Pr0ph3t Posted March 26, 2011 Share Posted March 26, 2011 Hello everyone and thank you for taking the time to offer your assistance its much appreciated. I've installed FCOM Convergence and there do not appear to be any conflicting mods in BOSS. I tried to do the thieve's quest intro mission and as soon as it starts Meth and Amu run straight int othe wall and keep trying to go through it. There are also many other NPCs walking into walls, swimming etc.. Here's my load order: Oblivion.esmAWS-Core.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmTamrielic Ingredients.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmEnhanced Daedric Invasion.esmTamrielTravellers.esmFCOM_Convergence.esmDLCShiveringIsles.espUnofficial Shivering Isles Patch.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFrancesco's Dark Seducer Weapons Patch.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFran Armor Add-on.espFran_Lv30Item_Maltz.espAWS-Main.espAWS-ShiveringIsles.espLightsOut.espBPMerchantStorage.espChaseCameraMod.espVanityCameraSmoother.espDaggerfallBooks.espP1DanywhereSittable.espCrowded Roads 15.espCapesandCloaks.esp1662-1.21-Inebriation + Skooma addon-TESSource.espDLCThievesDen.espExnemRuneskulls.espFCOM_ExnemRuneskulls.espTamrielic_Ingredients_cOMbo.espFCOM_TamrielicIngredients.espBob's Armory Oblivion.espFCOM_BobsArmory.espLoth's Blunt Weapons for Npcs.espFCOM_LothsBluntWeapons.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espMart's Monster Mod - Additional Enemy NPC Vars.espFCOM_Convergence.espFCOM_EntropicOrderRebalance.espFCOM_RealSwords.espFCOM_DurabilityAndDamage.espFCOM_SpawnRatesStronger.espMart's Monster Mod - More Wilderness Life.espFCOM_SaferRoads.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Diverse WaterLife.espTamrielTravellers4OOO.espFCOM_TamrielTravelers.espFCOM_DiverseGuardUnity.espFCOM_BobsGuardUnity.espFCOM_HungersUnitySI.espFCOM_FriendlierFactions.espFCOM_MoreRandomSpawns.espFCOM_MoreRandomItems.espMart's Monster Mod - Shivering Isles.espOOO-WaterFish.espCastle_Highrock.espMercenaries.espTravelers Inns.espKnights.espMighty Umbra.espBlood&Mud.espThe Mystery of the Dulan cult.espFCOM_MightyUmbra.espFCOM_Blood&Mud.espFCOM_Knights.espFCOM_DulanCult.espEnhanced Daedric Invasion.espFCOM_EnhancedDaedricInvasion.espFCOM_UnofficialFranArmorAddon.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espANB_No_FastTravel.espCliff_BetterLetters.espDungeon Actors Have Torches 1.6 DT.espExterior Actors Have Torches 1.3 DT.espgardening.espmoremerchantmoneyv1.1.espmovablebodies.espP1DkeyChain.espBasic Primary Needs.espSupremeMagicka.espSM_ShiveringIsles.espSM_OOO.espSM_MMM.espSM_EnchantStaff.espSM_Scrolls.espSM_SigilStone.espDirenniAlchemyApparatus.espStealthOverhaul.espRenGuardOverhaul.espJM's Bar Fights mortal.espactors_in_charge.espBeautiful People.espMart's Monster Mod - Resized Races.espbgMagicEV.esp_burning_kvatch.espFrancesco's day lenght rescale 1-16.espVisual Enchantments v1.0.espFCOM_Archery.espBashed Patch, 0.espDeadlier Sneaking [unofficial Lesser] 1.0.espvery veryLonger_KnockOu.espCamping.espEncumbrance_Mod-9338.esp Thanks!! Link to comment Share on other sites More sharing options...
Hickory Posted March 26, 2011 Share Posted March 26, 2011 Something that you have installed has altered the path gridding. You can see this in-game by typing tpg in the console. You need to isolate which mod and decide from there what to do. But first, check that your BOSS masterlist is up to date, and that you have built your Bashed Patch correctly. Link to comment Share on other sites More sharing options...
Pr0ph3t Posted March 26, 2011 Author Share Posted March 26, 2011 I decided to scrap everything and reinstall.. and now that I'm going through it the second time I'm noticing there's a lot I didn't do. Thank you for taking the time to respond. I'll be posting my new BOSS list soon Link to comment Share on other sites More sharing options...
Hickory Posted March 26, 2011 Share Posted March 26, 2011 I decided to scrap everything and reinstall.. and now that I'm going through it the second time I'm noticing there's a lot I didn't do. Thank you for taking the time to respond. I'll be posting my new BOSS list soon Please don't post a BOSS list. Post your mod list via Wrye Bash, as follows: http://img651.imageshack.us/img651/4747/wbloadlist.jpg Link to comment Share on other sites More sharing options...
Pr0ph3t Posted March 26, 2011 Author Share Posted March 26, 2011 (edited) Hi everyone, Alright so I reinstalled everything according to specifications and it is still happening. Although everything is running much better now, I went straight to the thieve's guild intro mission and once again Amusei and Meth ran into the wall. When I 'tpg' the bot routes seem decent. I'm not quite sure what I"m supposed to be looking for, but they're not following their routes by running against that wall. Here is my mod list load order: Active Mod Files: 00 Oblivion.esm 01 AWS-Core.esm 02 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI] 03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI] 04 Tamrielic Ingredients.esm 05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 06 Mart's Monster Mod.esm [Version 3.7b3p3] 07 Enhanced Daedric Invasion.esm 08 TamrielTravellers.esm [Version 1.39c] 09 FCOM_Convergence.esm [Version 0.9.9a7] 0A Unofficial Oblivion Patch.esp [Version 3.2.0] 0B DLCShiveringIsles.esp 0C Unofficial Shivering Isles Patch.esp [Version 1.4.0] 0D Francesco's Optional Chance of Stronger Bosses.esp 0E Francesco's Optional Chance of Stronger Enemies.esp 0F Francesco's Optional Chance of More Enemies.esp 10 Francesco's Optional Leveled Quests-SI only.esp 11 Francesco's Optional Leveled Guards.esp 12 Francesco's Dark Seducer Weapons Patch.esp 13 FCOM_Francescos.esp [Version 0.9.9] 14 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] 15 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 16 Fran Armor Add-on.esp 17 Fran_Lv30Item_Maltz.esp 18 _darker_nights.esp 19 AWS-Main.esp 1A AWS-ShiveringIsles.esp 1B AWS-Water.esp 1C BPMerchantStorage.esp 1D DaggerfallBooks.esp 1E P1DanywhereSittable.esp 1F Camping.esp 20 DLCHorseArmor.esp 21 DLCOrrery.esp 22 DLCVileLair.esp 23 DLCMehrunesRazor.esp 24 DLCSpellTomes.esp 25 DLCThievesDen.esp 26 ExnemRuneskulls.esp 27 FCOM_ExnemRuneskulls.esp [Version 0.9.9] 28 Tamrielic_Ingredients_cOMbo.esp 29 FCOM_TamrielicIngredients.esp [Version 0.9.9] 2A Bob's Armory Oblivion.esp 2B FCOM_BobsArmory.esp [Version 0.9.9] 2C Loth's Blunt Weapons for Npcs.esp 2D FCOM_LothsBluntWeapons.esp [Version 0.9.9] 2E Oblivion WarCry EV.esp [Version 1.08a] 2F FCOM_WarCry.esp [Version 0.9.9] 30 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] 31 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] 32 FCOM_Convergence.esp [Version 0.9.9] 33 FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] 34 FCOM_RealSwords.esp [Version 0.9.9] 35 FCOM_DurabilityAndDamage.esp [Version 0.9.9] 36 FCOM_SpawnRatesStronger.esp [Version 0.9.9] 37 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] 38 Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3] 39 FCOM_SaferRoads.esp [Version 0.9.9] 3A Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] 3B Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 3C Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] 3D Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] 3E Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] 3F Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3] 40 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3] 41 Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3] 42 TamrielTravellers4OOO.esp [Version 1.39c] 43 TamrielTravellersItemsNPC.esp [Version 1.39c] 44 FCOM_TamrielTravelers.esp [Version 0.9.9] 45 FCOM_BobsGuardUnity.esp [Version 0.9.9] 46 FCOM_HungersUnitySI.esp [Version 0.9.9] 47 FCOM_FriendlierFactions.esp [Version 0.9.9] 48 FCOM_MoreRandomSpawns.esp [Version 0.9.9] 49 FCOM_MoreRandomItems.esp [Version 0.9.9] 4A TIE In.esp [Version 1.2b] 4B TIE In - ExnemRuneskulls.esp [Version 1.2b] 4C TIE In - FCOM Convergence.esp [Version 1.2b] 4D TIE In - RealSwords.esp [Version 1.2b] 4E TIE In - MMM Gems.esp [Version 1.2b] 4F TIE In - MMM Craft.esp [Version 1.2b] 50 TIE In - BobsGuardUnity.esp [Version 1.2b] 51 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] 52 OOO-WaterFish.esp [Version 1.34] 53 Castle_Highrock.esp 54 Mercenaries.esp 55 DLCFrostcrag.esp 56 Knights.esp 57 Mighty Umbra.esp 58 Blood&Mud.esp 59 The Mystery of the Dulan cult.esp 5A Mart's Monster Mod - City Defences.esp [Version 3.7b3p3] 5B FCOM_MightyUmbra.esp [Version 0.9.9] 5C FCOM_Blood&Mud.esp [Version 0.9.9] 5D FCOM_Knights.esp [Version 0.9.9] 5E FCOM_DulanCult.esp [Version 0.9.9] 5F Enhanced Daedric Invasion.esp 60 FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9] 61 EDI - Aggression Fix.esp 62 FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9] 63 Harvest [Flora].esp [Version 3.0.0] 64 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] 65 Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] 66 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] 67 ANB_No_FastTravel.esp 68 Cliff_BetterLetters.esp [Version 1.2] 69 movablebodies.esp 6A P1DkeyChain.esp [Version 5.00] 6B TIE In - B&M.esp [Version 1.2b] 6C SupremeMagicka.esp [Version 0.90b] 6D SM_ShiveringIsles.esp [Version 0.90] 6E SM_DLCSpellTome.esp [Version 0.90] 6F SM_EnchantStaff.esp [Version 0.90] 70 SM_Scrolls.esp [Version 0.90] 71 SM_SigilStone.esp [Version 0.90] 72 StealthOverhaul.esp 73 JM's Bar Fights.esp 74 actors_in_charge.esp 75 _darker_dungeons.esp 76 Beautiful People.esp 77 Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] 78 _burning_kvatch.esp 79 Visual Enchantments v1.0.esp 7A FCOM_Archery.esp [Version 0.9.9] 7B Deadlier Sneaking [unofficial Lesser] 1.0.esp [Version 1.0] 7C very veryLonger_KnockOu.esp 7D Encumbrance_Mod-9338.esp 7E Bashed Patch, 0.esp I even tried playing with the pathfinding variables in oblivion.ini but still nothing. I noticed someone else posted the same issue in this forum but there was no resolution as the poster probably abandoned. Edited March 26, 2011 by Pr0ph3t Link to comment Share on other sites More sharing options...
Hickory Posted March 26, 2011 Share Posted March 26, 2011 EDIT: Ok I've patched bashed patch and I think I did it right. I tried loading a savegame but same thing.. I know I know I need to start a new game and try but goddamn man Please edit your mod list to bring it up to date with your Bashed version -- Wrye Bash gives information on deactivated and merged patches. Make sure you rebuild your patch according to this guide: When you press 'Rebuild Patch', make sure that you check the following: Merge PatchesImport ... [Go through each 'import' option and if there's a mod, not csv in the right window, check it, and the Import... option.]Cobl Catalogs [ONLY if you use Cobl]Contents CheckerLeveled ListsRace RecordsSEWorld Tests [ONLY if you have Shivering Isles installed] The Globals and Tweaks are optional, but should not be checked unless you know what you are doing, and should be left alone while you are troubleshooting. Everything else should be left unchecked UNLESS you know that you need it. Link to comment Share on other sites More sharing options...
Pr0ph3t Posted March 26, 2011 Author Share Posted March 26, 2011 (edited) ok done. Patch has been properly rebuilt and all the mods show the same date now. Problem still persists. What do I do next? One of these mods is overwriting the paths but I have no clue which one would do that. Edited March 26, 2011 by Pr0ph3t Link to comment Share on other sites More sharing options...
Hickory Posted March 26, 2011 Share Posted March 26, 2011 ok done. Patch has been properly rebuilt and all the mods show the same date now. Problem still persists. What do I do next? One of these mods is overwriting the paths but I have no clue which one would do that. You now have to ask yourself which of the mods you have installed have any impact on the IC Waterfront, whether in additions, alterations or quests, since that is where this issue is located. Unfortunately, I am not familiar with all of those mods. Link to comment Share on other sites More sharing options...
Pr0ph3t Posted March 27, 2011 Author Share Posted March 27, 2011 (edited) Its not only waterfront. It seems that NPCs generally have a problem with avoiding obstacles or atleast sticking to the main botpaths. Problem is I have no idea which mod would do anything like that. The only mods I've added other than the suggested FCOM array is: - enhanced sneaking (greater multiplier)- bar fights- actors in charge (allows triggering animations at will)- beautiful ppl- longer knockout (they stay out cold longer)- more books- CASTLE HIGHROCK (This is a castle northwest of BRUMA. There are bots that walk around and a fully active village at its base.. Would that interfere with pathing all over the map though? EDIT: Tried removing all these and nothing..FYI: The botroutes look fine, but the bots seem to take the shortest distance to their objective rather than following their route. Is it possible something is making them break away from their path entirely? At this point it feels like I've been searching for something that 'offsets' the paths. Rather than looking for something that changes AI behaviour? Edited March 27, 2011 by Pr0ph3t Link to comment Share on other sites More sharing options...
Pr0ph3t Posted March 27, 2011 Author Share Posted March 27, 2011 Ok I found this in your threads from David Basher: "It sort of sounds like you are having mod conflicts, or the mods late in your load order do not have good path-gridding. You could make a mod to put in your load order after all these other mods which has good path-gridding and overrides all the defective and/or conflicting mods so that NPCs won't bump into walls and obstacles. If Better Cities is the dominant mod as far as changing the layout of the clutter in the cities, then you could inspect the path-gridding on it and if it is good, you could make a mod which clones the BC path-gridding and move this new mod to the end of your load order. " How would I go about doing this Link to comment Share on other sites More sharing options...
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