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Guards are behaving weirdly, arresting me for no apparent reason.


lunat1c

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Morning,

 

People advised me to post it here as well, but since I'm new here - go easy on me.

 

The imperial guards (probably ALL guards) keep arresting me for doing.. nothing? It's a new char, I have no bounty nor any stolen items on me. Some mod is probably conflicting with another mod, but I have no idea where to start. Has anyone encountered this before, and knows a fix?

 

It goes like this (can't really duplicate it): I enter a random shop, buy some goods. I leave the buy menu, and walk around the store. Nothing happens, it seems fine. I do the exact same thing again, and upon exiting the buy menu (and NPC) a guard (hired guards, from TIE) inside the shop will arrest me, saying I have done something wrong. I end up being jailed (or paying gold) and I'm supposedly free of any charges/bounties.

 

I walk around and the first thing I notice is that all the guards I speak to, have a "Bribe" option. Now as far as I know, that option only exists when you have stolen something and want them to look they other way (correct me if I'm wrong).

 

I enter a new shop, and after x times of doing the above I get arrested YET again. Annoying as hell you might reckon.

 

Update: I just noticed that when I look at a closed door in a shop (with a red lock) and walk down the stairs, the guards arrest me as well.

 

I run about 200 mods, basically DLC/FCOM/Textures and outside of that nothing anything as major as them overhaul mods. Could you guys look through my mod-list, and give me some feedback on what might be wrong? I already tried disabling a few, remaking my bashed patch but nothing seemed to fix it :/

 

I use Wrye together with BOSS (latest masterlist) so my load order "should" be fine. I followed the guidelines in BOSS to create my bashed patch.

 

Any help would be appreciated!

 

 

Active Mod Files: 
00 Oblivion.esm 
01 All Natural Base.esm [Version 0.9.4] 
02 Francesco's Leveled Creatures-Items Mod.esm 
03 Francesco's Optional New Items Add-On.esm 
04 A_Bloody_Mess.esm 
05 Tamrielic Ingredients.esm 
06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 
07 Mart's Monster Mod.esm [Version 3.7b1] 
08 TamrielTravellers.esm [Version 1.39c] 
09 FCOM_Convergence.esm [Version 0.9.9a7] 
0A Kvatch Rebuilt.esm 
0B HrmnsOblivionScriptOptimizationv1.0.esp 
0C Unofficial Oblivion Patch.esp [Version 3.2.0] 
0D DLCShiveringIsles.esp 
0E Unofficial Shivering Isles Patch.esp [Version 1.4.0] 
0F Francesco's Optional Chance of Stronger Bosses.esp 
10 Francesco's Optional Chance of Stronger Enemies.esp 
11 Francesco's Optional Chance of More Enemies.esp 
12 Francesco's Optional Leveled Quests-SI only.esp 
13 Francesco's Optional Leveled Guards.esp 
14 Francesco's Dark Seducer Weapons Patch.esp 
15 FCOM_Francescos.esp [Version 0.9.9] 
16 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] 
17 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 
18 Fran Armor Add-on.esp 
19 Fran_Lv30Item_Maltz.esp 
1A LoadingScreens.esp 
1B Natural_Habitat_by_Max_Tael.esp 
1C All Natural.esp [Version 0.9.4] 
1D All Natural - Real Lights.esp [Version 0.9.4] 
1E All Natural - EW + NW + AWS.esp [Version 0.9.4] 
1F Enhanced Water v2.0 HD.esp 
20 Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1] 
21 Better Bell Sounds.esp 
22 ln.esp 
23 Symphony of Violence.esp 
24 AmbientTownSounds.esp 
25 MIS.esp 
26 MIS New Sounds Optional Part.esp 
27 Atmospheric Oblivion.esp 
28 Rainbows.esp 
29 Book Jackets Oblivion.esp 
2A Menu Time.esp 
2B Spell Delete.esp 
2C VA_BetterGold.esp 
2D Landmarks, w Wells.esp [Version 1.11] 
2E HouseMapMarkersOnlyBought.esp 
2F DLCHorseArmor.esp 
30 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] 
31 DLCOrrery.esp 
32 DLCOrrery - Unofficial Patch.esp [Version 1.0.3] 
33 DLCVileLair.esp 
34 DLCVileLair - Unofficial Patch.esp [Version 1.0.5] 
35 DLCMehrunesRazor.esp 
36 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] 
37 DLCSpellTomes.esp 
38 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 
39 Book Jackets DLC.esp 
3A MaleBodyReplacerV4.esp 
3B ElaborateEyes for Robert's Bodies.esp 
3C EVE_StockEquipmentReplacer.esp 
3D Adonnays Classical Weaponry.esp 
3E Adonnays Elven Weaponry.esp 
3F Adonnays Elven Longblades.esp 
40 CapesandCloaks.esp 
41 DBShadowSet_NE.esp 
42 DBShadowSet_Argonian_NE.esp 
43 DBShadowSet_Khajiit_NE.esp 
44 Dreadweave Complete_Light.esp 
45 doofdillas_potions_recolored_sorted_v0_3_1.esp [Version 0.3.1] 
46 Slof's Horses Base.esp 
47 Slof's Extra Horses.esp 
48 DLCThievesDen.esp 
49 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] 
4A DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] 
4B ExnemRuneskulls.esp 
4C FCOM_ExnemRuneskulls.esp [Version 0.9.9] 
4D Tamrielic_Ingredients_cOMbo.esp 
4E FCOM_TamrielicIngredients.esp [Version 0.9.9] 
4F Bob's Armory Oblivion.esp 
50 FCOM_BobsArmory.esp [Version 0.9.9] 
51 Loth's Blunt Weapons for Npcs.esp 
52 FCOM_LothsBluntWeapons.esp [Version 0.9.9] 
53 Oblivion WarCry EV.esp 
54 FCOM_WarCry.esp [Version 0.9.9] 
55 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] 
56 FCOM_Convergence.esp [Version 0.9.9] 
57 FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] 
58 FCOM_RealSwords.esp [Version 0.9.9] 
59 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1] 
5A Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1] 
5B Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1] 
5C TamrielTravellers4OOO.esp [Version 1.39c] 
5D TamrielTravellersItemsNPC.esp [Version 1.39c] 
5E FCOM_TamrielTravelers.esp [Version 0.9.9] 
5F FCOM_DiverseGuardUnity.esp [Version 0.9.9] 
60 FCOM_BobsGuardUnity.esp [Version 0.9.9] 
61 FCOM_HungersUnitySI.esp [Version 0.9.9] 
62 TIE In.esp [Version 1.2b] 
63 TIE In - ExnemRuneskulls.esp [Version 1.2b] 
64 TIE In - FCOM Convergence.esp [Version 1.2b] 
65 TIE In - RealSwords.esp [Version 1.2b] 
66 TIE In - DiverseGuardUnity.esp [Version 1.2b] 
67 TIE In - BobsGuardUnity.esp [Version 1.2b] 
68 Atmospheric Oblivion - MMM Patch.esp 
69 Atmospheric Oblivion - OOO Patch.esp 
6A FineWeapons for OOO.esp 
6B Fransfemale.esp 
6C RustyItems for OOO.esp 
6D OOO-WaterFish.esp [Version 1.34] 
6E EVE_StockEquipmentReplacer for OOO.esp 
6F EVE_StockEquipmentReplacer4MMM.esp 
70 Kvatch Rebuilt.esp 
71 Kvatch Rebuilt - OOO Compatibility.esp 
72 Kvatch Rebuilt - Leveled Guards - FCOM.esp 
73 All Natural - Kvatch Rebuilt Weather Patch.esp 
74 One Stop Magic Shop.esp 
75 DLCBattlehornCastle.esp 
76 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4] 
77 DLCFrostcrag.esp 
78 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] 
79 DLCFrostcrag_MysticEmporiumPatch.esp 
7A Knights.esp 
7B Knights - Unofficial Patch.esp [Version 1.0.9] 
7C EVE_KnightsoftheNine.esp 
7D TIE In - Knights.esp [Version 1.2b] 
7E Mighty Umbra.esp 
7F FCOM_MightyUmbra.esp [Version 0.9.9] 
80 FCOM_Knights.esp [Version 0.9.9] 
81 ElsweyrAnequina.esp 
82 Natural_Vegetation_by_Max_Tael.esp 
83 xuldarkforest.esp [Version 1.0.2] 
84 xulStendarrValley.esp 
85 xulTheHeath.esp 
86 XulEntiusGorge.esp 
87 xulFallenleafEverglade.esp [Version 1.3] 
88 xulColovianHighlands_EV.esp 
89 xulChorrolHinterland.esp [Version 1.2.1] 
8A xulBeachesOfCyrodiilLostCoast.esp 
8B xulBravilBarrowfields.esp [Version 1.3] 
8C xulLushWoodlands.esp [Version 1.3] 
8D xulAncientYews.esp 
8E xulAncientRedwoods.esp [Version 1.6] 
8F xulCloudtopMountains.esp 
90 xulArriusCreek.esp 
91 xulPatch_AY_AC.esp [Version 1.1] 
92 xulRollingHills_EV_withoutWheat.esp [Version 1.3.2] 
93 xulPantherRiver.esp 
94 xulRiverEthe.esp 
95 xulBrenaRiverRavine.esp [Version 1.0.2] 
96 xulImperialIsle.esp [Version 1.6.1] 
97 FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9] 
98 Harvest [Flora].esp [Version 3.0.0] 
99 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] 
9A Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] 
9B Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] 
9C A Bloody Mess - Bloody Fights.esp 
9D A Bloody Mess - Armor Shader Supression.esp 
9E A Bloody Mess - Arena Wash Basin.esp 
9F BloodSpray.esp 
A0 Cliff_BetterLetters.esp [Version 1.1] 
A1 EVE_ShiveringIslesEasterEggs.esp 
A2 ImprovedSoulgems.esp [Version 1.11] 
A3 moremerchantmoneyv1.1.esp 
A4 Quest Award Leveller.esp [Version 2.0.1] 
A5 Quest Award Leveller - Vile Lair.esp [Version 2.1.0] 
A6 Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0] 
A7 TIE In - Kvatch Rebuilt.esp [Version 1.2b] 
A8 TIE In - DLCOrrery.esp [Version 1.2b] 
A9 TIE In - DLCThievesDen.esp [Version 1.2b] 
AA TIE In - DLCFrostcrag.esp [Version 1.2b] 
AB Kobu's Skip Intro Mod.esp 
AC RealisticHealth.esp 
AD RealisticForceMedium.esp 
AE RealisticMagicForceLow.esp 
AF MidasSpells.esp 
B0 GrimbotsSpellTomes.esp 
B1 SpellSinger.esp 
B2 SupremeMagicka.esp [Version 0.89] 
B3 SM_ShiveringIsles.esp [Version 0.86] 
B4 SM_DLCSpellTome.esp [Version 0.80] 
B5 SM_OOO.esp [Version 0.89] 
B6 SM_MMM.esp [Version 0.89] 
B7 SM_EnchantStaff.esp [Version 0.80] 
B8 SM_UnlockSpells.esp [Version 0.70] 
B9 SM_Scrolls.esp [Version 0.84] 
BA SM_SigilStone.esp [Version 0.83] 
BB RenGuardOverhaul.esp 
BC RenGuardOverhaulShiveringIsles.esp 
BD Kobu's Character Advancement System.esp 
BE Kobu's Personality Enhancer.esp 
BF Kobu's Health Modifier Mod.esp 
C0 Kobu's 2x Slower Jack-of-All-Trades Mod.esp 
C1 Kobu's Cure for Fatigue Mod.esp [Version 1.0.1] 
C2 Kobu's Lighter Backpack Mod.esp 
C3 Mayu's Animation Overhaul.esp 
C4 DMC Stylish - Specialanims.esp 
C5 Dark Dungeons - SI.esp 
C6 TF_timemod1-10.esp 
C7 Forward Motion Blur.esp 
C8 Get Wet.esp 
C9 MotionBlur.esp 
CA Real Lava 1.3.esp 
CB Visually Enchanted Fire 3.esp 
CC Visually Enchanted Frost 2.esp 
CD Visually Enchanted Shock 1.esp 
CE Visually Enchanted SoulTrap 1.esp 
CF _Ren_BeautyPack_onlyhairs.esp 
D0 ElaborateEyes.esp 
D1 CuteElf11.esp [Version 1.2] 
D2 Bashed Patch, 0.esp 
-BOSS hasn't updated the following mods yet. 
D3 Prox - Arena Loot v1.1.esp 
D4 The Complete Dremora.esp 
D5 Creature_Intensity_v1.5.esp 
D6 FOV Modifier.esp 
D7 Arena_Capacity_Crowds-5845.esp 
D8 Pek_Painting_Exchanger.esp 
D9 Fast Travel Expanded.esp 
DA ImprovedSigns.esp 
DB LCE-addon.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)>

Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM

 

 

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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That's a copy/paste I've seen before, but as far as I know BOSS takes that role out of my hand? I doubt I have the time to manually test every combination possible because a; I work 40+ hours b; I have a wife.

 

Isn't there a more widely known mod that could explain my issue? Like a certain combination conflicting? I know about the conflict checker, but it's an awfully long list to go trough, and sadly I don't have the time for it (I'm not lazy however).

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When using Fcom, you should only use Fcom diverse guards, other wise they will conflict.

 

Run Boss again and look at the description of all of the guard mods and see what it tells you...

 

For Example: I have Fcom, and don't use the Kvatch leveled guards..

 

But I do used reneer's guard overhaul..

 

That is my suggestion.

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Here is my load order... so you know it works = )

 

Oblivion.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

NPC with Jobs.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

FCOM_Convergence.esm

Kvatch Rebuilt.esm

Better Cities Resources.esm

CM Partners.esm

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

Better Cities .esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Chance of More Enemies.esp

FCOM_Francescos.esp

FCOM_FrancescosItemsAddOn.esp

FCOM_FrancescosNamedBosses.esp

Bob's Armory Oblivion.esp

FCOM_BobsArmory.esp

Oblivion WarCry EV.esp

FCOM_WarCry.esp

Oscuro's_Oblivion_Overhaul.esp

FCOM_Convergence.esp

FCOM_RealSwords.esp

FCOM_DurabilityAndDamage.esp

FCOM_SaferRoads.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - No Bone Loot.esp

Mart's Monster Mod - No Slimes.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - Hunting & Crafting.esp

FCOM_DiverseGuardUnity.esp

FCOM_BobsGuardUnity.esp

FCOM_Archery.esp

FCOM_FriendlierFactions.esp

FCOM_MoreRandomSpawns.esp

FCOM_MoreRandomItems.esp

300_White Stallion 4.esp

Kvatch Rebuilt.esp

za_bankmod.esp

Better Cities Full.esp

Better Cities - No LEYAWIIN Flooding.esp

RealisticForceHigh.esp

RenGuardOverhaul.esp

Mart's Monster Mod - Resized Races.esp

CM Partners.esp

Better Imperial City.esp

Bashed Patch, 0.esp

NPC with Jobs.esp

 

 

I think your load order is similar, but as you see, I don't use the tie-guards, or the other one....

 

Your best bet (unless some knows better than I) would disable them one by one until it works.

 

You might want to try a safe save.

 

coc testinghall (or a safe cell like a house in a field somewhere)

wait for 4 days (respawn)

then save.

 

exit.

 

Then start back up from that save...

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I'll disabling them tomorrow (at work now), but cheers. A safe save is somewhat irrelevant because I've only played for about an hour, so starting fresh isn't a problem.

 

If that doesn't work I'm probably forced to start all over, but this time testing every mod.

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