    In the meanwhile I've also tried similar mod Melee Attack Feinting and Dodge Canceling and it also randomly makes the game crash. At this point it can be a UE4SS problem, and/or these kind of mods hooking input functions simply make this game very unstable (it's well known for example that vanilla game can crash when doing things too fast, like quickly creating potions etc. so that's another clue of a flaky input system). I'm currently trying WITHOUT any of them, and seems stable.
    Playing with input in the code of this game seems very dangerous at this point to me.... I'll remove any mod relying on input functions hooks for now. Just a supposition, but might make sense...
    1. zzzfrogzzz
      zzzfrogzzz
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      may this be that can help
      using version 0.2.0 ( with default value on lua script ) with UE4SS 0.0.3 listed on Nexus .
      getting few rare random crash , but like as Vanilla game . ( 0.2.0 version of this game + EU4ss 0.0.3 , dont seem to create more instability ) . running over 95 mods , it feels all fine like as Vanilla game when it comes to instability 
  4. SnailOXD
    SnailOXD
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    Just tracking for now, someone reply when the crashes get resolved because I'd love to use this
    1. Kleptomic
      Kleptomic
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      Same here, hmu when the crashes are fixed.

      (Tried my hand at improving the script myself, all approaches I tried failed miserably. The input function hook is the only workable method, failed in my attempts to improve stability too. meh.)
  5. LostLight711
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    Persistent but unpredictable CTD that happens whenever unsheathing a weapon. Seems to occur more when you enter a new cell and quickly try to unsheathe, but does happen outside as well. Not always when in combat. 

    Tested on new save without the mod and error goes away.

    Frustratingly, It's possible to play for a few hours without the CTD but it does seem to be happening progressively more on my save.  

    'Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000002820967250cUE4SS!RC::Unreal::UObjectBase::GetInternalIndex() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UObject.cpp:57]UE4SS!`RC::LuaType::UObjectBase<RC::Unreal::UObject,RC::LuaType::UObjectName>::setup_member_functions<1>'::`2'::<lambda_17>::<lambda_invoker_cdecl>() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\include\LuaType\LuaUObject.hpp:717]UE4SS!RC::LuaMadeSimple::TRY<`RC::LuaMadeSimple::process_lua_function'::`2'::<lambda_1> >() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\include\LuaMadeSimple\LuaMadeSimple.hpp:782]UE4SS!RC::LuaMadeSimple::process_lua_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:1018]UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:507]UE4SS!luaD_precall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:570]UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1636]UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:612]UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147]UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:927]UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1067]UE4SS!RC::LuaMadeSimple::Lua::call_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:847]UE4SS!RC::lua_unreal_script_function_hook_pre() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\Mod\LuaMod.cpp:214]UE4SS!std::_Func_impl_no_alloc<void (__cdecl*)(RC::Unreal::UnrealScriptFunctionCallableContext,void *),void,RC::Unreal::UnrealScriptFunctionCallableContext &,void *>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.39.33519\include\functional:909]UE4SS!RC::Unreal::UnrealScriptFunctionData::FirePreCallbacks() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UFunctionStructs.cpp:85]UE4SS!RC::Unreal::Internal::UnrealScriptFunctionHook() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UFunctionStructs.cpp:176]OblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingUE4SS!RC::Unreal::HookedProcessEvent() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\Hooks.cpp:472]OblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_ShippingOblivionRemastered_Win64_Shippingkernel32ntdll'
    1. valjannah
      valjannah
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      I can confirm this also happens to me as well, jumping around while unsheathing a weapon can also cause crash sometimes.
  6. alexmastercommander
    alexmastercommander
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    Truly fantastic mod. Been using it for about 20 minutes now and have yet to experiences any issues. 
  7. RezwanArefin01
    RezwanArefin01
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    I seem to get random crashes using this mod just as some other commentators here. The crashes happen just as I press the block button. I don't seem to get the crashes after removing this mod. I vaguely remember the error being some null issue.

    The only place I see a potential null issue is:
    RegisterHook("/Script/Altar.VPairedPawn:ConsumeShieldBashFatigueCost", function(Context)
        local pawn = ctxSelf(Context)
        if not pawn:IsPlayerCharacter() then
            return
        end
        lastCommittedAttackTimestamp = getTime()
    end)

    ctxSelf can return null by the looks of it. Adding a null check here seems to have fixed the issue for me. EDIT: no it did not ... 
    1. LeoDirige
      LeoDirige
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      Having a lot of crashes after installing this mod... Thankfully the game boots up fast enough for me to don't care too much but i hope this gets fixed if this it's really related to this mod. I'm gonna post the crash log here when it happens again, so that we can check it properly
    2. Xorberax
      Xorberax
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      I'll take a look and test out shield-bashing some more.
    3. Xorberax
      Xorberax
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      Next time you get a crash, can you post your UE4SS.log file please? I haven't encountered an error here when shield bashing.
    4. LeoDirige
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      Took a long while to happen again after updating the game, but here we go. I didn't find any mention of an archive from this mod in the log, but i don't understand all the logic behind it, so i hope this helps anyway:
      Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001db24afdb8c
      UE4SS!RC::Unreal::UObjectBase::GetInternalIndex() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UObject.cpp:57]
      UE4SS!`RC::LuaType::UObjectBase<RC::Unreal::UObject,RC::LuaType::UObjectName>::setup_member_functions<1>'::`2'::<lambda_17>::<lambda_invoker_cdecl>() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\include\LuaType\LuaUObject.hpp:717]
      UE4SS!RC::LuaMadeSimple::TRY<`RC::LuaMadeSimple::process_lua_function'::`2'::<lambda_1> >() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\include\LuaMadeSimple\LuaMadeSimple.hpp:782]
      UE4SS!RC::LuaMadeSimple::process_lua_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:1018]
      UE4SS!precallC() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:507]
      UE4SS!luaD_precall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:570]
      UE4SS!luaV_execute() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lvm.c:1636]
      UE4SS!ccall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:612]
      UE4SS!luaD_rawrunprotected() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:147]
      UE4SS!luaD_pcall() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\ldo.c:927]
      UE4SS!lua_pcallk() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaRaw\src\lapi.c:1067]
      UE4SS!RC::LuaMadeSimple::Lua::call_function() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\LuaMadeSimple\src\LuaMadeSimple.cpp:847]
      UE4SS!RC::lua_unreal_script_function_hook_pre() [D:\a\RE-UE4SS\RE-UE4SS\UE4SS\src\Mod\LuaMod.cpp:214]
      UE4SS!std::_Func_impl_no_alloc<void (__cdecl*)(RC::Unreal::UnrealScriptFunctionCallableContext,void *),void,RC::Unreal::UnrealScriptFunctionCallableContext &,void *>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.39.33519\include\functional:909]
      UE4SS!RC::Unreal::UnrealScriptFunctionData::FirePreCallbacks() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UFunctionStructs.cpp:85]
      UE4SS!RC::Unreal::Internal::UnrealScriptFunctionHook() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\UFunctionStructs.cpp:176]
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      UE4SS!RC::Unreal::HookedProcessEvent() [D:\a\RE-UE4SS\RE-UE4SS\deps\first\Unreal\src\Hooks.cpp:472]
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      OblivionRemastered_Win64_Shipping
      kernel32
      ntdll
      And again... Amazing mod. Being the culprit of the crash or not, it's a game changer.
    5. wolfkissed117
      wolfkissed117
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      Its this

      UE4SS!RC::LuaType::UObjectBase<...>::setup_member_functions
      UE4SS!LuaMadeSimple::process_lua_function
      UE4SS!lua_unreal_script_function_hook_pre
      UE4SS!FirePreCallbacks

      For me it seems that HitStop and Attack Canceling are both calling the same hook *i think its these ones VPairedPawn or VEnhancedAltarPlayerController.
    6. BelegCufea
      BelegCufea
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      .
    7. aggies11
      aggies11
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      Hard to say if it's on the UE4SS code side (perhaps not handling multiple listeners properly), UE5's lua handling support (UE4SS might be doing something Epic never planned for)  or the mods themselves.

      I also don't like that a CPP lambda function is involved. Those were never fun.

      Reminds me of Original Oblivion scripting days.  Not well documented Scripting Engine plus it had it's own bugs.   So each time you'd add a script mod in, you had to hold your breath.   One had hoped that with UE and Lua things would be a little more stable this time around, but perhaps that was too optimistic.
  8. Ted95
    Ted95
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    I believe this mod can cause crashes when drawing a bow. 
    1. BigSpenny
      BigSpenny
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      Having a similar problem. It happens randomly when drawing a weapon shortly after changing cells (around the same time the game autosaves.)
    2. thisguyisgonnalose
      thisguyisgonnalose
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      The game crashing constantly has been driving me CRAZY for the past couple of days, but I think you're right! I started a new stealth archer character some days ago and the game was working fine, but after I got this mod it seems my game crashes constantly. I never put much thought into WHAT the cause might be, but I think the last time it crashed (just a few minutes ago) was right as I got my bow out.
    3. Ghost10125
      Ghost10125
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      I'm actually getting something similar. It's tricky because on load my weapon is always out, and the draw/sheathe seems to trigger the crash randomly, so there's a decent chance I'll just crash right on load, or right when I start combat. I was wondering what was causing it, so I'm glad people reported it here since I knew it had to be one of the UESS mods (combat in particular, so this or timed blocks), I had but wasn't sure which.
    4. Rydik488
      Rydik488
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      Same symptoms as described higher
    5. Dovaknovel
      Dovaknovel
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      I dont think it's the case, played the game 6h straight without crashes witha bow, with another weapons and spell i could have 3-5 crashes in minutes, the game itself has crashes issues changing cells, official release of bethesda itself.

      So basically it's a russian roullete to any cell you enter it might crash, for any alchemic potion you craft? it might crash, for any merchant trader done? it might crash(everything i wrote here is real...) 
    6. maxoverload91
      maxoverload91
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      i thought it might have been a conflict since i didn't see any other posts about it a few days ago, but i was having a similar issue where drawing weapons would sometimes cause a crash. it still may be a conflict with the shield on back mod but I'm not sure, don't know anything about mod conflicts when it comes to UE4SS
    7. rosemarycemetery
      rosemarycemetery
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      I get crashes when drawing my weapon after changing a cell too, but dont use any mods that effect combat other than this one
    8. LostLight711
      LostLight711
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      Nope. I’ve tested with and without the mod installed. It’s definitely this. And it’s a very specific error log. 
  9. Moonyfruit
    Moonyfruit
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    Thank you for this! Blocking felt so unnatural.

    I am also getting crashes like others have mentioned. Particularly when drawing a bow (holding left click) that only happens sometimes.
    1. rolloLG
      rolloLG
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      First day using this mod. I have no crashes.
      Will keep testing of course, since many users reported this (specific common mods conflicts?).

      EDIT: ok, got a suspicious crash finally. Resisted to arrest and immediately pushed RMB (right mouse button): game freezed and crashed.
      EDIT: seems very randomic. Hard to say if it's UE4SS itself or this mod though 😕
  10. rolloLG
    rolloLG
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    TORCH AND BOW + SHIELD BUG (request)

    Can you incorporate a fix for the well known Torch bug when you have shield + bow (or create another specific mod-fix)?
    If you don't know...: Oblivion 4 remastered bug is driving me crazy and ruining the experience, has anyone else had this issue and know how to fix it? : r/ElderScrolls



    Repro steps:
    - use torch in a quick slot (e.g. slot 8)
    - use bow in a quick slot (e.g. slot 2)
    - use quick slot 1 for sword
    - equip sword + shield
    - now press 8 to equip torch (it will automatically appear in your hands only when you will unequip sword+shield pressing 1)
    - at this point the bug: try to switch from quick slot 1 to 2 (from shield to bow) and you'll notice the bug: player will show both bow+shield in his left hand!!

    a simple fix would be: FORCE UNEQUIP TORCH when you equip bows. This will prevent this glitch.