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Arena Opponents run away!?


ZelosZalis

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Sorry new to this, so if I make this hard to understand, apology in advance

 

My mod list

 

Oblivion.esp

DLCHorseArmor.esp

DLCOrrery.esp

DLCFrostcrag.esp

DLCThievesDen.esp

DLCVileLair.esp

DLCShiveringisles.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

ln.esp (louder Nirnroots)

RingOfWings_Switcher.esp (installed but disabled)

Knights.esp

Enhanced Water v2.0 HD.esp

KDCirclets.esp (installed but disabled)

KDClothCirclets.esp

JB Catsuit Varients.esp

JB Catsuit Weapons.esp

RenGuardOverhaulShiveringisles.esp

Alternative Armor Pack Glass.esp

Blood Illusion and Arcania armor for Exnem's body.esp

ArmamentariumKatanas.esp

IndigoArmor.esp

EY_Vampirehunter.esp

Diano.esp

JG elven.esp

tona_simple_dress-armor_ver3.esp

Sword_Dancer.esp

Argent Iron Armor.esp

Dancers Clothes.esp

tona_shadow-walker.esp

Marine Bunny.esp

HentaiDarkLilith.esp

Hentai_CerenityArmor.esp

DHuntress.esp

UFF & RM Assassin Elite Armor.esp

alllll61s-Blueness lion Armor.esp

EY_AoD.esp

R18PN - Amy Armor Set.esp

Chin Catsuit.esp

RenGuardOverhaul.esp

Borderless_Cyrodiil-3578.esp

 

OMODs

Oblivion xp v415

DarkUld_DarN_16 ver 11280

Female Eyecandy - Body replacer (underwear) 1.0

 

Now to the problem, any time I take an arena fight my opponent from the beginning of the fight and on is declared non hostile and simply runs away from me scared the whole fight, I tried disabling the only mods that would make sense to be part of the problems (ie ones that might deal with npc behavior) like RenGuardOverhaul and Oblivion xp. but the problem persists.

 

anyone got any ideas?

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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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