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NPCs turn green when killed


Sool

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Hello everyone, just like the title says, I've been trying to make every mod I have downloaded to stop conflicting with each other, so far, no luck.

After trying for like 3 days with no results.. I downloaded the beta for OOO 134 beta 5 patch I believe it was, since it's beta, I understand what it might bring.

Nonetheless I downloaded it and when I began playing (from start), when Cpt. Renault is killed, she turned green, all her armor, and once I looted the body (with another mod) all her body was green and her parts stretching all over, lol, screwed up meshes I think, not just her, every NPC that has died.

Also, I have the yellow signs of missing meshes, I've been trying to fix this but I think it's because of the load order, in which I haven't yet made successfully.

I was wondering if the NPCs turning green bug was part of the OOO 135 beta, and if I could get some tips on getting my mods to work correctly (load order) would be nice, I would be very grateful for any assistance. I'm using Windows Vista x32, and a good comp that can run it very well on high settings so far. I also tried using BOSS, but it arranged the mods in a way that still conflicted and left like 30 of my mods untouched (for me to do so manually) now, I have no problem on doing it manually, I just can't seem to figure out its order, and I have tried for days.. :[

All I know the problem resides with OOO.

 

I can take screens of my mods if necessary (they are a lot though, which that might be the cause..)

 

Any help is appreciated, :thanks: in advance.

 

Edit - Added some info if needed:

 

I have TES IV: Oblivion; KoTN; Shivering Isles; and their UOP accordingly, and the official patch.

I use OBSE and OBMM

 

Edit2:

Btw, how come OOO-DLT_Immersion and all the others conflict with Oscuro's_Oblivion_Overhaul.esp o.O?

Edit3:

Never mind the NPCs turning green was fixed when I re-downloaded the Alternate Textures for MMM.. :)

 

But I still get the missing meshes, so can anyone give me a basic load order, as to what type of mods go after or before?

Edited by Sool
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Thanks for the reply, I use OBMM, I fixed the missing meshes problem alongside with the green npcs, however now I have the problem of crashing when I exit the sewers, I fix one problem and another comes right there. >_<

Also, how come the .esp files from OOO conflict with each other o.O?

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The extra files from OOO are DESIGNED to conflict with OOO. They are removing functions from the base mod; they do this by re-editing, or un-editing things. Therefore they edit the same objects, and will flag as conflicts.
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