fuzzysecurity Posted May 15, 2011 Share Posted May 15, 2011 (edited) I have a little problem that I can't seem to figure out. There are guards all over the Imperial City that are walking into each other. They are at their posts outside the gates and stuff, one will be just standing there as usual and the other is a guard in silver armor that was added by a mod and apparently the one in silver armor is supposed to take its place except the other just stands there. Here's my load order: Oblivion.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmMart's Monster Mod for OOO.esmHorseCombatMaster.esmCobl Races TNR.espCobl Races TNR SI.espUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espMMM.espBook Jackets Oblivion.espClocksOfCyrodiil.espDaggerfallBooks.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espBow of Quel'Thalas.espCapesandCloaks.espLich King's Helm v1_0.espNew Frostmourne Sword by Jojjo v1_0.espSauron_Armor_Chest.espAncientTowers.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espCobl Glue.espCobl Si.espCobl Tweaks.espOscuro's_Oblivion_Overhaul.espOOO 1.32-Cobl.espMart's Monster Mod.espMart's Monster Mod for OOO.espMart's Monster Mod - Shivering Isles.espCurseOfHircine.espMMM-Cobl.espcyrodiil transportation network 1.3 wz.espAnduril Reforged.espHunter's Haven File 1.espImpeREAL Shops - Restock empty Counters & Display Tables - Merged.espGlenvarCastle.espNecromancer Shop.espReaper's The Dark Tower.espReaper's The Necromancer's Tower.espardah.espDBContinuedBeta 0.7.espThe_Tower_of_the_Lich_King-4492.espza_bankmod.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCfrostcrag.espFrostcragRebornCobl.espKnights.espKnights - Unofficial Patch.espMart's Monster Mod - Knights.espMart's Monster Mod for OOO - Knights .espThe Lost Spires.espxuldarkforest.espLostSpires-DarkForest patch.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenleafEverglade.espLostSpires-Everglade patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espxulAspenWood.espxulSkingradOutskirts.espxulSnowdale.espFrostcragReborn-Snowdale patch.espBorderless_Cyrodiil-3578.espAlternative Start by Robert Evrae.espMidasSpells.espRenGuardOverhaul.espDeadly Reflex 6 - Timed Block with no damage or durability changes.espMounted_Spellcasting_Deadly_Reflex_Compatible.espAltair_Race.espAssassins Creed - Altair's Gear- HeavyArmor.espCobl Races.espMart's Monster Mod - Resized Races.espcidnothump.espCobl Races - Balanced.espDeadlyReflex 6 - Combat Moves.espLich.espReaper's Necromancer's Tower & UL Cliffs of Anvil Patch.esp Edited May 15, 2011 by fuzzysecurity Link to comment Share on other sites More sharing options...
Xios5 Posted May 15, 2011 Share Posted May 15, 2011 Hell thats a LOT of mods! How the hell have you managed to maintain your game with that many mods? Wish I could!I used to occasionally get guards doing that, but I think it may be to do with the fact that there may be too many guards, probably mod added :/ Is it a problem that has only just started occuring or has it started since you installed a particular mod? Link to comment Share on other sites More sharing options...
fuzzysecurity Posted May 16, 2011 Author Share Posted May 16, 2011 It started from the beginning. I reinstalled Oblivion and threw everything together. It's actually a very stable setup, I rarely crash. Link to comment Share on other sites More sharing options...
GetOutOfBox Posted May 16, 2011 Share Posted May 16, 2011 NPC's walking into each other isn't all that rare, even in an un-modded Oblivion. It happens when the Guard NPC's schedule script fails to start/hangs, the guard will just stand their doing nothing, or his script will start later than it should, resulting in him screwing up other NPC's by bumping into them/blocking them. The only (temporary) fix is to restart Oblivion, or just wait for the problem to resolve (wait for IC to be cleared from caches, you can accelerate this by fast-traveling to a bunch of different cities/locations, eventually the IC will be cleared from the game's cache as it fills with new data). Link to comment Share on other sites More sharing options...
MotoSxorpio Posted May 17, 2011 Share Posted May 17, 2011 Be sure your Oblivion.INI looks like this in the [Pathfinding] section:[Pathfinding]bBackgroundPathing=1bDebugAvoidance=0bDebugSmoothing=0bDisableAvoidance=0bDrawPathsDefault=0bDrawSmoothFailures=0bPathMovementOnly=0bSmoothPaths=1bSnapToAngle=0bUseBackgroundPathing=1 The rest of those settings are for modders basically, to test NPC placement and pathing. I rarely get anyone running into each other, but it can happen especially with NPC that are "persistant". And Like another poster stated, it happens...you can interrupt them, run into them to move them or just let em be. If you have OOO or MMM or other NPC changing mods, this could cause some NPC in path of other NPC. Link to comment Share on other sites More sharing options...
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