Germandeathkittiez Posted December 8, 2009 Share Posted December 8, 2009 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. Link to comment Share on other sites More sharing options...
bben46 Posted December 8, 2009 Share Posted December 8, 2009 Interesting glitch Yep, it's probably caused by a mod. Nope, without the list it's sort of hard to tell which oneIt 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: Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted December 8, 2009 Author Share Posted December 8, 2009 Oscuro's_Oblivion_Overhaul.esmSewerExpansion.esmCM Partners.esmHorseCombatMaster.esmOblivion.esmEnter The Shinobi - Coors916.espDLCHorseArmor.espDLCOrrery.espDLCFrostcrag.espDLCThievesDen.espColourwheels Sexy Female NPCs.espUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espLoadingScreens.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espPCSoundSarevok.espStorms & Sound.espAdventurersAlchemy.espAkatosh Mount By Saiden Storm.espImpeREAL City Unique Districts - All the Districts - Merged.espImpeREAL Empire - Unique Castles - All The Castles - Merged.espRAEVWD Cities.espRAEVWD Imperial City.esp1AlexScorpionSneakingSuit.espDaggers Improved.espSentientWeapon.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espAkaviri Imports.espAnvilBayExpansion.espkikaiNocturnalTorch.espNecromancer Shop.espRise Of A Samurai.espSewerExpansion-Cheydinhal.espSewerExpansion-Bravil.espSnow Dragon Temple v1.0.espCM Solace.espza_bankmod.espApachii_Heroes_Store.espVillages1.1.espVillage of Lily 2.0.espRTT.espRTT-Weye Relocation Patch.espAFK_Weye.espMoriarcis.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espBetter Post Faction Rewards.espBetter Skooma.espColourwheels Sexy Bank.espRing of console.espRealisticForceHigh.esphilarity_121.espNo psychic guards v1.2.espLRM_Generic.espDemonRace.espAsharasSirensAndTritons.espCM Partners.espCM Partners Special NPCs.espCM Partners NPC.espCM Partners More NPCs.espDLCVileLair.espCM Partners Marker NPCs.espCM Partners Extra NPCs.espForward Motion Blur.espReaper_Tree_Home.espMrPwners Skooma.espAberwiin Manor.espRedcourtCastle v1_25.espahtata Ork.espAK-47 Grenadier.espAK-47GR2.espAhtata Arquamer female got hair.espAhtata Arquamer spike4hair.espASMagic+Mercantile.espASMercantile.espIlztafein.espSI-ArchmagesChestIngredients.espbladesfactionmod.espDBAssassin.espMTC EagleEyesSpell 1.1[ENG].esp1662-1.21-Inebriation + Skooma addon-TESSource.espDalls_Merchant.espAtlantean.espSkycaptainsBloodTime.espCragmorton.espDB_NightMotherMoneyRangeA.espDarkness Unleashed - Blood Magick.espDarkness Unleashed - Bone Magick.espDarkness Unleashed - Master.espDarkness Unleashed.espFelmoon's Dusk v.1.2.espImperial Treehouse.espReaper's Evil Lair.espOblivionSkoomaAddiction1.0.espSkooma Den Revamped.espSkooma Lab.espSkooma Lab - 1.1.espDLCMehrunesRazor.espSkooma_Water_Pipe.espspringfield.espDLCSpellTomes.espKnights.espDLCShiveringIsles.espanvil air lane.espCampus Village.espElven Encampment BETA.espDeadly Reflex 5 - Timed Block and 250% damage.espDeadlyReflex 5 - Combat Moves.espMounted_Spellcasting Deadly Reflex Compatible.espCannibalism.espcancelattack.espDMC Stylish - Specialanims.espTOTF.espmn_Revival.espElsweyrAnequina.espmrSiikas_DwemerTechnology_DwemerSubway.espValenwood.espPalaceLotospire01.espKeeffeCastle01.espAlexandria.espSST - Eagle's Reach.espMidasSpells.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. Link to comment Share on other sites More sharing options...
bben46 Posted December 8, 2009 Share Posted December 8, 2009 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 Bben46Original 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 recommendationsBatch 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 PatchShivering Isles.espUnofficial Shivering Isles patch Weather/Environment/Sound ModsMinor 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 locatedMajor Overhaul Mods (FCOM, OOO, MMM etc)Any compatibility patches for the major overhaul modsMods that specifically conflict with overhauls and need to take precedenceDLC's (Pre-Completion)Quests (these can be moved up after completion of the quest)Compatibility Patches/UOMP/Merged Leveled ListsSpecial 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 Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted December 8, 2009 Author Share Posted December 8, 2009 Oblivion.esmOscuro's_Oblivion_Overhaul.esmSewerExpansion.esmCM Partners.esmHorseCombatMaster.esmColourwheels Sexy Female NPCs.espUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espLoadingScreens.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espPCSoundSarevok.espStorms & Sound.espAdventurersAlchemy.espAkatosh Mount By Saiden Storm.espImpeREAL City Unique Districts - All the Districts - Merged.espImpeREAL Empire - Unique Castles - All The Castles - Merged.espRAEVWD Cities.espRAEVWD Imperial City.espCrowded Cities 15.espCrowded Cities 30.espCrowded Roads 7.espCrowded Roads 15.espDLCHorseArmor.espDLCOrrery.espDLCVileLair.espDLCMehrunesRazor.espDLCSpellTomes.esp1AlexScorpionSneakingSuit.espDaggers Improved.espSentientWeapon.espDLCThievesDen.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espAkaviri Imports.espAlexandria.espAnvilBayExpansion.espkikaiNocturnalTorch.espmrSiikas_DwemerTechnology_DwemerSubway.espNecromancer Shop.espRise Of A Samurai.espSewerExpansion-Cheydinhal.espSewerExpansion-Bravil.espSnow Dragon Temple v1.0.espCM Solace.espApachii_Heroes_Store.espVillages1.1.espVillage of Lily 2.0.espza_bankmod.espDLCFrostcrag.espKnights.espTOTF.espRTT.espRTT-Weye Relocation Patch.espAFK_Weye.espElsweyrAnequina.espMoriarcis.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espBetter Post Faction Rewards.espBetter Skooma.espColourwheels Sexy Bank.espRing of console.espQuest Award Leveller.espQuest Award Leveller - Battlehorn Castle.espQuest Award Leveller - Vile Lair.espQuest Award Leveller - Mehrunes Razor.espQuest Award Leveller - Knights of the Nine.espRealisticForceHigh.esphilarity_121.espMidasSpells.espNo psychic guards v1.2.espcancelattack.espEnter The Shinobi - Coors916.espDeadly Reflex 5 - Timed Block and 250% damage.espDeadlyReflex 5 - Combat Moves.espLRM_Generic.espDMC Stylish - Specialanims.espDemonRace.espAsharasSirensAndTritons.espCM Partners.espCM Partners Special NPCs.espCM Partners NPC.espCM Partners More NPCs.espCM Partners Marker NPCs.espCM Partners Extra NPCs.espForward Motion Blur.espMounted_Spellcasting Deadly Reflex Compatible.espReaper_Tree_Home.espMrPwners Skooma.espAberwiin Manor.espRedcourtCastle v1_25.espahtata Ork.espAK-47 Grenadier.espAK-47GR2.espAhtata Arquamer female got hair.espAhtata Arquamer spike4hair.espASMagic+Mercantile.espASMercantile.espIlztafein.espSI-ArchmagesChestIngredients.espbladesfactionmod.espDBAssassin.espMTC EagleEyesSpell 1.1[ENG].esp1662-1.21-Inebriation + Skooma addon-TESSource.espDalls_Merchant.espAtlantean.espSkycaptainsBloodTime.espCragmorton.espDB_NightMotherMoneyRangeA.espDarkness Unleashed - Blood Magick.espDarkness Unleashed - Bone Magick.espDarkness Unleashed - Master.espDarkness Unleashed.espFelmoon's Dusk v.1.2.espImperial Treehouse.espReaper's Evil Lair.espOblivionSkoomaAddiction1.0.espSkooma Den Revamped.espSkooma Lab.espSkooma Lab - 1.1.espSkooma_Water_Pipe.espspringfield.espanvil air lane.espCampus Village.espElven Encampment BETA.espCannibalism.espmn_Revival.espValenwood.espPalaceLotospire01.espKeeffeCastle01.espSST - Eagle's Reach.espCrowded Roads 23.espRiddick 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. Link to comment Share on other sites More sharing options...
DavidBudreck Posted December 9, 2009 Share Posted December 9, 2009 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). Link to comment Share on other sites More sharing options...
pawelmazur Posted October 17, 2011 Share Posted October 17, 2011 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. Link to comment Share on other sites More sharing options...
fg109 Posted October 17, 2011 Share Posted October 17, 2011 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. Link to comment Share on other sites More sharing options...
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