Nightwolfhunter Posted November 10, 2010 Share Posted November 10, 2010 First, my LO: Active Mod Files: 00 Oblivion.esm 01 GTAesgaard_2.esm 02 Windfall.esm 03 MathFunctions.esm 04 All Natural Base.esm [Version 1.0] 05 Mart's Monster Mod.esm [Version 3.7b3p3] 06 TamrielTravellers.esm [Version 1.39c] 07 Kvatch Rebuilt.esm 08 Unofficial Oblivion Patch.esp [Version 3.2.10] 09 UOP Vampire Aging & Face Fix.esp [Version 1.0.0] 0A DLCShiveringIsles.esp 0B Unofficial Shivering Isles Patch.esp [Version 1.4.0] ++ LoadingScreens.esp 0C LoadingScreensSI.esp 0D All Natural.esp [Version 1.0] 0E All Natural - SI.esp [Version 1.0] 0F Immersive Interiors.esp [Version 0.7] 10 Immersive Interiors - Lights Addon.esp [Version 0.7] 11 Silent Player Voice.esp 12 IlluminationWithin.esp 13 Akatosh Mount By Saiden Storm.esp 14 Mart's Monster Mod.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] 15 CurseOfHircine.esp 16 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Diverse Imperial Armor.esp [Version 3.7b3p] 17 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 18 Mart's Monster Mod - Durability & Damage.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Less Rats.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Safer Roads.esp [Version 3.7b3p3] 19 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3] 1A Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] ++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3] 1B Mart's Monster Mod - City Defences.esp [Version 3.7b3p3] 1C Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] 1D Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3] 1E Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f] ++ TamrielTravellerAdvscript.esp [Version 1.39c] 1F TamrielTravellers4MMM.esp [Version 1.39c] ++ Travellers4MMMHostileFactions.esp [Version 1.39c] 20 ShiveringIsleTravellers.esp [Version 1.39c] ++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c] 21 Ivellon.esp [Version 1.8] 22 GTAesgaard.esp 23 GTAesgaard_2.esp 24 Gates To Aesgaard 2 Delayer.esp [Version 1.0] 25 ImpeREAL City Unique Districts - All the Districts - Merged.esp 26 ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp 27 Kvatch Rebuilt.esp 28 Kvatch Rebuilt Weather Patch.esp 29 MountainTower.esp [Version 6.0] 2A Servant of the Dawn.esp 2B ThemeParkFinal.esp 2C Windfall.esp 2D Knights.esp 2E Knights - Unofficial Patch.esp [Version 1.0.9] ++ Mart's Monster Mod - Knights.esp [Version 3.7b3p3] 2F TOTF.esp 30 The Lost Spires.esp 31 Lost Paladins of the Divines.esp 32 HoarfrostCastle.esp 33 xuldarkforest.esp [Version 1.0.5] 34 LostSpires-DarkForest patch.esp 35 xulStendarrValley.esp [Version 1.2.2] 36 xulTheHeath.esp 37 XulEntiusGorge.esp 38 xulFallenleafEverglade.esp [Version 1.3.1] 39 LostSpires-Everglade patch.esp [Version 1.2] 3A xulColovianHighlands_EV.esp [Version 1.2.1] 3B xulChorrolHinterland.esp [Version 1.2.2] 3C xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4] 3D xulBravilBarrowfields.esp [Version 1.3.2] 3E xulLushWoodlands.esp [Version 1.3.1] 3F xulAncientYews.esp [Version 1.4.3] 40 xulAncientRedwoods.esp [Version 1.6] 41 xulCloudtopMountains.esp [Version 1.0.3] 42 xulArriusCreek.esp [Version 1.1.3] 43 xulPatch_AY_AC.esp [Version 1.1] 44 xulRollingHills_EV.esp [Version 1.3.2] 45 xulPantherRiver.esp 46 xulRiverEthe.esp [Version 1.0.2] 47 xulBrenaRiverRavine.esp [Version 1.1] 48 xulImperialIsle.esp [Version 1.6.6] 49 xulBlackwoodForest.esp [Version 1.1.0] 4A xulCheydinhalFalls.esp [Version 1.0.1] 4B TearsOfTheFiend-CheydinhalFalls patch.esp 4C KvatchRebuilt-CheydinhalFalls patch.esp 4D xulAspenWood.esp [Version 1.0.2] 4E xulSkingradOutskirts.esp [Version 1.0.1] 4F xulSnowdale.esp [Version 1.0] 50 Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] 51 MidasSpells.esp 52 Druid.esp ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] ++ cidnothump.esp ++ LifeDetect Shader.esp ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.0] 53 Bashed Patch, 0.esp 54 Streamline 3.1.esp 55 CoH Werewolves Mixed.esp 56 PTMudwater.esp now, the problem with the Temple District is that the temple of the One is floating. The other problem is with Servant of the Dawn. I have the quest to get Crow-Killer to follow me, but I can't do anything with her. She has no dialogue options. Help? Third problem: I need to get the souls of 8 differnet animals. But when i go to use the spell and kill the enemy, I check and it says i did not get the soul. Why? thanks in advance for answers. Link to comment Share on other sites More sharing options...
David Brasher Posted November 10, 2010 Share Posted November 10, 2010 It sounds like you have either a dirty mod, or some sort of mod conflict which messes up the Temple of the One. Finding the problem mod can be annoying, but as the saying goes, "The only way to get there is to go." Systematically disable large groups of mods until the problem goes away. When it does, you know the problem mod is in the group you just disabled. Reenable mods until the problem returns. Continue and Isolate the problem mod by enabling and disabling. Otherwise, If you are a bit of a modder, you could make a mod for late in the load order to fix the temple. Then if you wanted to take it further, you could read conflict reports to see what conflicts with the mod you made, You can test those mods to find the problem mod. Then you can stop using the problem mod and your new mod, or if you really like the problem mod, you can fix your copy and complain to the author, or else continue using your bug-fix patch you made. Soul trapping can be tricky. Here are some things that can cause a failure:(1) The soultrap spell expires right before you kill the creature.(2) You don't have a large enough soul gem to trap the soul of the creature. (Powerful creatures need the larger soul gems.)(3) The creature you kill has no soul. Certain creatures don't have souls. I can't think of any vanilla Oblivion examples, but Morrowind had creatures like this and some mods do. Link to comment Share on other sites More sharing options...
Nightwolfhunter Posted November 11, 2010 Author Share Posted November 11, 2010 Soul trapping can be tricky. Here are some things that can cause a failure:(1) The soultrap spell expires right before you kill the creature. (2) You don't have a large enough soul gem to trap the soul of the creature. (Powerful creatures need the larger soul gems.)(3) The creature you kill has no soul. Certain creatures don't have souls. I can't think of any vanilla Oblivion examples, but Morrowind had creatures like this and some mods do. 1. it is a 30 second spell. 2. it uses a custom soul gem so that shouldn't be it.3. they are bears, imps...etc. I don't think that is the case. Link to comment Share on other sites More sharing options...
David Brasher Posted November 11, 2010 Share Posted November 11, 2010 I haven't played the quest or mod with the soul-trapping eight animals. What quest is it and where did you find it? I am wondering if there is a bug in the coding of that quest. Link to comment Share on other sites More sharing options...
Nightwolfhunter Posted November 11, 2010 Author Share Posted November 11, 2010 it is for Kvatch Rebuilt. Link to comment Share on other sites More sharing options...
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