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Can't grab/move Bodies


quinz128

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I normally use a Realistic force and Physics mod when i play Oblivion and use a body lifting for it. I noticed when i cleaned out my game (I purge it every once in a while to redo mods or load new ones.) And I suddenly can't grab bodies at ALL anymore! Any idea what it could be? I will list all mods I have on my system now.

 

1AlexScorpionSneakingSuit

 

All Hair, Eyes, Orc, kha, Yuan

--This mod is a Gecko combination of Ren's Hair, tkHairPack1, Corean Hair, Dork Diva's Yuan Ti Race, My own compilation of 'Half Khajiit' using the Khajiit body replacer from Ahtata's Khabaxi, The orc Replacer from Ahtata, and Elaborate Eyes so that it works with all the custom races and the replaced orcs.

 

amuleted robes

--Custom mod I made to enable you to see amulets over robes(Mainly for things as cloaks or spectacles for other mods.

 

Armor of Heaven's Fury-Gold-Heavy

Armor of Heaven's Fury-Heavy

Armory of the Silver Dragon

attack and hide medium

Battle China Dress

bluesword

CapesAndCloaks

Capucine's Aquamer Race

Deadly Reflexes 5-Combat moves

Divine Pegasus Armor

DN_WolfsBane

Dwemer Specs Equip

ExnemEC_Rogue01

ExnemEC_Warrior01

Exnem Eye Candy(Female Eye Candy Wardrobe)

Exnem Eye Candy AA (Amure Amazons)

EY_Vampirehunter

Geisha Assassin

GP_Natural Wildlife MMM

HGEC Evening Dress

HGEC Rogue Mage and Scoundrel

HGEC_Snow Robe and Century Corset

ImpeREAL(All Districts)

Improved Hotkeys

IvyArmor Full

JB_Catsuit Variants

JB_Catsuit Weapons

KDDwemerSpectacles

KT_CustomRaceFix

MaleBodyReplacerV4(Robert's)

Mart's Monster Mod(Reduced Spawn)

Mart's Monster Mod( Both ESM and ESP)

MHSNfuru

MidasSpell

Morrigan Armor Sets

--Four Below from Natural Environments---

Natural Habitat

Natural Vegetation

Natural Water

Natural Weather

-------------------------------------------------

Nicos Scimitars Side

Noble Plate Armory

Queens Armory

RealisticForceMedium

RealisticMagicForceMedium

RenGuardOverhaul

RTT(Ruin Tail's Tale)

Sack of Pants

Slof's horse Base

Slof's Goth Shop

StockClothingArmor(For Exnem)

Thieves Arsenal

tkRapiers

tona_whitesquall-armor

TwilightAssassin

 

I narrowed it to nor being Ren's Guard overhaul. I thought it was that because of the Corpse Carry Power, but when I unclicked it still didn't work.

 

I am using OBSE if that is any help.

 

Thanks in Advance,

Me! <3

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General Load-Order Guidelines

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

 

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

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