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Bounty and Infamy Problem


Johny Obliv

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I've got yet another problem. When i commit a crime, strange things happen when i get seen by an NPC. Whenever i assault an NPC, they just run away like normal. But when i chase them through town and a guard pops up, my bounty suddenly increases to 23197543 or something, and my infamy increases with like 8 points. But then my bounty just drops again, to 0. And the guards don't even remember that they were chasing me a minute ago. My infamy stays the same.

 

Can anyone help me with this?

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Here's my load order

 

Oblivion.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Francesco's Optional New Creatures Add-On.esm

Cobl Main.esm

bookplacing.esm

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

SM Plugin Refurbish - SI.esp

Atmospheric Loading Screens - Random Quotes.esp

Natural_Weather_with_darker_Nights_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

IlluminationWithin.esp

Blackpowder_bombs v04.esp

CM_Better Wine.esp

Cyrodilic Brandy.esp

DaggerfallBooks.esp

Q - More and Moldy Ingredients v1.1.esp

Xero's Fame Indicator.esp

Harvest[Containers].esp

Harvest[Containers] - Flat-Top Barrels Add-on.esp

Landmarks.esp

HouseMapMarkers.esp

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

SM Plugin Refurbish - HorseArmor.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

SM Plugin Refurbish - Orrery.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

SM Plugin Refurbish - VileLair.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp

DLCSpellTomes - Unofficial Patch.esp

Adonnays Elven Weaponry.esp

DMACArmor.esp

DMRangerArmor.esp

Sauron_Armor_Chest.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

SM Plugin Refurbish - ThievesDen.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Leveled Guards.esp

Francesco's Optional New Adventurers.esp

Francesco's Optional Vendor Tweaks.esp

Francesco's Optional Leveled Arena.esp

Francesco's Optional Files 2.esp

Cobl Glue.esp

Cobl Si.esp

Cobl Tweaks.esp

Amajor7 Imperial Furniture.esp

Servant of the Dawn.esp

VaultsofCyrodiil.esp

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp

SM Plugin Refurbish - Battlehorn.esp

DLCFrostcrag.esp

DLCFrostcrag - Unofficial Patch.esp

SM Plugin Refurbish - FrostCrag.esp

Knights.esp

Knights - Unofficial Patch.esp

SM Plugin Refurbish - Knights.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

Harvest [Flora] - DLCVileLair.esp

Harvest [Flora] - DLCFrostcrag.esp

Exterior Actors Have Torches 1.3 CT.esp

Exterior Actors Have Torches 1.3 DT.esp

KT_KhajEyeToggle.esp

Salmo the Baker, Cobl.esp

Wrye Shivering.esp

Quest Award Leveller.esp

Quest Award Leveller - Battlehorn Castle.esp

Quest Award Leveller - Vile Lair.esp

Quest Award Leveller - Mehrunes Razor.esp

Quest Award Leveller - Knights of the Nine.esp

Alternative Start by Robert Evrae.esp

RealisticForceMedium.esp

PC Sleep Disrober.esp

RealSleep.esp

Francesco's Slower skills x1.5.esp

All+5AttributeModifiers.esp

MidasSpells.esp

hilarity_121.esp

SupremeMagicka.esp

SM_ShiveringIsles.esp

SM_DLCSpellTome.esp

SM_AbsorbRestoration.esp

SM_EnableCharmChameleon.esp

SM_EnableRestoreEnchanting.esp

SM_EnchantStaff.esp

Syc_AtHomeAlchemy.esp

StealthOverhaul.esp

RenGuardOverhaul.esp

RenGuardOverhaulShiveringIsles.esp

Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

Bashed Patch, 0.esp

Harvest[Containers] - Havok Crates Add-on.esp

Book Jackets Oblivion - BP - SSBFL.esp

Travelers Inns.esp

SigilStoneSelector.esp

Bedrollsanyone.esp

Everlasting Corpses v 1.0.esp

tchos' breakfast food.esp

travellers-new balance.esp

ReneersContainerMod.esp

RTT.esp

Smaller Elf ears.esp

SM_Scrolls.esp

SM_SigilStone.esp

Tyrael Armor.esp

Cobl Races.esp

Cobl Races TNR.esp

Cobl Races TNR SI.esp

Cobl Silent Equip Misc.esp

Shadowcrest_Vineyard_COBL.esp

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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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