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RayzerCalitri

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Posts posted by RayzerCalitri

  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. 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.

  3. 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.

  4. 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.

  5. 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.

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