Jakeo Posted October 16, 2009 Share Posted October 16, 2009 I've recently started a fresh game, deactivated the Guard Overhaul modification and have noticed NPCs consistently fleeing from me after one hit, and also now walking into walls (?). This is rather odd, as it did not happen with the same mods until recently. I have installed a variety of mods today which could not be the issue. I'm considering a fresh install of Oblivion and reloading of all my mods so as to ensure that I keep only the ones I use. But I'd rather not reinstall over 3GB of mods tonight. One suspicion is that it is the LithiansNatureoftheBeast mod - are there any confirmed problems like this? Does anyone have any clue as to a particular aspect of a mod that could be causing this? I have tried using a Combat Behavior Modification to fix the fleeing, but all it seems to have done is make things more irritating, thus deactivated it. If you can tell me what aspect/files/mods that could cause this issue, please let me know, and I'll check my load order. Otherwise, if there is a fix I could be directed to that removes NPC wall-walking-into and constant fleeing without reason, that would be great. Cheers, and will check back often; Jacob. EDIT:Included List of Mods (in OBMM, not Wrye Bash). Oblivion.esmHorseCombatMaster.esmMD_Saddle_Master.esmKvatch Rebuilt.esmAll Natural Base.esmNo psychic guards harder v1.2.espLithiansNatureOfTheBeastModBeta.espVHBloodlines 1.2.espSentientWeapon.espbartholm.espThe Lost Spires.espbnmDLTIC-1-6.espgardening.espHouseMapMarkersOnlyBought.espCastle Ravenpride.espArmoryLab.espServant of the Dawn.espCombat Behavior 2.11b.espRTT.espVisually Enchanted Fire 3.espaaaBorsBedrolls.espVisually Enchanted Frost 3.espQuest Award Leveller.espVisually Enchanted Shock 3.espAkatosh Mount By Saiden Storm.espCapesandCloaks.espStargateMod-1.1.espMalevolent.esp_arrsg1mod.espLamayo's Dragon Bow.espFireArrows.espHatred Rising.espBlackpowder_bombs v04.espslayersword.espKvatch Rebuilt.espLithiansVampEyes.espOblivion XP.espMD Saddlebags v3.0.espAlternative Start by Robert Evrae.espDeadly Reflex 5 - Timed block and 150% damage.espDeadlyReflex 5 - Combat Moves.espNatural_Habitat_by_Max_Tael.espNatural_Weather_HDR_by_Max_Tael.espNatural_Water_by_Max_Tael.espOblivion XP - The Lost Spires.espNatural_Vegetation_by_Max_Tael.espRanokoas City Stealth Exits.espP1DkeyChain.espMidasSpells.espRenGuardOverhaul.espHarvest[Containers].espHarvest[Containers] - Player Home Add-on.espHarvest[Containers] - Havok Crates Add-on.espHarvest[Containers] - Flat-Top Barrels Add-on.espBashed Patch, 0.espAll Natural.espAll Natural - Real Lights.espKvatch Rebuilt Weather Patch.espAll Natural - EW + NW + AWS.esp Link to comment Share on other sites More sharing options...
Esteris Posted October 16, 2009 Share Posted October 16, 2009 Kind of happens to me sometimes too, especially on the arena, I also have the problem with guards just walking to me "catching" me in the crime but if they weren't there so see it by their own eyes it's just a forced-greeting, which is weird. Happened to you too? Anyway, I don't think anyone here will give you any answer unless you post you mod list (and load order) so they could see what you have installed. Sorry I can't help you with the specific problem. I don't remember which mod it was exactly that could change the behaviour into fleeing when endangered, it might've been MMM... Link to comment Share on other sites More sharing options...
Jakeo Posted October 16, 2009 Author Share Posted October 16, 2009 Kind of happens to me sometimes too, especially on the arena, I also have the problem with guards just walking to me "catching" me in the crime but if they weren't there so see it by their own eyes it's just a forced-greeting, which is weird. Happened to you too? Anyway, I don't think anyone here will give you any answer unless you post you mod list (and load order) so they could see what you have installed. Sorry I can't help you with the specific problem. I don't remember which mod it was exactly that could change the behaviour into fleeing when endangered, it might've been MMM... Ah, added my mod list. Not sure how to export the load order in Wrye Bash. Anyhow, Everything else but certain NPC walking/fleeing seems to work. Just to clear things up though: I have tried disabling all of the following (same time and separately) to no avail: RenGuardOverhaul.esp No psychic guards harder v1.2.esp LithiansNatureOfTheBeastModBeta.esp Combat Behavior 2.11b.esp Link to comment Share on other sites More sharing options...
Vagrant0 Posted October 17, 2009 Share Posted October 17, 2009 Instead of disabling mods and working with an existing game, disable mods and try with a clean (new) game. The problem in this case is likely some of the NPC settings from one of those mods remaining even after the mod is removed. This is a common issue when using mods which change many areas of the game, or use semi-complex scripting of existing NPCs. Sometimes these mods will have some removal process for reverting the changes made, but often the only way to remove any of them is to start fresh. Yet another reason why it's rather important to have a good clean save to work from, and not make any real progress in the game until you are certain that the mods you have currently loaded are what you want to be dealing with for the rest of the game. Link to comment Share on other sites More sharing options...
Jakeo Posted October 17, 2009 Author Share Posted October 17, 2009 Instead of disabling mods and working with an existing game, disable mods and try with a clean (new) game. The problem in this case is likely some of the NPC settings from one of those mods remaining even after the mod is removed. This is a common issue when using mods which change many areas of the game, or use semi-complex scripting of existing NPCs. Sometimes these mods will have some removal process for reverting the changes made, but often the only way to remove any of them is to start fresh. Yet another reason why it's rather important to have a good clean save to work from, and not make any real progress in the game until you are certain that the mods you have currently loaded are what you want to be dealing with for the rest of the game. Thanks for you help! Turns out Thieve's Arsenal I uninstalled several days ago had screwed up a few things, combined with the removal of another Combat behavior mod...Pretty much made the game go insane. I reactivated a few old mods and everything now seems to be fine. The Guard Overhaul mod/old behavior mods have probably permanently altered some aspects of combat, but I finished the main quest and battles seemed fine. The Problem I believe is limited to small amounts of NPCs (thank god). I think its any Guards - or Guard-like - NPCs that are governed by the Overhaul Script and some of my quest mods etc. The Fleeing and Walking into walls seems to be fixed now (If they walk into wall for 10+ secs they are teleported away by a new mod script). The Guards tend to be prone to ignoring my crimes or starting a conversation without "YOU'VE BROKEN THE LAW" (But that's the Guard Overhaul's bugginess). As far as everything else goes, most enemies seem to fight but run away when I'm kicking their ass (but tbh, more realistic and much more fun to switch to Vampiric Rush and Launch them 50ft for fleeing :thumbsup: ... Also, I'm mainly focusing on Guild activities this time, having finished the MQ (Which I've done so many times the Obv. Gates piss me off -.-); And thus the bugs seemed to have disappeared besides 1 minor issue of the Temple of One being 10ft above the ground (nothing major). All in all - Fixed! -Cheers, Jacob. Link to comment Share on other sites More sharing options...
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