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NocturneNight

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Everything posted by NocturneNight

  1. Looking to finally try some combat overhaul mods as the game for me has become very stale, and the combat is sheer boredom. So there seems to be two, large, combat overhaul systems for Oblivion; Deadly Reflex and Unnecessary Violence. Naturally I'm curios which one would be the best to use, or if that comes down to preference, even so if they can be used togheter? I absolutely love dualwield, for example, and it seems only Unnecessary Violence allows this.
  2. Are you sure? The smith's dialogue options won't change, but the amount of Amber/Madness ore removed should. Try this: Change SE30PiecesSword to 1 (the default is 3), then use the console to get yourself 10 pieces of both Amber and Madness ore. Then go to each smith and see if you can get ten swords. I'll try it out, too. Edit: Nope, didn't work for me either. Weird. I'll have to try something else. Yes, I tried that and it didn't work. It's really wierd, indeed, as that should do it...I have tried looking through the scripts, but they don't seem to have anything to do with it.
  3. Changing the global values had no effect. I'm not quite sure how to proceed... any advice?
  4. A-ha! Yes that will probably do the trick. Seems both smiths use the same globals for getting item count? Ohwell thanks a lot!
  5. Greetings, just got to Crucible and talked to the smith there about Madness Ore. I found the quantity of material required for the forging to be incredibly low and am looking to increase the amounts required. For example I'd like to change it so that you need ~100 madness ore for forging a single set piece, but I don't know how to. I've been looking at the merchant in the CS, but can't figure out how to tweak the values.
  6. Indeed, repairing the Abomb fixed the problem! Thanks again for your invaluable advice, guys. :)
  7. Hmm, interesting. Yes I can load games before I entered the ruin fine. Lets see if I can, attach an image here. Cheers striker, I will run the fix in Wrye Bash and see if that helps.
  8. Well, just solved my problem with the DB followers, and then I run into this... I just finished exploring the Ayleid ruin of Lindai when this began occuring; Spell animations and other light sources (such as bonfires) will "freeze" their animation...like if I cast a shield spell, the yellow-ish light stops in the air and permanently engulfs my character. This wouldn't normally be a problem, but if I save in this state (and I use lots of spells, so thats unavoidable), the game becomes unresponsive when I try to load the save. I suspect this may have something to do with the related quest, as the game was fine before I picked up the Ayleid Crown. Any advice is appreciated. :) I would supply a screenshot, but imageshack is not being friendly, lately. Active Mod Files:
  9. I have finally found the culprit! The mod resbonsible for this behavior was SexDarkness! I tried disabling a row of mods that I suspected might be the cause, and this was the one! As SexDarkness contains a lot of script, it would seem that it somehow interferes with the DB followers. I will head over to that mod's thread and report this bug at once! Thanks everyone for your help and support. :)
  10. Disregard this! I have found out it's mod related after all! I am just not yet sure which mod is causing it; I will update the "Murderers wont follow me" topic in the mod troubleshooting section once I do. Just let this thread die! Sorry.
  11. I recently achieved Listener rank of the Dark Brotherhood, but there seems to be some problem with the Dark Brotherhood Murderers that you can use as followers. When combat starts, they are supposed to attack the enemy(ies), but all they do is unsheath their weapon, then sheaths it again. They just stand there repeating this process, not trying to fight back or anything. I've posted about this in the Mod Troubleshooting section as some of you may be aware of, but this does not seem to be a mod-related problem. It's like they have conflicting scripts that causes them to start attack, then stop attack. Any advice on how I could investigate this would be greatly appreciated. Sorry for posting this again, please disregard the previous topic!
  12. Well I have now tried disabling Franscesco AND the UOP, but it's still bugged. This is so frustrating, am I the only one who runs into these stupid problems?! Is there noone else who has experienced this? There is no mention of this bug anywhere... ><
  13. No, I don't. And aye, if I am to disable Franscesco, my game will most likely not even start. :P
  14. It seems their "attack script" is either defunct or conflicting with something. I have tried with the Archer follower aswell, but he exhibits the same behavior. If I dismiss them outside of combat, they run dutifully back to the Sanctuary, however if I dismiss them during combat they begin to "stutter" their way back, eventually they're just stuttering around in a circle... I have my old character's saves in another folder, so I'm just playing this one character atm and there's no need for me to switch between modsets. I notice not much different from my old character's modlist, except that I used OOO, not franscescos mod, then.
  15. "There seems to be something wrong with her script. When she spots an enemy, she just keeps unsheating and then sheating her weapon again, and wont fight back. Perhaps the UOP is giving her conflicting scripts, idk. I will investigate." I've tried disabling the UOP, but it does not appear to have any effect on this behavior. She will not engage in combat, even if being attacked, she will just stand there and heal herself. Just wondering if someone has ever experienced this, or might have any idea of why this happens.. I have considered the CM Partners mod, but I am not looking for a full-fledged companion system. I just want the vanilla companions, because I am something of a purist and try to keep my game as... well, pure, as possible. It may seem strange to you, but, before I proceed with the CM mod I wanted to experience abit what the vanilla companions are like. I should tell you that the companions from the KotN mod worked exemplary when I played that on my previous character, however I was running a different set of mods, then. And Striker, you have helped me far more than I can recall anyway, so that's absolutely not necessary for you to remember. ^^ You would've earned multiple kudos points if it was possible. So thanks for all your help. :) And everyone else aswell ofcourse!
  16. That did it! Thanks a bunch! Now it remains to be seen if she will follow me inside dungeons, or if I do need to apply this method each time I want her in another cell; but it's a small matter, really. I have googled about this to no avail, and there's no mention of such a bug on the UESP. I haven't checked the readme for the UOP; could very well be that as it created another problem for me earlier, with M'rajdaar, that Striker identified and helped solve (if he recalls that). :) However, I am quite happy with the UOP for Oblivion; it has fixed many, MANY, bugs, with quests or otherwise that would've caused a lot of problems for me, and I don't want to play without it, tbh. EDIT There seems to be something wrong with her script. When she spots an enemy, she just keeps unsheating and then sheating her weapon again, and wont fight back. Perhaps the UOP is giving her conflicting scripts, idk. I will investigate.
  17. Posting this here aswell as this may be a mod problem and is quite annoying: I've finally completed the DB storyline and was looking forward to a companion: As the topic say, the Dark Brotherhood Murderers refuses to follow me out of the Sanctuary. Once I exit the Sanctuary they wont travel with me, if I go back they are just standing there and follows me as usual inside, just wont come with me outside. If I recruit the Mage in the Living Quarters, she wont come with to the next room, even. Any advice? Active Mod Files:
  18. As the topic say, the Dark Brotherhood Murderers refuses to follow me out of the Sanctuary. Once I exit the Sanctuary they wont travel with me, if I go back they are just standing there and follows me as usual inside, just wont come with me outside. Active Mod Files:
  19. Nope, he wont pick up the mace, even if I drop it at his feet at the grave when he is praying, then attack him. It looks like I will have to finish this quest via the console, sigh. Nevertheless, thanks for your advice.
  20. I seem to have fixed it. I think the problem was that since I am using a customized version of the Elves of Lineage 2-mod where I have made the game recognize my L2elf as a Wood Elf, the hair wouldn't function properly. The mod I am using, (Corean hair for L2elves) is meant to be applied to L2elves, not Wood Elves, obviously. Anyways thanks for steering me on the right track, Striker. Your advice is as invaluable as always. :)
  21. Are you using the right one? I'll poke around. But I am playing a lineage elf, and the hair was working before, so, it's very strange. I'll check, thanks.
  22. Hmm, well, I run with a lot of mods. MOBS, Francesco... and tons of cosmetic mods, tons of pose mods and such. Heres a list: I suppose it'd only be natural that my files be larger than yours. But 30MB vs 5MB is too much of a gap. There's something fishy going on with my game, no doubt. Probably a ton of the mods I have are causing unnecessary bloat, alas I have no idea which.
  23. I really need help here. I have tried replacing the meshes and textures for the hair, no effect. I have tried replacing the skeleton aswell, no effect. I have no idea what the hell is going on. All of the corean hair variants are black; it does not matter what color options I set! Saram hair is working correctly, as is Ren's hair, and virtually everything else. Please help!
  24. Alright, cheers guys. I AM running a lot of mods. Impressive with such a small size for such a long play session there, Striker. Removing saves to another folder is something I usually do aswell, however I haven't been arsed to do it lately - I'll give it a try. Thanks again guys.
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