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Posts posted by RayzerCalitri
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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.
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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.
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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.
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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.
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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.
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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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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

Necromancy and Lichdom mod conflict with Supreme Magicka
in Mod troubleshooting
Posted
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