BlaCkBlitZ Posted September 29, 2009 Share Posted September 29, 2009 I'm getting this weird thing where many NPCs who are supposed to be against each other, aren't. For example, a pilgrim was found strolling on the road, he did kill a wolf but when I ran pass him with 2 outlaws following me, he didn't give a hoot. My CM Partners wouldn't attack my enemies either... (I think only the wilderness enemies are targetted as I saw my wraith once attack a wolf). Other than that, a tiger, skeleton archer and a nord warrior were all once a part of my entourage but they didn't attack the NPC bandits in the floated bloat quest. I attacked some random book store owner as well, my summoned skeleton attacked as well but not the CM Partners' skeleton archer. I've seen outlaws working with conjurers and scamps against me. Timber Wolves attacking some odd ogre with jumbo potatoes. Is there anything wrong, or is this just the weird way the mods work? Link to comment Share on other sites More sharing options...
dezdimona Posted September 29, 2009 Share Posted September 29, 2009 I'm getting this weird thing where many NPCs who are supposed to be against each other, aren't. For example, a pilgrim was found strolling on the road, he did kill a wolf but when I ran pass him with 2 outlaws following me, he didn't give a hoot. My CM Partners wouldn't attack my enemies either... (I think only the wilderness enemies are targetted as I saw my wraith once attack a wolf). Other than that, a tiger, skeleton archer and a nord warrior were all once a part of my entourage but they didn't attack the NPC bandits in the floated bloat quest. I attacked some random book store owner as well, my summoned skeleton attacked as well but not the CM Partners' skeleton archer. I've seen outlaws working with conjurers and scamps against me. Timber Wolves attacking some odd ogre with jumbo potatoes. Is there anything wrong, or is this just the weird way the mods work? are ooo,mmm and cm partners your only mod? if not then you may have a conflict due to a load order problem Link to comment Share on other sites More sharing options...
BlaCkBlitZ Posted September 30, 2009 Author Share Posted September 30, 2009 As far as I can tell, I don't have any mods that alter AI behaviour or factions other than these 3. My modlist is, really... long. Is there a way to easily copy and paste it, as I right clicked and theres no copy function in OBMM. Also is there a way to easily count the number of plugins I have, FO3's mod manager had these functions.. Link to comment Share on other sites More sharing options...
Esteris Posted September 30, 2009 Share Posted September 30, 2009 http://www.tesnexus.com/downloads/file.php?id=20516 Download this, read the readme and run it. Not only will it reorder your mods (possibly fixing many issues) but also create a file called boss.log. Read through that file and see if the mods you've installed have any important notes. Reorder these it didn't touch by hand using OBMM. In any case, boss.log will contain the list of all your installed mods which you would be able to pass, if using utility itself won't help you :) If your installation is big, afaik it would be a good thing to also download a program called Wrye Bash and, folllowing extensive instructions on its site [both about usage AND installation, thankfully] create a thing called bashed patch. Mind that this should come last in your load order (there are very few mods that come after it and from my experience BOSS [from the first link] knows them and will reorder them the right way). I can't really tell you what what patch thing does, but I trust people who know the stuff on a better level and they seem to deem it quite essential :yucky: Link to comment Share on other sites More sharing options...
bben46 Posted September 30, 2009 Share Posted September 30, 2009 As Esteris says, BOSS is a good place to start, but it dosn't recognize all mods and in its readme it tells you that you will have to order those yourself.Some mods change things you would not expect. If you can post a load order, someone may recognize a possible conflict. Link to comment Share on other sites More sharing options...
BlaCkBlitZ Posted September 30, 2009 Author Share Posted September 30, 2009 BOSS mentions only sorting out the big mods and specific ones on top, and the rest at the bottom. I think I managed to do that as well in my own load order, where the overhauls are on top and the rest are at the bottom, only a select few are above the overhauls.So I don't think its the load order, but are you certain it will fix weird factions interacting wrongly? EDIT: bben, the only way I know how to post a load order for now is screenshotting my mod manager, because TimeSlip's mod manager has not select few/select all function and it doesn't allow me to copy paste either. Link to comment Share on other sites More sharing options...
BlaCkBlitZ Posted September 30, 2009 Author Share Posted September 30, 2009 Here is my mod list, load order: http://i525.photobucket.com/albums/cc333/SithLord100/Oblivion/Modlist1.jpghttp://i525.photobucket.com/albums/cc333/SithLord100/Oblivion/Modlist2.jpghttp://i525.photobucket.com/albums/cc333/SithLord100/Oblivion/Modlist3.jpghttp://i525.photobucket.com/albums/cc333/SithLord100/Oblivion/Modlist4.jpghttp://i525.photobucket.com/albums/cc333/SithLord100/Oblivion/Modlist5.jpghttp://i525.photobucket.com/albums/cc333/SithLord100/Oblivion/Modlist6.jpg Prehaps you guys can also tell me why 'Umpa's sexy walk animation' isn't working for me as well as OOO's integrated 'Drop lit torches'.Animations from balls/books/rings work, idle animations and DMC animations work. But sexy walk animation doesn't appear, it used to appear last time though. As for drop lit torches, I have that hot key torch but there is no torch dropped when I equipped a bow, shield or staff. P.S. I'm about to install 5 mods as I type this message.- SotS The order of nibenay, it lets you manage your own guild.- No flickering lights, for performance issues with light sources.- No lighting in spells, performance as well- Life in the gutters, a sewer expansion for all cities, adds new cells, only IC sewers are rebuilt- Druid mod, Druid powers/quest Link to comment Share on other sites More sharing options...
dezdimona Posted September 30, 2009 Share Posted September 30, 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..maigrets...You should also follow Dezi's load order guide if you're new to mods. BOSS is good, but not foolproof. There are a lot of mods it doesn't have in it's database and they have to be ordered manually. Link to comment Share on other sites More sharing options...
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