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NPCs Walking Into Walls and objects!


Macaquinho

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I dont know why but they just keep falling from bridges in Anvil docks, and basicly everywhere outside cities they go aggainst a house and keep on walking aggainst it. I never touched the waterfront and nps just go for a swim or stay stuck in a rock/tree .... it's annoying xD

whats the problem?

*i cleaned all mods (TES4 EDIT) and i disabled and deleted all mods that alter specific locations like Avil bay expansion and Bravil docks.

Cant see whats the problem here, any tips ?

(just for the record, i'm newbie at modding oblivion, but i informed myself on forums and threads to get an idea of things, but still theres a lot of ways i could get things wrong)

Heres my load order and active mods:

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
Progress.esm
RealisticLeveling.esm
Unofficial Oblivion Patch.esp
UOPS Additional Changes.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Natural_Weather_by_Max_Tael.esp
Natural_Weather_HDR_by_Max_Tael.esp
Natural_Habitat_by_Max_Tael.esp
Enhanced Water v2.0 HD.esp
Natural_Water_by_Max_Tael.esp
Sounds of Cyrodiil.esp
Living Economy.esp
Living Economy - Items.esp
Cutthroat Merchants.esp
Crowded Cities 15.esp
Spell Delete And Item Remove.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
Oscuro's_Oblivion_Overhaul.esp
OMOBS Optional Combat Settings.esp
Mart's Monster Mod.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Zombies for Body Meshes.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
OOO-WaterFish.esp
Cyrodiil transportation network 1.3.esp
AlchemistsCave.esp
BHC_Expanded.esp
BrotherhoodRenewed.esp
24HrArenaAliveV2Towers.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
The Lost Spires.esp
Solace.esp
bartholm.esp
Natural_Vegetation_by_Max_Tael.esp
Alternative Start by Robert Evrae.esp
RealisticFatigue.esp
RealisticHealth.esp
MidasSpells.esp
ProgressGSD.esp
ProgressMBSP.esp
ProgressSBSP.esp
ProgressRBSP.esp
ProgressRacial.esp
ProgressArmorer.esp
Oblivion_Character_Overhaul.esp
OOO-Respawn_Week.esp
UVIII.esp
Falling Leaves.esp
Bashed Patch, 0.esp


heeeeeeeeeeeeeeeeeeeelp
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What you are describing is most likely the result of path grids being disrupted. It is a common mod conflict when two mods affect the same set of game cells because path grids are "winner takes all" based on load order. I am unfamiliar with some of the mods in your load order and can't tell you which may be the culprit. If it's happening in more than one area you may have multiple mod conflicts. In which case it may be wise to just revert back to vanilla Oblivion and begin installing mods one at a time, testing things with each addition. This way you can pin down the source(s) of your problems and decide which mods you wish to keep using.

 

Best of luck. Wish I could be more helpful.

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