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28 Days and a Bit 2 - no zombies?!


GrizWorld

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Hi, I'm having a little trouble with the 28 Days and a Bit 2 mod that I recently installed. Everything works perfectly fine except that zombies aren't spawning. I've tried resetting the scenarios multiple times and also attempted to manually spawn them, but they just don't show up. Whenever I order a guard or citizen to follow me in a city that's supposed to be overrun with zombies, they use the panic dialogue like there are zombies hot on their heels, yet nothing is actually happening.

 

One last thing. The special editions of The Black Horse Courier that are in various inns don't work. I can't activate them, or they don't say anything (probably because there aren't any zombies spawning).

 

I was really excited about this mod, but without zombies, it's a bit pointless... >.>

 

Insight, or better yet, a solution to this issue would be greatly appreciated, thank you!

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Here's my load order. I have also attached my omod report.

 

Oblivion.esm

AWS-Core.esm

hilarity_121.esp

SummonChest_v2.1.esp

KT_CustomRaceFix.esp

[GFX]_Initial_Glow-all.esp

Lighter Ammo + Better Arrow Speeds.esp

cloudcity mod V1.1.esp

ExnemEyeCandy.esp

Caine's Outfit.esp

Elves Of Lineage II.esp

DarkIllusionArmor.esp

24HrArenaAliveV2Towers.esp

Mizuki Ninja.esp

Oonas_Outfitters.esp

GTAesgaard.esp

BlackLuster.esp

Ramy Enfant.esp

Arena Ring.esp

Lera's ValantineOutfit.esp

IDKRRR_C_race.esp

Lattamer.esp

CheatsBook.esp

BisPainBringer.esp

Apachii_Goddess_Store.esp

SexyKunoichi.esp

tona_muffler.esp

ParaClothes.esp

HENTAI_EVE.esp

HGEC_Draconic_Armor.esp

DianoArmor2.esp

tona_simple_dress-armor_ver3.esp

AT2 01-Shiki Armor Set.esp

ZOMBIES! - 28 days and a bit V2.esp

SwordDancer.esp

MidasSpells.esp

Argent Iron Armor.esp

Akatosh Mount By Saiden Storm.esp

77_Umpa_Animation.esp

SPB Glass Girls.esp

Gloria Armor.esp

MHSNKirin.esp

DFSLoutfits.esp

Dwemer_Skyship_1_1_0.esp

Chocolate Elves.esp

Hentai_Apple.esp

IvyArmor_Full.esp

Magus Demon Fistos.esp

Lich King's Helm v1_0.esp

New Frostmourne Sword by Jojjo v1_0.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..

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

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

move zombie mod to last in your load and then see if it works properly

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Thank you very much, that gave me a lot of insight on how mods work. I used to just cram everything together and think it would all work out somehow (and it mostly does), but I can see how this would fix a lot of lame crap that goes on in my games, haha.

 

I'll reorder everything according to your recommendation, see how it works, and report the results.

 

Thanks again.

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Unfortunately, it didn't work. Even after installing the Unofficial Oblivion Patch and reorganizing the load order, still no zombies showing up anywhere. I tried changing compatibility options (such as Safe Zones) and nothing's worked. I even reinstalled it. There may be a conflict between it and another one of my mods, but I don't see how...

 

Edit: Sorry about double post.

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you could try makeing a clean save. no mods added to your game. then add just the zombie mod and any clothing and or armor mods as they'll not affect it.go in game,see if it works.you may have gotten a bad DL.

also try manually inspecting the mod to verify all files are present

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