Amessagetoyou Posted July 19, 2014 Share Posted July 19, 2014 Hello everybody, I have a really strange situation with Dread Zombies.While I was completing the "Miscarcand" quest I ran across couple Dread Zombies. I have a weapon which damages Strength and Endurance 5 pts at each strike. Once I lower their strength to 0 they are unable to move. However once I reload the game, they are moving again! I used "getav strength" command to confirm their strength was on 0. And it was 0.I tried attacking them with the same weapon again anda gain but to no avail. They were moving freely. Can anyone explain me, what is going on? Could it be anything mod related? How else can I fix this? My load order just in case Oblivion.esmAll Natural Base.esmOscuro's_Oblivion_Overhaul.esmUnofficial Oblivion Patch.espUOPS Additional Changes.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espUSIPS Additional Changes.espAll Natural.espAll Natural - SI.espAll Natural - Real Lights.espLiving Economy.espLiving Economy - Items.espCutthroat Merchants.espDisplay Stats.espMap Marker Overhaul.espMap Marker Overhaul - SI additions.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espDBSQR.espDBSQR - MehrunesRazor.espDBSQR - OOO.espDBSQR - Orrery.espDBSQR - Shivering Isles.espDBSQR - Vile Lair.espKvatch Rebuilt.espKvatch Rebuilt Weather Patch.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDBSQR - Battlehorn Castle.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espBrumaMGRestored.espBrumaMGRestored-Frostcrag.espKnights.espKnights - Unofficial Patch.espDBSQR - Knights of the Nine.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCVileLair.espHarvest [Flora] - DLCFrostcrag.espHarderRepairs_20.espScriptIcon_Replacer.espDurableEquipment_20.espEnchantmentRestore.espEnchantmentRestore_Wells.esprealArchery_eng.espMaskar's Oblivion Overhaul.espSigilStonesAlwaysTranscendent.esp Thanks to everyone for ideas :) Link to comment Share on other sites More sharing options...
Operative85 Posted July 29, 2014 Share Posted July 29, 2014 Probably a bug with how things work at Oblivion. Try killing them with a non-enchanted weapon. See how that works. Link to comment Share on other sites More sharing options...
Amessagetoyou Posted July 30, 2014 Author Share Posted July 30, 2014 Probably a bug with how things work at Oblivion. Try killing them with a non-enchanted weapon. See how that works.I think I have found the reason. The issue is with ALL actors. I tried the same thing with a random bandit who happened to have encumbrance of 55.Once I dropped his strength to 0 he was unable to move because his encumbrance was 55/0. But once I reload the game, his encumbrance drops down to 0 (But he has all his items). I think game engine is trying to make everyone able to move after reload for some reason. Do you think this could be fixed somehow? If yes then I guess this is a potential idea for a good mod. :blush: Maybe a script that makes every actor's inventory count again after reload so they're affected. Link to comment Share on other sites More sharing options...
Operative85 Posted July 31, 2014 Share Posted July 31, 2014 Probably a bug with how things work at Oblivion. Try killing them with a non-enchanted weapon. See how that works.I think I have found the reason. The issue is with ALL actors. I tried the same thing with a random bandit who happened to have encumbrance of 55.Once I dropped his strength to 0 he was unable to move because his encumbrance was 55/0. But once I reload the game, his encumbrance drops down to 0 (But he has all his items). I think game engine is trying to make everyone able to move after reload for some reason. Do you think this could be fixed somehow? If yes then I guess this is a potential idea for a good mod. :blush: Maybe a script that makes every actor's inventory count again after reload so they're affected. Yes, I do think it could be fixed. But the persons to ask are the professional scriptwriters, for clearly I am no professional. But there is hope, and that does sound like a good mod. Try asking for help/searching at the Nexus or Google, just get that glitch fixed! :D Link to comment Share on other sites More sharing options...
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