Lifixs Posted September 18, 2009 Share Posted September 18, 2009 I seem to have an odd problem. Every NPC in the main world will say "*the boy stares at you for a moment and then returns to his duitys*", and refuse to speak with me. After repeated attempts they will occasionally talk to me, but it takes quite a few try's. NPC's located in the shimmering isles don't seems to have this problem. Also my bounty in the main world carry's over to the shimmering isles, and paying my fine in Burma teleports me to New Sheoth. Honestly I have no idea whats going on, but thanks in advance. :wallbash: Link to comment Share on other sites More sharing options...
LFact Posted September 18, 2009 Share Posted September 18, 2009 First, please post your mod list with loading order. Link to comment Share on other sites More sharing options...
Lifixs Posted September 18, 2009 Author Share Posted September 18, 2009 Mod list in order:Oblivion.esm CM Partners.esm AWS-Core.esm TamrielTravellers.esm Jog_X_Mod.esm ImpeREAL City Unique Districts - Talos Plaza.esp ImpeREAL City Unique Districts - Elven Gardens.esp ImpeREAL City Unique Districts - Green Emperor Way.esp ImpeREAL City Unique Districts - Market.esp ImpeREAL City Unique Districts - Prison.esp ImpeREAL City Unique Districts - Arena.esp ImpeREAL City Unique Districts - Arboretum.esp Unofficial Shivering Isles Patch.esp ImpeREAL City Unique Districts - Waterfront.esp Higher Thieves' Guild Fence Amounts.esp No psychic guards v1.2.esp DLCHorseArmor.esp LifeDetect Shader HQ.esp DLCOrrery.esp PxNewVampires_NoNPC.esp _Ren_BeautyPack_full.esp CapesandCloaks.esp DLCThievesDen.esp Cheydinhal Petshop.esp DLCVileLair.esp DLCMehrunesRazor.esp DLCSpellTomes.esp thievery.esp Reznod_Mannequin_HD[Eng].esp DSPirateIsleBeta.esp Knights.esp DLCShiveringIsles.esp DLCBattlehornCastle.esp AWS-ShiveringIsles.esp AliveWaters - Koi Addon.esp AliveWaters - Slaughterfish Addon.esp AliveWaters.esp ClocksOfCyrodiil.esp Thieves Arsenal.esp Streamline 3.1.esp Naughty_Joana_01.esp Corean_hair_for_Original_race.esp IDKRRR_C_race.esp eyja.esp Adult_BookStore.esp SupremeMagicka.esp SM_DLCSpellTome.esp Alternative Start by Robert Evrae.esp Ahtata_Khabaxi.esp TamrielTravellers.esp TamrielTravellersItemsVendor.esp Natural_Vegetation_by_Max_Tael.esp Natural_Water_by_Max_Tael.esp Natural_Weather_HDR_by_Max_Tael.esp Natural_Habitat_by_Max_Tael.esp Colourwheels Sexy Bank.esp ImpeREAL City Unique Districts - The Arcane University.esp Hentai Mania.esp CuteElf11.esp Chocolate Elves.esp Oblivion XP.esp DLCfrostcrag.esp Thanks Link to comment Share on other sites More sharing options...
dezdimona Posted September 18, 2009 Share Posted September 18, 2009 General Load-Order GuidelinesHere 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.esmUnofficial 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 Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial 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):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod................................................................................................... Link to comment Share on other sites More sharing options...
Maigrets Posted September 19, 2009 Share Posted September 19, 2009 It's The Cheydinhal Petshop. There's a stable boy in the mod who says exactly that and the mod also causes a problem with dialogue in general. If you're familiar with the Construction Set follow this guide I have posted at this forum to fix it:http://savageartistry.darkbb.com/tes-iv-ob...utions-t132.htm It's the second post. The dialogue issue doesn't happen in Shivering Isles because it is in a different worldspace. Which is another issue to remember. Always come and go to SI via the portal on the island or you will get other dialogue issues compounded upon the Cheydinhal Petshop ones. Sorry, I have no idea what the problem is with the bounty. Link to comment Share on other sites More sharing options...
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