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RayzerCalitri

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  1. Some context: Over a year ago I posted my issue on the Necromancy and Lichdom mod's Nexus page, and I haven't got any reply about it yet. I was wondering if somebody here could perhaps enlighten me why these 2 mods seem to conflict or if it's something else, here goes my original post from Nexus: SM adds the reanimation effect to dead creatures including undead, so it no longer just affects dead NPCs. "Target cannot be animated" is the message I get while trying to animate Hulking Zombies, but instead they are only reanimated temporarily and then they fall dead to the ground after like 50 seconds or so... Not sure if it's a bug or if I'm missing something... I used the "Greater Animate" spell, not the Lesser one. Do I need to give them hearts and other body parts besides a weapon? And why does it have a reanimation effect? I'm pretty sure it is the reanimation effect's fault, because I just tested animating a skeleton and a normal zombie and they work fine, but creating a shambles did the same thing as with the hulking zombies, they die after around 40-60 seconds. Btw, I tested again, loading the .esp plugin lower than the Supreme Magicka .esp and rebuilding my Bashed Patch. The reanimation effect was shorter, and when I casted the Greater Animate spell on a hulking zombie, a shambles, and a flesh atronach, in all 3 attempts, the game crashes after around 30 seconds, just when the reanimation effect of the spell ends. The only way for me to make this work is by using the resurrect console command on them, totally not the way it was intended... Any way to solve this? Mods: https://www.nexusmods.com/oblivion/mods/49700 https://www.nexusmods.com/oblivion/mods/12466
  2. The modpack works without any problems. I've been playing for a while and the modpack was the first thing that I installed and it worked alright.
  3. So this seems to be more than just those 3 houses, I'm inside the daedric tower of the Oblivion gate of Kvatch and in the corridors there is no ground/floor. The enemies keep falling endlessly. I reinstalled the game, and it definitely didn't do anything, all is still the same.
  4. Hi, so I have an issue regarding invisible/disappearing houses in Skingrad (dunno about any other city, so far only happens in Skingrad). Three houses near the Chapel District have no meshes or anything and I can't use Refscope or FormID finder because it literally is no house, just a standing door with no building, and when activating the door everything works as usual, but no exterior meshes or anything. It doesn't happen in any other town or city for what I recall. I've used BOSS, and other tools, but to no avail. I dunno if these houses have to do with the Glarthir quest (been too long since I did that quest for the last time), but the houses's owners are Bernadette Peneles, Uuras the Shepherd, and Ambroise Canne. I've tried many things, but I really can't find a fix for this. Do not suggest to delete any mods, because I've been trying to play a stable/acceptable modded playthrough with FCOM Superpack and other stuff and I just want to know of any "safer" and easier alternative solution. I use OBSE plugins like NVAC, OSR, Blockhead, Pluggy, MenuQue and others. This is my load order (btw I'm using Mod Organizer) # This file was automatically generated by Mod Organizer. Oblivion.esm All Natural Base.esm Francesco's Leveled Creatures-Items Mod.esm Francesco's Optional New Items Add-On.esm Cobl Main.esm TamRes.esm TamRes_LandscapeResource.esm Oscuro's_Oblivion_Overhaul.esm Mart's Monster Mod.esm Enhanced Daedric Invasion.esm TamrielTravellers.esm FCOM_Convergence.esm Hemingweys Capes Improved.esm bookplacing.esm CM Partners.esm Oblivifall Master File.esm RealisticLeveling.esm TNR ALL RACES FINAL.esp TNR - ShiveringIsles.esp Unofficial Oblivion Patch.esp UOPS Additional Changes.esp DLCShiveringIsles.esp Unofficial Shivering Isles Patch.esp TamRes.esp Francesco's Optional Chance of Stronger Bosses.esp Francesco's Optional Chance of Stronger Enemies.esp Francesco's Optional Chance of More Enemies.esp Francesco's Optional Leveled Guards.esp FCOM_Francescos.esp FCOM_FrancescosItemsAddOn.esp FCOM_FrancescosNamedBosses.esp Natural_Habitat_by_Max_Tael.esp All Natural.esp All Natural - SI.esp All Natural - MMM Patch.esp Immersive Interiors.esp Enhanced Water v2.0 HDMI.esp Symphony of Violence.esp AmbientTownSounds.esp MIS.esp MIS New Sounds Optional Part.esp Troy_HeartbeatBreath.esp Rainbows.esp All Natural - Real Lights.esp Cities Alive At Night.esp WindowLightingSystem.esp Book Jackets Oblivion - BP.esp ClocksOfCyrodiil.esp Chapel Tithe.esp Q - More and Moldy Ingredients v1.1.esp ReneersNotesMod.esp Willful Resistance.esp Enhanced Economy.esp FF_Real_Thirst.esp DropLitTorchOBSE.esp kuerteeAutoSaveAndTime.esp kuerteeCleanUp.esp P1DmenuEscape.esp Quest Log Manager.esp skycaptains NPCFF.esp Streamline 3.1.esp Map Marker Overhaul.esp Map Marker Overhaul - SI additions.esp Enhanced Hotkeys.esp DLCHorseArmor.esp DLCHorseArmor - Unofficial Patch.esp DLCOrrery.esp DLCOrrery - Unofficial Patch.esp DLCVileLair.esp DLCVileLair - Unofficial Patch.esp DLCMehrunesRazor.esp DLCMehrunesRazor - Unofficial Patch.esp DLCSpellTomes.esp DLCSpellTomes - Unofficial Patch.esp Book Jackets DLC.esp GrimbotsSpellTomes.esp EVE_StockEquipmentReplacer.esp MaleBodyReplacerV5.esp HelmetCollection.esp SomewhatRealisticSwords.esp LevelerCheat.esp kuerteeHorseCommands.esp DLCThievesDen.esp DLCThievesDen - Unofficial Patch.esp Cobl Glue.esp Cobl Si.esp FF_Real_Thirst, Cobl.esp Bob's Armory Oblivion.esp FCOM_BobsArmory.esp Loth's Blunt Weapons for Npcs.esp FCOM_LothsBluntWeapons.esp Oblivion WarCry EV.esp FCOM_WarCry.esp Oscuro's_Oblivion_Overhaul.esp OOO-Water_Weeds.esp Hemingweys Capes Improved for FCOM.esp Hemingweys Capes for FCOM_FrancescosNamedBosses.esp OMOBS_SI.esp OOO 1.32-Cobl.esp FCOM_Convergence.esp FCOM_EntropicOrderRebalance.esp FCOM_RealSwords.esp Mart's Monster Mod - More Wilderness Life No Gates.esp FCOM_LessReaversInGates.esp Mart's Monster Mod - Extra Wounding.esp Mart's Monster Mod - Looting NPCs & Creatures.esp Mart's Monster Mod - Safer Quest Locations.esp Mart's Monster Mod - Hunting & Crafting.esp Mart's Monster Mod - Farm Animals.esp Mart's Monster Mod - Diverse WaterLife.esp Mart's Monster Mod - Slof Horses Complete.esp Mart's Monster Mod - DLCHorseArmor+Slofs .esp Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp TamrielTravellerAdvscript.esp TamrielTravellers4OOO.esp TamrielTravellersItemsNPC.esp TamrielTravellersItemsCobl.esp ShiveringIsleTravellers.esp FCOM_TamrielTravelers.esp FCOM_DiverseGuardUnity.esp FCOM_BobsGuardUnity.esp FCOM_HungersUnitySI.esp FCOM_Archery.esp FCOM_Archery_RealSwords.esp FCOM_Archery_MMM_H&C.esp FCOM_MoreRandomItems.esp FineWeapons for OOO.esp RustyItems for OOO.esp MMM-Cobl.esp KnightlyArmory.esp Ivellon.esp Guardians of the Nine - Akatosh Chantry.esp GlimmeringCastle.esp Kvatch Rebuilt.esp LetThePeopleDrink.esp Museum.esp za_bankmod.esp DLCBattlehornCastle.esp DLCBattlehornCastle - Unofficial Patch.esp DLCFrostcrag.esp DLCFrostcrag - Unofficial Patch.esp Knights.esp Knights - Book Jackets.esp Knights - Unofficial Patch.esp EVE_KnightsoftheNine.esp SM Plugin Refurbish(Merged).esp DLC_MOBS.esp The Lost Spires.esp Lost Paladins of the Divines.esp MannimarcoRevisited.esp MannimarcoRevisitedOOO.esp MannimarcoWardrobeChest.esp Mart's Monster Mod - City Defences.esp FCOM_Knights.esp Enhanced Daedric Invasion.esp FCOM_EnhancedDaedricInvasion.esp road+bridges.esp HeartOftheDead.esp Oblivifall - Losing My Religion.esp Oblivifall - Losing My Religion Kvatch Rebuilt.esp Oblivifall - Losing My Religion KOTN.esp Oblivifall - Losing My Religion_HOTD_Patch.esp NRB4+LtPD Patch.esp Castle_Seaview.esp Fort Akatosh Redux.esp Harvest [Flora].esp Harvest [Flora] - Shivering Isles.esp Harvest [Flora] - DLCVileLair.esp Harvest [Flora] - DLCFrostcrag.esp Book Placement v2.esp CompanionHorseSupportFIX forCMPartners.esp HUD Status Bars.esp EVE_ShiveringIslesEasterEggs.esp Dungeon Actors Have Torches 1.6 DT.esp Exterior Actors Have Torches 1.32 DT.esp kuerteeInventoryIsABackpack.esp NPC Water-Sink.esp P1DkeyChain.esp kuerteeGoldIsAnInventoryItem.esp Enhanced Vegetation [125%].esp Toggleable Quantity Prompt.esp Enhanced Economy - House prices.esp Alternative Beginnings.esp Alternative Beginnings - Kvatch Intact.esp SM Encumbrance and Fatigue.esp NoHealingDuringWait.esp RealSleepExtended.esp DuplicateItemSpell.esp RefScope.esp MidasSpells.esp Syc_AtHomeAlchemy_No_Bounty_v2.esp EnchantmentRestore.esp SM Combat Hide.esp sycHearNoEvil.esp Merged Patch.esp sycSHOUT.esp kuerteeCrimeHasWitnesses.esp Enhanced Grabbing.esp Armorer's Advantage.esp Combat Fumbling.esp Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp Phitt's Phighting Phixes.esp SkillDecay.esp The Versatile Adventurer.esp Let There Be Darkness - Cyrodiil + SI.esp Let There Be Darkness - Knights.esp Let There Be Darkness - Mehrunes Razor.esp Item interchange - Extraction.esp Item interchange - Placement for FCOM.esp Item interchange - Placement for Frostcrag.esp ElaborateEyes.esp CM Partners.esp _Ren_BeautyPack_full.esp Elves Of Lineage II.esp CM Partners Special NPCs.esp CM Partners NPC.esp CM Partners More NPCs.esp CM Partners Marker NPCs.esp CM Partners Extra NPCs.esp AsharasCMPartners.esp Terimer.esp CompanionMaster.esp EVE_KhajiitFix.esp Mart's Monster Mod - Resized Races.esp Real Hunger, Cobl.esp NRB4 Standard Road Record.esp Cobl Filter Late MERGE ONLY.esp All Natural - Indoor Weather Filter For Mods.esp NoDisarmAttackOrBlock.esp Bashed Patch, 0.esp SuperPack Patch.esp DynamicLeveledLists.esp PD: Also, these three houses don't exist at all, but when I check Construction Set, all seems to be fine. This seems really odd. I've had other issues overall with this game and I have always browsed on Google for answers to see if other people experienced them, but Hell, either I simply can't easily find anything about it on the Internet, or I'm really the only one experiencing this. This game truly is the one which has given me headaches and frustration to fix stuff, lol. Been playing this game for many years, and after like 5 or 6, I decided to play again, and overall I somehow managed to more or less fix almost anything and this modded set is very playable (with some framerate drops from time to time), but this thing right now beats me. BTW, I'm playing on a gaming laptop (MSI) with Intel Core i7, a nVidia GTX 960M graphics card, 16 Gb RAM, and of course OS is Windows 10.
  5. Don't know if this has ever been discussed, I've tried browsing all over the internet and I haven't found anything related to this one bug/glitch. As the title says, no goblins ever spawn when the brothers and I arrive at the farm, after one of them says the line "Here they come" nothing ever happens. They just stand there idly.
  6. No, I'm not making a mod. I don't have any experience and I think I'll never be interested in making one. I'm talking about if it is possible to tweak the combat styles of NPCs without using the Creation Kit or switching to the follower mod Amazing Follower Tweaks, which I know you can set up a big number of follower classes and all, but I'm very comfortable using EFF. Easier for me to give my followers spells and so on. If someone knows of a mod that changes combat AI of NPCs, including followers from mods that don't use custom AI and use default, please let me know... I've been trying to do it by changing classes and all in the console command, but they stay the same. The only hope I have is to wait for them to deplenish their magicka pool before even considering using melee weapons, and if they have bows or anything then they'll stay completely ranged-only style of combat, when I want them to be both melee and magic. For now only one of my followers works the way I want, but because he's an archer using only very few magic which is only some conjuration and alteration spells, and after using some magic he automatically switches to bow and gets closer to the enemy and when he gets close enough he starts tanking like a melee. Another follower does something similar, the only thing is that he is originally a spellsword and will use destruction magic generally but might switch to melee if the enemies are to close to him. Other followers stay being magic-only users.
  7. How to start... I use Extensible Follower Framework, Interesting NPCs and way more mods adding magic, weapons, enemies, npcs... The question is, I want to make a follower a battlemage/spellsword kind of fighter (melee/mage hybrid), BUT actually switching to melee at some point and not only using Destruction magic or other damaging spells. Is there some mod that tweaks AI or a console command or anything to make this happen? I browsed over the Internet and I didn't find anything about a matter like this. As I use EFF, I tried to change his combat style to warrior or berserker, but to no avail. I even tried using the console to try to change them into melee class but also being able to use magic, and it's like it does not change at all. I tested with several followers, mostly with melee only style of combat, and at the moment I give them destruction spells, they automatically switch to magic only, even if they have a strong weapon.
  8. Hello to everyone guys, I just want to know if someone could do this armor in Skyrim: http://oblivion.nexusmods.com/mods/42358 This is a very cool armor but unfortunately it didnt have many fame in Oblivion Nexus so if some awesome modder is interested with that and wants to do the request ill thank you very much (and endorse you) I will appreciate very much if someone does the work =D
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