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MichikoUnknownFox

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Everything posted by MichikoUnknownFox

  1. Yeah you typically go through the different categories and tick the stuff that you need when you rebuild the Bashed Patch. Also I suggest you load Deadly Reflex higher up. It doesn't actually have to load dead last, as in even after your Bashed Patch. Load it before companion mods and after other mods that affect combat (this is the same advice that BOSS will tell you). This should prevent crashes during combat. Crashes when opening doors can be random, sometimes it's because of something not loading properly. If you're entering a dungeon, for example, it could be because of faulty equipment for the NPCs inside the dungeon, which in my experience is likely if you don't rebuild your bashed patch properly, considering your overhaul mods. Just run it through BOSS and trust that BOSS will be right... It usually is anyway. If you have mods that are unlisted in BOSS, follow BOSS's ideas. So if it's a combat mod, try to load it along with the other combat mods, armor mod with armor mods, etc. I used to not trust BOSS and I didn't use Wrye Bash even though I was using over 170 mods. So I was having lots of problems, including but not limited to crashes and bugs and mods not working. After I followed the BOSS load order and arranged my remaining mods to the same style that BOSS does, and used Wrye Bash to bash them up, my Oblivion suddenly became very stable. I can play for 8 hours without a single crash, which I often do, even with all my combat and gameplay mods. Sure, it's a hassle to have to rebuild the bashed patch whenever you add a new mod, but if it's for stability and compatibility, it's well worth it.
  2. I use this mod, so Wood Elves are actually pretty cute in my game. My first character was a Wood Elf, but right now I'm more fond of my Breton. I might make a Wood Elf (or High Elf; still deciding) as a new character some day.
  3. Also, check if your timescale is too slow, if you've modified it. I noticed that if you use slow timescale that NPCs with schedules will stand idle until their next scheduled task is supposed to kick in. Most NPCs have at least a Wander package in them, which will allow them to walk around and talk to other NPCs. But if they've already exhausted all conversation topics with the other NPCs in the same area, they won't talk to each other anymore, hence leading to a lot of standing around and even blankly staring at each other. And in places where there's actually not much to do, such as most city areas (as in no place to sit or sleep nearby, or food/drinks), the NPCs will really just stand around. By default they'll be allowed to talk to each other again after a certain time, but if you hang out too much in the same area with the slow timescale like I said, they won't say much. Like this: "Hello." "What's new with you?" "Goodbye." If this is your problem, advancing in questlines will give them more topics to talk to each other about. You can also try going to a different area and waiting for that problem area to respawn, as generic NPCs like those added by Crowded Cities could be refreshed.
  4. I know people that still play Morrowind, so I don't think it's weird that people will still be playing Oblivion even when TES V comes out. I just hope that by the time TES V comes out I'll have a good enough PC to run it, cuz this old PC is starting to not be able to run some of the newer games anymore. I'm barely able to run Oblivion as it is haha.
  5. I wish it did though. I want NPCs that get attacked by wolves in the woods and survive to eventually heal up rather than stay in their wounded state. It might be possible to modify the script so it looks at any actor reference rather than just the player, however, since it'll be running on all actors, it's not advisable as it will certainly cause slowdowns. There may be a way around it, but I'm not a good enough scripter to figure it out. :)
  6. Is there a way to make NPCs not pick up weapons on the ground or from corpses? I'm trying to make a martial-artist type companion NPC, and no matter what I try, she keeps picking up any weapon she finds and uses that instead, even if her stats in that weapon type are crap and her Hand to Hand skill is very high. Even worse is that because of this behavior, if she gets attacked without a weapon and there's a weapon laying around somewhere in the current cell, she'll run all the way to get the weapon rather than stand and fight. I'd like to make it so she never picks up any weapon ever and only uses her fists. Any ideas?
  7. Make sure you're running the fix version of DR5 too, and that it loads near the end (if not dead last) in your load order. There was a problem with DR5 before the fix where decapitations in particular would cause weird bugs, one of which I've experienced would be the NPC respawning with two heads (one floating nearby), and sometimes becoming unhittable just like you described. I haven't noticed any such bugs anymore since I patched it with the hotfix. Decapitating everything may be fun, but considering lowering the chances of decapitations and critical hits, just to play it safe and avoid bugs. Deadly Reflex is bound to have bugs, not just because of the complexity of Deadly Reflex itself, but limitations with Oblivion itself (as even a vanilla game with no mods or even mods that are just supposed to improve performance, remove bugs and reduce crashes can still have bugs and crash quite often). You might kill 100 NPCs in a dungeon only to realize that when you return to it that you can't kill them anymore. Hope this helps.
  8. Thanks for the info. I don't use Streamline cuz I didn't like some of the things it did, and it's arguable that I could configure it but that makes it pretty much useless to me. Hence, I'd rather not risk something continuously touching my INI settings. Next time I need to revert to Vanilla I'll follow your prescribed procedures. :) I actually have saves at the beginning as soon as you regain control of your character after the Emperor talks to you for the first time, and one outside the sewers. Unfortunately these saves have practically all of my currently active mods, at least before I reinstalled, because I didn't think there'd be a problem, since I'd already played a previous game with the then-current mods without a problem... Except that I forgot about the dying essential NPCs issue. Anyway my testing is going well so far. Essentials are getting knocked out as they should. Even though everything's going to plan, I somehow want to replicate whatever caused it in the first place, so I know what to do. But I seem to be running out of mods that can affect anything at all, as all that's left for me to install now are the clothing, weapons, idle/stance animations, races and hair mods, and the texture/mesh replacers, all of which have nothing to do with game settings. Somehow I'm disappointed, but whatever. D: At least I know what to do now if I ever run into more problems. I'm not done testing though, as I'll test with an actual game and flow through the tutorial appropriately, just in case it's a game setting being changed during or after the tutorial. I'll do it later though cuz I'm getting tired of sitting at the PC for such a long time.
  9. Haha yeah I'm trying to figure out which one it is. So far so good. As expected, it's not Deadly Reflex or any of my aesthetic mods, body/animation, etc. I'm just waiting for my Francesco's optional files download. Since I'm reinstalling mods, might as well give those item add-ons a try. But I doubt it's Francesco's anyway, because I didn't even have Francesco's until about a few days ago, and I already had the bug before then. Next up I'm gonna test some of my game system mods, like those that affect magic and enchantment. My testing space is hilarious btw. I'm right at the start at the starting prison cell, TGM on, and I made all the NPCs fight each other, including the guy that insults you (made him essential too just for kicks). So far, they're all resurrecting as they should be. I'll keep this updated as I figure out what went wrong, and a fix if I can figure it out. If I can replicate what causes the bug, it might solve problems for other people that might have the same issue in the future. :) - edit: Here are the mods that might have anything to do with it that I've tested so far, for documentation purposes. I won't list down the mods that I'm 100% sure won't affect anything, such as weapon and clothing mods, and texture replacers and stuff that have no esp/esm, and my own personal mods where I know that I didn't touch any game settings. [Game Settings] Official Shivering Isles UOP USIP Enhanced Weather (this shouldn't have affected anything anyway, but just in case, I tested it and logged it here) [Animations, behavior] Deadly Reflex 5 [NPCs] CM Partners 2.0 Tamriel Travellers 1.39 Smarter Bandits 1.1 kuertee Wandering Encounters 0.53 Crowded Cities & Roads (all kinds) Continuing testing my mods as I add them a handful at a time. Will edit this part accordingly. :)
  10. Also posted in Bethsoft Forums but nobody seems to know anything there. This post is updated with my new observations, so you need not read the original post at Bethsoft. Hi. Does anybody know what would cause essential NPCs to not go into the unconscious state? What happens in my game is that essential NPCs actually die, as in you can loot their corpses and everything, and they never get back up (I stood beside the corpse of my supposedly essential CM Partner for 10 whole minutes, which was how I learned I have this bug in the first place). After that I started bug testing and going into towns for essential NPCs and killing them in various ways (using the console command "kill", manually killing them with my weapon, having other NPCs kill them using startcombat, and the console command modav health -x). I don't get the "NPC is unconscious" message, they never resurrect, and all their corpses are lootable. Before you ask, yes I'm sure they're essential. I see the crown icon when I come close to them, and I even set "setrefessential 1" on NPCs for bug testing, and they still die. I've already checked and it doesn't seem to be any of my mods. I've tried deactivating all of my mods except the official Shivering Isles mod, and the unofficial patches for Oblivion + SI. Even with all of that off, my NPCs are still killable. I think it's a game setting that a mod that I have may be setting in the background. I can't pinpoint it yet, but I think it happens right at the start of the game when all my mods are loaded for the first time. I'll run a test later by starting a new game and checking if Baurus and the Emperor are killable. Naturally I'm worried that an important NPC for a quest may end up dying without my knowledge, especially since I have all those NPC mods, including mods that add bandits and more creatures to my roads for more danger. Also it's annoying knowing a game system is supposed to work but isn't, making the essential tag completely useless at that. Not to mention my lovely CM Partner actually dying. :( Any help would be appreciated. Thanks. P.S.: In case it helps, here's some additional information that may or may not be useful. * This is a fairly new game. I went to Weynon Priory right after shopping in Market District. After Weynon Priory, I went to Chorrol to bug test. * This bug already existed, even in an older save game from a few weeks ago with mostly different mods (I uninstalled, then reinstalled Oblivion and downloaded a new set of mods, though some mods stayed, such as Deadly Reflex), but at the time I didn't think much of it because I simply used the console to resurrect my CM Partner, who was the only supposedly essential NPC that I saw die. This was when I first noticed it. * Reloading earlier saves changes nothing. I will update this information after I test if it happens right at the start of the game. Though any help from people who know what game settings may fix this is appreciated. Thanks again. - edit: Tried starting a new game and... I get a CTD right after chargen, which obviously sucks. It happens even with all mods disabled. Not sure what that means, but I guess I'll have to clear out my data folder (again) and carefully and slowly select all my mods, to see what's causing both the CTD and the mortal essential NPCs. - edit2: Uninstalled Oblivion and reinstalled it (again). I only have the official and unofficial patches, including SI now. Tested a new game and everything's working properly (no surprises here). Now to add my mods slowly and see which one causes essentials to die. :(
  11. I did check the URL. ;D It leads to TESNexus, which only tells us where it was uploaded but not exactly where he found it (since it may have been hotlinked to a blog or the modder's site). If he only did find it at TESNexus, then we'll have to ask SkeletonK about the pose/animation, otherwise we can do further investigation.
  12. Where did you find the image? It can narrow things down. :) If it's from a Japanese site, I can help you figure things out.
  13. I support this as well. I've been looking for some real armor too. Many armor mods are, understandably, just like you described: too unique, too flashy, probably don't even really belong in the kind of setting Oblivion has. Especially for female characters, and I play a female character. I'm not complaining or anything. The flashy weapon and armor mods are great and give me enjoyment as well, but sometimes I wanna look realistic too. I was playing around with console commands last night out of boredom and I made copies of the full set Imperial Guard armors, and tried it on my character. It wasn't flashy but it was friggen badass. But I don't wanna use it in my real save files because that would break my roleplay experience in a way: my character is not an Imperial Guard. http://i234.photobucket.com/albums/ee163/aaron_boruque/womeninrealisticarmor.jpg I was really craving to see my character in some serious armors and stuff, aside from just the vanilla flavors. I want it to be unique in a way, so even in a full set of armor people know it's my character, just like actual knights and renowned warriors had their own armors custom made. Like, back then, the way to make your armor stand out was to put horns or other protrusions on the helmet, or your coat of arms or some crest on your shield or robe or something. But it was still the same functional armor that everybody in the same "armor class" would've been wearing. Anyway I hope some good modders would pick this up. :D
  14. Yeah good idea. I took a look around the CS though but I couldn't find anything related to what I'm looking for. I'm a beginner at modding though so I probably just don't know what I'm looking for. D: I even tried looking at the CS wiki but... I don't really know what I'm searching for. I tried looking at entries for NPC, radius, detection, etc. Any help would be appreciated, even if it's just telling me what part of the CS to look at. :)
  15. Hi. I'd like somebody to make a mod that makes the NPCs ignore the player unless spoken to, so that they don't say "What is it, citizen?" or "Oh, it's you. Hi..." or "What is it now!", which obviously gets annoying when you're walking around a crowded city or road (thanks to the Crowded Cities and Roads mods), or even in general. It's pretty obvious that it's strange, as in real life nobody really greets you like that when you're just passing by, especially when you're actually running past them. Here's some details and additional info that I'd like in the mod: 1. All friendly NPCs will ignore you unless you actually speak to them by activating them. 2. If you stand reasonably close (comfortable speaking distance) to an NPC, they'll use their greeting. 3. If you stand too close to an NPC that doesn't necessarily like you (low disposition), they'll use their annoyed greeting. Likewise, to an NPC that has a high disposition, they'll still use their friendly greeting. 4. If you stand any distance behind them, unless you actually touch or bump them or otherwise alarm them, they should ignore you. I wouldn't turn around to say "Oh, hello!" to somebody who's just walking by behind me. 5. If you do something suspicious while they can actually see you, such as draw your weapon or start sneaking around, however, they'll turn to face you. If you come close to them in these states, they'll greet you. Thanks for reading, and I hope somebody picks up this mod idea. :)
  16. Hey. :D I'm a long-time BAB user too. Just recently coming back to playing Oblivion. It's nice to see new BAB stuff coming out, too. I tried all the body mods before, but I chose BAB cuz I guess it made the most sense to me. As a guy, it is tempting to use the eye candy mods, but honestly it's not only distracting, but it takes out of the realism and sensibility, which is more important to me anyway. I prefer female adventurers/fighters that look great in nice armor/clothing rather than those that expose their other assets. Hehe. No offense of course to anybody that doesn't share the same idea. Anyway I hope the BAB modding community picks up even more. There's a lot of good stuff out there that I wanna see Babarized, like the Adelina outfit.
  17. I still play it often (still almost every day), but not online so much. I kinda just get into quickies with it heheh. Faster to play offline than online waiting for a game. But I haven't tried this server yet. I might soon, but I dunno. We'll see. o_O
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