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Nude Immortal Guards


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Yes, this is a weird glitch that's been bothering me for a while for me for OOO and I don't mind it too much but I'd just like to put it out there. In the Imperial City, there spawns tens of twenties of naked male and female guards. They can't be killed, except with Deadly Reflex. Very strange glitch - I just like to pretend they're Elemental Nords hired from Skyrim.

This was a glitch with OOO, but I use many other mods.

It would take hours to list my entire load order, but the only thing I could think of that would mess with the guards is Exnem or HGEC.

 

Other than that, mods for the Imperial City are "The Marquee" which I believe is called something else, and already has missing mesh conflicts, and ImpeREAL, and no psychic guards.

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Interesting glitch

 

Yep, it's probably caused by a mod. Nope, without the list it's sort of hard to tell which one

It takes all of 2 minutes to post every active mod you are using, whether you have 2 or 250.

 

How to post a Load order list article

http://www.tesnexus.com/articles/article.php?id=295

 

Even then, figuring it out is not automatic. You will actually have to do some troubleshooting to get it. We supply the advice, you do the work.

I have found Deadly Reflexes to be responsible for several strange glitches. Try disabling it to test.

 

As to the naked guards, what are they supposed to be wearing? have you somehow removed the mod that supplies them with their outfits? Check their inventories to see if they have clothing and are just not wearing it or if they have no clothing in their inventory, in which case of course they will be naked. Don't be so cheap! Give them something to wear. :cool:

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Oscuro's_Oblivion_Overhaul.esm

SewerExpansion.esm

CM Partners.esm

HorseCombatMaster.esm

Oblivion.esm

Enter The Shinobi - Coors916.esp

DLCHorseArmor.esp

DLCOrrery.esp

DLCFrostcrag.esp

DLCThievesDen.esp

Colourwheels Sexy Female NPCs.esp

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

LoadingScreens.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

PCSoundSarevok.esp

Storms & Sound.esp

AdventurersAlchemy.esp

Akatosh Mount By Saiden Storm.esp

ImpeREAL City Unique Districts - All the Districts - Merged.esp

ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp

RAEVWD Cities.esp

RAEVWD Imperial City.esp

1AlexScorpionSneakingSuit.esp

Daggers Improved.esp

SentientWeapon.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

Akaviri Imports.esp

AnvilBayExpansion.esp

kikaiNocturnalTorch.esp

Necromancer Shop.esp

Rise Of A Samurai.esp

SewerExpansion-Cheydinhal.esp

SewerExpansion-Bravil.esp

Snow Dragon Temple v1.0.esp

CM Solace.esp

za_bankmod.esp

Apachii_Heroes_Store.esp

Villages1.1.esp

Village of Lily 2.0.esp

RTT.esp

RTT-Weye Relocation Patch.esp

AFK_Weye.esp

Moriarcis.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Better Post Faction Rewards.esp

Better Skooma.esp

Colourwheels Sexy Bank.esp

Ring of console.esp

RealisticForceHigh.esp

hilarity_121.esp

No psychic guards v1.2.esp

LRM_Generic.esp

DemonRace.esp

AsharasSirensAndTritons.esp

CM Partners.esp

CM Partners Special NPCs.esp

CM Partners NPC.esp

CM Partners More NPCs.esp

DLCVileLair.esp

CM Partners Marker NPCs.esp

CM Partners Extra NPCs.esp

Forward Motion Blur.esp

Reaper_Tree_Home.esp

MrPwners Skooma.esp

Aberwiin Manor.esp

RedcourtCastle v1_25.esp

ahtata Ork.esp

AK-47 Grenadier.esp

AK-47GR2.esp

Ahtata Arquamer female got hair.esp

Ahtata Arquamer spike4hair.esp

ASMagic+Mercantile.esp

ASMercantile.esp

Ilztafein.esp

SI-ArchmagesChestIngredients.esp

bladesfactionmod.esp

DBAssassin.esp

MTC EagleEyesSpell 1.1[ENG].esp

1662-1.21-Inebriation + Skooma addon-TESSource.esp

Dalls_Merchant.esp

Atlantean.esp

SkycaptainsBloodTime.esp

Cragmorton.esp

DB_NightMotherMoneyRangeA.esp

Darkness Unleashed - Blood Magick.esp

Darkness Unleashed - Bone Magick.esp

Darkness Unleashed - Master.esp

Darkness Unleashed.esp

Felmoon's Dusk v.1.2.esp

Imperial Treehouse.esp

Reaper's Evil Lair.esp

OblivionSkoomaAddiction1.0.esp

Skooma Den Revamped.esp

Skooma Lab.esp

Skooma Lab - 1.1.esp

DLCMehrunesRazor.esp

Skooma_Water_Pipe.esp

springfield.esp

DLCSpellTomes.esp

Knights.esp

DLCShiveringIsles.esp

anvil air lane.esp

Campus Village.esp

Elven Encampment BETA.esp

Deadly Reflex 5 - Timed Block and 250% damage.esp

DeadlyReflex 5 - Combat Moves.esp

Mounted_Spellcasting Deadly Reflex Compatible.esp

Cannibalism.esp

cancelattack.esp

DMC Stylish - Specialanims.esp

TOTF.esp

mn_Revival.esp

ElsweyrAnequina.esp

mrSiikas_DwemerTechnology_DwemerSubway.esp

Valenwood.esp

PalaceLotospire01.esp

KeeffeCastle01.esp

Alexandria.esp

SST - Eagle's Reach.esp

MidasSpells.esp

 

^There's the load order. No clothing in inventory, or anything for that matter, and no, I don't think they're even supposed to be there at all. They are like ghosts, I'm pretty sure you can walk through them; arrows go through them, but they can hurt you. I mean, the Imperial guards have all the OOO armors... that's all that they're supposed to wear... no other clothing mods. It's like they're just walking textures without a mesh... or something.

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Interesting load order. I'm surprised it runs at all.

 

Oblivion.esm should always be the first thing on your load order - NO exceptions. (This is what mods modify)

 

Bben's Load order recommendations (preliminary this will be posted as an article when done)

by Bben46

Original document 11/14/09

 

Load order will not fix everything, some mods will just not work with some others, and some require special handling. There is no magic formula to set load order, just a set of general guidelines. If your load order works and you are able to play the game, it is right - for you.

 

Before you start messing with load order be sure you have patched to the latest version of the game - some mods will not work unless you do.

If any mod requires OBSE, be sure it is properly installed and you start the game using OBSE.

Be sure you have the proper tools to change the load order, usually OBMM and BOSS

 

Any mod that changes something in another mod MUST be loaded after the mod it makes changes to. Such as patches to a mod.

 

My recommendations

Batch loading a bunch of mods without testing is asking for trouble. The time you think you will save will be more than made up by the time you spend in troubleshooting. Install one at a time, test that one, then after it is working install another one. This way your load order gets built one mod at a time. And you are never trying to 'fix' more than one mod at a time.

 

However for those who insist on making things hard for themselves:

Remove Deadly reflex and Streamline (if you use them) until everything else is working.

Use BOSS http://tesnexus.com/downloads/file.php?id=20516 for your initial setting.

 

At the end of the BOSS order, there will be some mods that it did not know where to put. Use OBMM to place them manually.

 

Here is a load order recommendation, originally by Dev_akm and modified by Bben46

 

Oblivion.esm - this MUST be the first thing in the list.

All other .esm files All .esm files MUST be before any .esp files.

Unofficial Oblivion Patch

Shivering Isles.esp

Unofficial Shivering Isles patch

 

Weather/Environment/Sound Mods

Minor Mods/New Items/Houses/DLC's (Post-Completion)

Note: any DLC patch should go directly after the DLC it changes, no matter where the DLC is located

Major Overhaul Mods (FCOM, OOO, MMM etc)

Any compatibility patches for the major overhaul mods

Mods that specifically conflict with overhauls and need to take precedence

DLC's (Pre-Completion)

Quests (these can be moved up after completion of the quest)

Compatibility Patches/UOMP/Merged Leveled Lists

Special handling mods - Streamline, Deadly Reflex etc.

Bashed patch (if bash is used)

 

After DLCs and quest mods have been completed they can be moved up. It is a good idea to have the quest you are currently working on near the end of your load order. They can be moved up when you start another quest.

 

After you have everything else working, add in the special handling mods (Stream line and Deadly reflex) ONE at a time.

 

As this post will eventually lead to an article, I would appreciate any feedback. Positive or negative. Especially if you see anything you disagree with or believe to be wrong. :thanks: Bben46

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Oblivion.esm

Oscuro's_Oblivion_Overhaul.esm

SewerExpansion.esm

CM Partners.esm

HorseCombatMaster.esm

Colourwheels Sexy Female NPCs.esp

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

LoadingScreens.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

PCSoundSarevok.esp

Storms & Sound.esp

AdventurersAlchemy.esp

Akatosh Mount By Saiden Storm.esp

ImpeREAL City Unique Districts - All the Districts - Merged.esp

ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp

RAEVWD Cities.esp

RAEVWD Imperial City.esp

Crowded Cities 15.esp

Crowded Cities 30.esp

Crowded Roads 7.esp

Crowded Roads 15.esp

DLCHorseArmor.esp

DLCOrrery.esp

DLCVileLair.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

1AlexScorpionSneakingSuit.esp

Daggers Improved.esp

SentientWeapon.esp

DLCThievesDen.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

Akaviri Imports.esp

Alexandria.esp

AnvilBayExpansion.esp

kikaiNocturnalTorch.esp

mrSiikas_DwemerTechnology_DwemerSubway.esp

Necromancer Shop.esp

Rise Of A Samurai.esp

SewerExpansion-Cheydinhal.esp

SewerExpansion-Bravil.esp

Snow Dragon Temple v1.0.esp

CM Solace.esp

Apachii_Heroes_Store.esp

Villages1.1.esp

Village of Lily 2.0.esp

za_bankmod.esp

DLCFrostcrag.esp

Knights.esp

TOTF.esp

RTT.esp

RTT-Weye Relocation Patch.esp

AFK_Weye.esp

ElsweyrAnequina.esp

Moriarcis.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Better Post Faction Rewards.esp

Better Skooma.esp

Colourwheels Sexy Bank.esp

Ring of console.esp

Quest Award Leveller.esp

Quest Award Leveller - Battlehorn Castle.esp

Quest Award Leveller - Vile Lair.esp

Quest Award Leveller - Mehrunes Razor.esp

Quest Award Leveller - Knights of the Nine.esp

RealisticForceHigh.esp

hilarity_121.esp

MidasSpells.esp

No psychic guards v1.2.esp

cancelattack.esp

Enter The Shinobi - Coors916.esp

Deadly Reflex 5 - Timed Block and 250% damage.esp

DeadlyReflex 5 - Combat Moves.esp

LRM_Generic.esp

DMC Stylish - Specialanims.esp

DemonRace.esp

AsharasSirensAndTritons.esp

CM Partners.esp

CM Partners Special NPCs.esp

CM Partners NPC.esp

CM Partners More NPCs.esp

CM Partners Marker NPCs.esp

CM Partners Extra NPCs.esp

Forward Motion Blur.esp

Mounted_Spellcasting Deadly Reflex Compatible.esp

Reaper_Tree_Home.esp

MrPwners Skooma.esp

Aberwiin Manor.esp

RedcourtCastle v1_25.esp

ahtata Ork.esp

AK-47 Grenadier.esp

AK-47GR2.esp

Ahtata Arquamer female got hair.esp

Ahtata Arquamer spike4hair.esp

ASMagic+Mercantile.esp

ASMercantile.esp

Ilztafein.esp

SI-ArchmagesChestIngredients.esp

bladesfactionmod.esp

DBAssassin.esp

MTC EagleEyesSpell 1.1[ENG].esp

1662-1.21-Inebriation + Skooma addon-TESSource.esp

Dalls_Merchant.esp

Atlantean.esp

SkycaptainsBloodTime.esp

Cragmorton.esp

DB_NightMotherMoneyRangeA.esp

Darkness Unleashed - Blood Magick.esp

Darkness Unleashed - Bone Magick.esp

Darkness Unleashed - Master.esp

Darkness Unleashed.esp

Felmoon's Dusk v.1.2.esp

Imperial Treehouse.esp

Reaper's Evil Lair.esp

OblivionSkoomaAddiction1.0.esp

Skooma Den Revamped.esp

Skooma Lab.esp

Skooma Lab - 1.1.esp

Skooma_Water_Pipe.esp

springfield.esp

anvil air lane.esp

Campus Village.esp

Elven Encampment BETA.esp

Cannibalism.esp

mn_Revival.esp

Valenwood.esp

PalaceLotospire01.esp

KeeffeCastle01.esp

SST - Eagle's Reach.esp

Crowded Roads 23.esp

Riddick Saber Claws.esp

 

This is my load order after I ran it through BOSS. (and installed a couple new small mods). From a brief glance it looks to me similar to what your list is, but with a few slight differences, such as Colourwheel's Sexy NPCs being loaded before UOP.

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The naked guard thing happened to me too. I am currently using OOO 1.3, but whenever I load a saved game that had originally been using OOO 1.31 the guards are naked.

 

Either 1.32 or 1.33 added the Imperial Armor + Cape in one mesh, whereas previous version just had the normal guard mesh plus a normal cape mesh. I presume this is what is messing things up.

 

Try statring a new game from scratch and see if the naked guards are still a problem.

 

Otherwise, disable OOO, make a save, then re-enable it (NOT recommended, but will tell you if this is in fact the problem).

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  • 1 year later...

The naked guard thing happened to me too. I am currently using OOO 1.3, but whenever I load a saved game that had originally been using OOO 1.31 the guards are naked.

 

Either 1.32 or 1.33 added the Imperial Armor + Cape in one mesh, whereas previous version just had the normal guard mesh plus a normal cape mesh. I presume this is what is messing things up.

 

Try statring a new game from scratch and see if the naked guards are still a problem.

 

Otherwise, disable OOO, make a save, then re-enable it (NOT recommended, but will tell you if this is in fact the problem).

 

I realize that this is a very old threat, but what i have encountered is that deadly reflex v5 on decaps creates a second body part "head for example" well I did a little test and what i found out about the head is this:

You kill a guard by cutting his head off.

You leave the city (the guard respawns as per usual)

This creates an armored guard for the main body part ( which is supposed to happen)

And this creates a unarmed naked body guard from the head ( Which is not supposed to happen)

What this leads to is that Oblivion resurrects both the head and the main body, and this happens only with deadly reflex.

It ressurects two seperates things because they got a seperate IDs.

Only question is - why?

An advanced modder would be nice here, don't know if this happens in DR6 aswell, or perhaps its just some of us that don't have the proper reqs for DR to work properly.

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I realize that this is a very old threat, but what i have encountered is that deadly reflex v5 on decaps creates a second body part "head for example" well I did a little test and what i found out about the head is this:

You kill a guard by cutting his head off.

You leave the city (the guard respawns as per usual)

This creates an armored guard for the main body part ( which is supposed to happen)

And this creates a unarmed naked body guard from the head ( Which is not supposed to happen)

What this leads to is that Oblivion resurrects both the head and the main body, and this happens only with deadly reflex.

It ressurects two seperates things because they got a seperate IDs.

Only question is - why?

An advanced modder would be nice here, don't know if this happens in DR6 aswell, or perhaps its just some of us that don't have the proper reqs for DR to work properly.

 

I think I explained this in a recent thread, but what Deadly Reflex does is to create a clone whenever someone is decapitated. The original NPC will put something on that hides his/her head, while the clone will put on armor that hides his/her body.

 

If the original NPC respawns, the clone will also respawn. Except that since it's a clone, it has absolutely nothing in its inventory.

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