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NPC's can't speak to me :S


Th3UniQu3

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Hey there :P

 

Well, i'll just get straight to the point:

Whenever NPC's are programmed to speak to me automatically (example: When i wake them up, or Lucien Lachance visits the player) they just stare at me and my character starts casting invisibility/chameleon spells :blink:

 

When i start a new game the problem is temporarily solved, then, after a few hours of playing, it happens again :dry:

 

I hope that someone here can help me solve this annoying problem...

 

Thanks in advance,

 

Th3UniQu3

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Load Order (as BOSS put it):

 

Oblivion.esm - no idea! :biggrin:

CM Partners.esm - CM Companions

cssBase.esm - Companion Sound Set

IceElfRace.esm - ice elf Race

Knights.esp - Knights of the Nine

phinix-waterfix.esp - Makes the water look...nicer

Added Realistic NPC's v1.0.esp - Adds more NPC's

DLCOrrery.esp - Unlocks the orrery in the Arcane University

DLCMehrunesRazor.esp - Mehrunes Razor DLC (magical Dagger in Ayleid Ruin)

DLCSpellTomes.esp - adds magic books to loot lists

Adonnays Classical Weaponry.esp - Adds new weapons

MaleBodyReplacerV4.esp - Body Replacer (males)

DLCThievesDen.esp - Thieves den DLC

Klarre Forestheart.esp - add armour seller to "The best Defense"

DLCFrostcrag.esp - Frostcrag Spire DLC

Regional Legion Soldiers by Ionis.esp - changes guards textures depending the area they roam.

Slayer_Goodsfix.esp - makes things like silver plates worth more gold

WPHealthRegen.esp - small health regen

MidasSpells.esp - doubt it needs introduction...

attack and hide easier v2.1.esp - makes it possible to escape combat

300ft_crime_detection-7319.esp - guards detect crimes within a radius of 300ft instead of all over the province...

CM Partners.esp - Base file for CM companions

cssImoen.esp - adds a spell in spell list to give companion a new soundset

CuteElf11.esp - new Race

_Ren_BeautyPack_full.esp - mysticelves, etc

KT_CustomRaceFix.esp - needs no introduction

DeadlyReflex 5 - Combat Moves.esp - New combat moves

PCSoundCernd.esp - Player Character soundset

personality_idles3b.esp

RingOfFeather1000.esp - aads a chest with a ring to the market district

Curseman's Anti Extinction Mod.esp - makes sure low-level creatures don't stop appearing

Adonnays Elven Sabres.esp - Several random weapons hidden around the province

GB_Oblivion Tournament.esp - Adds a new arena to the Arena District

TamrielTravellers4All.esp - Travelling merchants walking the roads of Cyrodiil

Sheogoraths Unique Armory.esp - Armoury in Skingrad (new shop)

skills increase faster.esp - Faster skill level up

ambreskav02.esp -CM Partner

Cheydinhal abandoned house rebuilt.esp -Speaks for itself :P

AsharasSirensAndTritons.esp - Adds new race(s)

Beginners Chest Plugin.esp - adds a small chest with items to the starting dungeon

Medic!.esp - allows the giving of potions to NPC simply by right clicking in inventory

 

 

--Thats all i got :P

 

Th3UniQu3

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this is the load orde rI use and experience few problems

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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