theclawhorn Posted June 6, 2014 Share Posted June 6, 2014 I have a rather lengthy list of mods I'm using but my game is surprisingly stable. I use BOSS for my load order and create a bashed patch with Wrye Bash to solve any issues with overlapping leveled lists. The typical stuff. The problem I'm having is when I kill someone who is armed (for example a guard) they have a ridiculous amount of loot on their body. Two daggers here, three swords there, another two bows, assorted clothing and armor items they aren't even wearing, the list goes on. It's rather bizarre. I have guesses about what may be causing it and I think the root of the problem is in the leveled lists of the bash patch since I have many different weapon and armor mods (Immersive Armors and Weapons, Jaysus Swords, Weapon Variants, etc.) Does anyone have any idea what's going on here? Here's my mod order/list: • 00 Skyrim.esm • 01 Update.esm • 02 Unofficial Skyrim Patch.esp [Version 2.0.0a] • 03 Dawnguard.esm • 04 Unofficial Dawnguard Patch.esp [Version 2.0.0] • 05 HearthFires.esm • 06 Unofficial Hearthfire Patch.esp [Version 2.0.0] • 07 Dragonborn.esm • 08 Unofficial Dragonborn Patch.esp [Version 2.0.0] • 09 Skyrim Project Optimization - Full Version.esm • 0A JSwords.esm • 0B Ket_ARMONIZER_v2.esm • 0C SPERG.esm • 0D SPIKE.esm • 0E SMPC.esp • 0F HighResTexturePack01.esp • 10 HighResTexturePack02.esp • 11 HighResTexturePack03.esp • 12 Brawl Bugs CE.esp • 13 Unofficial High Resolution Patch.esp [Version 1.1.4] • 14 Weapons & Armor Fixes_Remade.esp • 15 Clothing & Clutter Fixes.esp • 16 Better Dynamic Snow.esp • 17 ADS.esp • 18 AOS.esp • 19 Thundering Shouts.esp • 1A StaticMeshImprovementMod.esp • 1B StaticMeshImprovementMod-DragonbornTernFix.esp • 1C StaticMeshImprovementMod-FurnitureChestSnowFix.esp • 1D TradeBarter.esp • 1E AMatterOfTime.esp [Version 1.00] • 1F BLESSINGS - Altar Descriptions.esp • 20 Dead Body Collision.esp • 21 hqsnow.esp • 22 Immersive Brigands.esp • 23 Immersive Dawnguard.esp • 24 Immersive Dragonborn.esp • 25 Immersive Factions.esp • 26 Immersive Mercenaries.esp • 27 Immersive Patrols.esp • 28 Immersive Travelers.esp • 29 Immersive Werewolves.esp • 2A Piratelords Loot Adjustments.esp • 2B RE_RealEstate.esp • 2C Skippy's Book Overhaul.esp • 2D Skyrim Immersive Creatures.esp [Version v6.5.2] • 2E Skyrim Immersive Creatures - DLC2.esp [Version v6.5.2] • 2F SPTDiverseGuardsSkyrim.esp [Version 4.6] • 30 Traps Make Noise.esp • 31 WerewolfAftermathEquipper.esp • 32 WetandCold.esp • 33 Character Creation Overhaul.esp • 34 DYNAVISION Dynamic Depth of Field.esp • 35 Footprints.esp • 36 JSwords_Load_Screens.esp • 37 RaceMenu.esp • 38 RaceMenuPlugin.esp • 39 Player Size Adjuster.esp • 3A towConversation.esp • 3B SkyUI.esp • 3C Cloaks.esp • 3D Cloaks - Dawnguard.esp • 3E 1nivWICCloaks.esp [Version 2.3] • 3F 1nivWICSkyCloaksPatch.esp [Version 2.3] • 40 Hothtrooper44_Armor_Ecksstra.esp • 41 Hothtrooper44_ArmorCompilation.esp • 42 Immersive Weapons.esp • 43 JSwordsDistributionBalancePlugin.esp • 44 Throwing_Weapons_Redux.esp • 45 Unique Uniques.esp [Version 1.5] • 46 WVExpansion.esp • 47 Dr_Bandolier.esp • 48 Dr_BandolierDG.esp • 49 BandolierForNPCMasterFile.esp [Version 4.0] • 4A BandolierForNPCsCloaksOfSkyrim.esp • 4B BandolierForNPCsCheaperBandoliers_BalancedWeight_Dawnguard.esp • 4C Smithing Perks Overhaul - Balanced.esp • 4D Complete Crafting Overhaul_Remade.esp • 4E DeadlyDragons.esp • 4F Inconsequential NPCs.esp • 50 Inconsequential NPCs - Enhancement.esp • 51 PumpingIron.esp • 52 Run For Your Lives.esp [Version 1.2.2] • 53 The Scribes Lectern.esp • 54 IngredientReweight.esp • 55 Misc Items Reweighting.esp • 56 Rebalanced Potion Weight.esp • 57 Acquisitive Soul Gems.esp • 58 AchieveThat.esp • 59 BetterQuestObjectives.esp • 5A BetterQuestObjectives-Dawnguard.esp • 5B BetterQuestObjectives-Hearthfire.esp • 5C Book Covers Skyrim.esp • 5D Book Covers Dawnguard.esp • 5E Book Covers Hearthfire.esp • 5F CCO - Oblivion Carry Weights.esp • 60 CCO - Permanent Birthsigns.esp • 61 Guard Dialogue Overhaul.esp • 62 Headtracking.esp • 63 Helmless_Warrior.esp • 64 Ket_ARMONIZER_LListsNPC.esp • 65 LearnAlchemyFromRecipes.esp • 66 NpcHavokHit.esp • 67 RealisticHumanoidMovementSpeed.esp • 68 Rebirth Monster.esp • 69 dD - Enhanced Blood Main.esp • 6A dD-DG-DB-Immersive Creatures EBT Patch.esp • 6B AOS2_EBT Patch.esp • 6C -Stickier_Arrows- Fix.esp • 6D aMidianborn_Skyforge_Weapons.esp • 6E BetterQuestObjectives-AMBSkyforgePatch.esp • 6F StealthImmFixv1.esp • 70 Predator Vision.esp • 71 Apocalypse - The Spell Package.esp • 72 Dwemerverse - Dwarven Magic Package.esp • 73 HitStop.esp • 74 DeadlySpellImpacts.esp • 75 DeadlySpellImpacts - Two Fire.esp • 76 alchemy extended.esp • 77 Better Stealth AI for Followers.esp [Version 3.4] • 78 Duel - Combat Realism.esp • 79 Dual Wield Parrying_SKSE.esp • 7A DragonCombatOverhaul.esp • 7B DragonCombatOverhaulDragonborn.esp • 7C AOS2_DCOd Patch.esp • 7D AOS_DCOd Patch.esp • 7E The Dance of Death - Ultimate Edition.esp • 7F TKRecoil.esp • 80 CCO - Dynamic Skill Progression.esp • 81 ABT - Faster Arrows Improved +50%.esp • 82 ABT - Faster Bolts Improved +75%.esp • 83 Enhanced Soul Trap.esp • 84 SPERG.esp • 85 SPERG-DG.esp • 86 SPERG-DB.esp • 87 SPERG Immersive Armors.esp • 88 SPERG Weapons and Armor Complete.esp • 89 dD-No Spinning Death Animation.esp • 8A Beards.esp • 8B 3DNPC.esp • 8C RealisticNeedsandDiseases.esp • 8D RND_Dawnguard-Patch.esp • 8E RND_HearthFires-Patch.esp • 8F RND_Dragonborn-Patch.esp • 90 RND_USKP-Patch.esp • 91 Feminine Females.esp • 92 SPTConsistentOlderPeople.esp [Version 2.1] • 93 AmazingFollowerTweaks.esp • 94 BetterQuestObjectives-AFTPatch.esp • 95 Alternate Start - Live Another Life.esp [Version 2.3.4] • 96 BetterQuestObjectives-AlternateStartPatch.esp • 97 [MPX] NPC Gender Race Heights +Dawnguard.esp • 98 CCO - Diverse Races And Genders.esp • 99 CCO_SIC_Patch.esp • 9A Rebirth Monster - SIC Patch.esp [Version v1] • 9B dD - Realistic Ragdoll Force - Realistic.esp • 9C JZBai_CrossbowManualReload.esp • 9D Reanimate FX.esp • 9E rcrnShaders.esp • 9F RCRNvolumetric.esp • A0 EnhancedLightsandFX.esp • A1 ELFX - Exteriors.esp • A2 ELFX - NoBreezehome.esp • A3 Better Summoning Visuals - TheGreyLight.esp • A4 RealisticWaterTwo.esp • A5 RealisticWaterTwo - Legendary.esp • A6 AOS2_RCRN_AE_Patch.esp • A7 AOS2_RealisticWaterTwo Patch.esp • A8 AOS2_WAF Patch.esp • A9 smakit_house_markers_plus.esp • AA AOS2_GDO Patch.esp • AB AFT_iNPCFix.esp • AC AOS2_WetandCold Patch.esp • AD Unique Region Names.esp [Version 5] • AE BreezehomeImproved.esp • AF OrcBerserkerRage.esp • B0 PhysicsImpactDamageFix.esp • B1 Bashed Patch, 0.esp • B2 ASIS-Dependency.esp • B3 ASIS.esp Link to comment Share on other sites More sharing options...
JobVanDam Posted June 6, 2014 Share Posted June 6, 2014 I know Jaysus Swords changed Imperial and Stormcloak inventory lists wrong, instead of editing the sublists they edited the main lists so when Wyre Bash comes along it merges the vanilla sublist with the JSword sublist and they get two of everything. Probably got a few other mods that do the same thing. The only way to fix it is to go into the mod and fix it yourself or remove the entire mod outright. OR the "I don't know how to mod lol" version is to add Delev/Relev to all mods and hope for the best. Link to comment Share on other sites More sharing options...
theclawhorn Posted June 6, 2014 Author Share Posted June 6, 2014 (edited) I see. So even if I'm using the Sharlikrans Compatbility Patch version that still happens? Is there a way I can tell when a mod is editing the main lists instead of the sublists?EDIT: I'm using TES5Edit to examine the contents of the mods and it is the JSwordsDistributionBalancePlugin that modifies the leveled lists so I'm guessing this is what I would need to apply the Delev/Relev bash tags too. When viewing the contents of the mod how do I know which are main lists and which are sublists though? Edited June 6, 2014 by Deathfang Link to comment Share on other sites More sharing options...
theclawhorn Posted June 6, 2014 Author Share Posted June 6, 2014 Upon further analysis JSwordsDistributionBalancePlugin and the WVExpansion (the two culprits I think) already have Delev/Relev bash tags applied to them, probably because of BOSS. I guess the only choice this leaves me with is to uninstall the mods. Link to comment Share on other sites More sharing options...
theclawhorn Posted June 6, 2014 Author Share Posted June 6, 2014 (edited) I ended up uninstalling Jaysus Swords, Weapon Variants Expanded, and finally the ARMONIZER pack because I found that most of its armors are already included in the Immersive Armors pack. Reran BOSS, rebuilt my bashed patch, and reran my ASIS SkyProccer. The issue seems to be persisting, at least with the guards I've been testing with. They still have 3 to 4 swords and 2 bows. Is this something that only a new game can fix since guards are not regenerated on cell reset (or are they)? Edited June 6, 2014 by Deathfang Link to comment Share on other sites More sharing options...
JobVanDam Posted June 7, 2014 Share Posted June 7, 2014 Leveled lists changes don't require a new game. These lists determine the gear for most Imperial/Stormcloaks: CWSoldierImperialGear [LVLI:000A6E61] CWSoldierImperialGearNoTorch [LVLI:0010FAFC] CWSoldierSonsGear1H [LVLI:000EA147] CWSoldierSonsGearNoTorch [LVLI:0010AA4E] CWSoldierSonsGearNoTorchNoBow [LVLI:0010FAFE] Check out what's editing those lists. I can't look at my own Jswords.esm cause over time I have edited it so it's unrecognizable. Link to comment Share on other sites More sharing options...
ripple Posted June 8, 2014 Share Posted June 8, 2014 NPC inventory will not refresh until the NPC actor respawns (or in the case of unique NPCs, never). You can start a new game or use the console command 'resetinventory' to reset their inventory and see if your leveled list edits made a difference. Link to comment Share on other sites More sharing options...
psycros Posted March 3, 2015 Share Posted March 3, 2015 (edited) I'm having nearly the exact same problem but its only with bows and crossbows (and their ammo). If a humanoid like a bandit or gaurd dies he'll look like he just cleaned out the Drunken Huntsman. Not only will they have multiple types of bows/xbows but two or three of each type AND usable projectiles for all. In a few instances I've even seen arrows or bolts of more than one material type on a mob. Finding a dead bandit with three longbows, two hunting bows and a steel crossbow or two is common, and steel or iron arrows and bolts as well. (Oddly I don't think I've seen a mob with more than one type of crossbow on him - more than ONE, yes, but of a single material type.) My theory? It seems like the random loot table for ranged weapons is being applied multiple times for each mob. The bows/xbows and ammo are totally appropriate for the mobs but its like the loot gods let them reach into the goody bag 2-3 times. I've tried removing anything I thought might affect loot tables and either starting new games or loading cleaned saves but nothing seems to fix it. I had almost decided that NPO Crowsbows was to blame but I see you aren't using it..so now I'm clueless :sad: Like you, I also do the bashed patch any time I install or uninstall a mod (and run ASIS if I even suspect loot or spawns are affected). Right now I'm having three issues that I'd desperately love to see fixed: * The aforementioned multiple ranged weapon loot types on dead mobs;* A possible conflict between Athletics Training and something else that causes my jump height to become very small at a random point after I leave Helgen (about half of what it should be, even taking the mod's new limits into account);* Expanded Towns and Cities new shopkeepers intermittantly not offering a merchant dialog;* ETaC intermittantly having missing texture issues, esp. with the interiors of inns and the NPCs who work or hang out there. Morthal was an absolute mess. I eventually just uninstalled ETaC and now I'm going to try JK's cities, which is sad because ETaC's Riverwood looks ten times better than JK's. I fear what Whiterun will be like :ohdear: I've attached my mod list for consideration by those who actually understand Bethesda mod conflict resolution (I sure as heck don't). Its acaully a comma-delimited CSV but the freaking site won't accept that extension. And naturally Mod Organizer doesn't let you export it by load order - only alphabetical. SIGH.. Edited March 3, 2015 by psycros Link to comment Share on other sites More sharing options...
vlaka Posted March 3, 2015 Share Posted March 3, 2015 I'm having nearly the exact same problem but its only with bows and crossbows (and their ammo). If a humanoid like a bandit or gaurd dies he'll look like he just cleaned out the Drunken Huntsman. Not only will they have multiple types of bows/xbows but two or three of each type AND usable projectiles for all. In a few instances I've even seen arrows or bolts of more than one material type on a mob. Finding a dead bandit with three longbows, two hunting bows and a steel crossbow or two is common, and steel or iron arrows and bolts as well. (Oddly I don't think I've seen a mob with more than one type of crossbow on him - more than ONE, yes, but of a single material type.) My theory? It seems like the random loot table for ranged weapons is being applied multiple times for each mob. The bows/xbows and ammo are totally appropriate for the mobs but its like the loot gods let them reach into the goody bag 2-3 times. I've tried removing anything I thought might affect loot tables and either starting new games or loading cleaned saves but nothing seems to fix it. I had almost decided that NPO Crowsbows was to blame but I see you aren't using it..so now I'm clueless :sad: Like you, I also do the bashed patch any time I install or uninstall a mod (and run ASIS if I even suspect loot or spawns are affected). Right now I'm having three issues that I'd desperately love to see fixed: * The aforementioned multiple ranged weapon loot types on dead mobs;* A possible conflict between Athletics Training and something else that causes my jump height to become very small at a random point after I leave Helgen (about half of what it should be, even taking the mod's new limits into account);* Expanded Towns and Cities new shopkeepers intermittantly not offering a merchant dialog;* ETaC intermittantly having missing texture issues, esp. with the interiors of inns and the NPCs who work or hang out there. Morthal was an absolute mess. I eventually just uninstalled ETaC and now I'm going to try JK's cities, which is sad because ETaC's Riverwood looks ten times better than JK's. I fear what Whiterun will be like :ohdear: I've attached my mod list for consideration by those who actually understand Bethesda mod conflict resolution (I sure as heck don't). Its acaully a comma-delimited CSV but the freaking site won't accept that extension. And naturally Mod Organizer doesn't let you export it by load order - only alphabetical. SIGH..You probably should've started your own topic instead of necroing this... fyi you might want to link to a pastebin of your mod list. Not many people like to download files. Link to comment Share on other sites More sharing options...
psycros Posted March 4, 2015 Share Posted March 4, 2015 I'm having nearly the exact same problem but its only with bows and crossbows (and their ammo). If a humanoid like a bandit or gaurd dies he'll look like he just cleaned out the Drunken Huntsman. Not only will they have multiple types of bows/xbows but two or three of each type AND usable projectiles for all. In a few instances I've even seen arrows or bolts of more than one material type on a mob. Finding a dead bandit with three longbows, two hunting bows and a steel crossbow or two is common, and steel or iron arrows and bolts as well. (Oddly I don't think I've seen a mob with more than one type of crossbow on him - more than ONE, yes, but of a single material type.) My theory? It seems like the random loot table for ranged weapons is being applied multiple times for each mob. The bows/xbows and ammo are totally appropriate for the mobs but its like the loot gods let them reach into the goody bag 2-3 times. I've tried removing anything I thought might affect loot tables and either starting new games or loading cleaned saves but nothing seems to fix it. I had almost decided that NPO Crowsbows was to blame but I see you aren't using it..so now I'm clueless :sad: Like you, I also do the bashed patch any time I install or uninstall a mod (and run ASIS if I even suspect loot or spawns are affected). Right now I'm having three issues that I'd desperately love to see fixed: * The aforementioned multiple ranged weapon loot types on dead mobs;* A possible conflict between Athletics Training and something else that causes my jump height to become very small at a random point after I leave Helgen (about half of what it should be, even taking the mod's new limits into account);* Expanded Towns and Cities new shopkeepers intermittantly not offering a merchant dialog;* ETaC intermittantly having missing texture issues, esp. with the interiors of inns and the NPCs who work or hang out there. Morthal was an absolute mess. I eventually just uninstalled ETaC and now I'm going to try JK's cities, which is sad because ETaC's Riverwood looks ten times better than JK's. I fear what Whiterun will be like :ohdear: I've attached my mod list for consideration by those who actually understand Bethesda mod conflict resolution (I sure as heck don't). Its acaully a comma-delimited CSV but the freaking site won't accept that extension. And naturally Mod Organizer doesn't let you export it by load order - only alphabetical. SIGH..You probably should've started your own topic instead of necroing this... fyi you might want to link to a pastebin of your mod list. Not many people like to download files. LOL, and when I start a new topic you'll complain that "you should have just posted in the topic that's already there!!!" If a problem hasn't been solved then it deserves to be bumped anyway. Link to comment Share on other sites More sharing options...
Recommended Posts