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Guards Walking Into Eachother


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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.esm

Cobl Main.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

Mart's Monster Mod for OOO.esm

HorseCombatMaster.esm

Cobl Races TNR.esp

Cobl Races TNR SI.esp

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

MMM.esp

Book Jackets Oblivion.esp

ClocksOfCyrodiil.esp

DaggerfallBooks.esp

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp

DLCSpellTomes - Unofficial Patch.esp

Bow of Quel'Thalas.esp

CapesandCloaks.esp

Lich King's Helm v1_0.esp

New Frostmourne Sword by Jojjo v1_0.esp

Sauron_Armor_Chest.esp

AncientTowers.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

Cobl Glue.esp

Cobl Si.esp

Cobl Tweaks.esp

Oscuro's_Oblivion_Overhaul.esp

OOO 1.32-Cobl.esp

Mart's Monster Mod.esp

Mart's Monster Mod for OOO.esp

Mart's Monster Mod - Shivering Isles.esp

CurseOfHircine.esp

MMM-Cobl.esp

cyrodiil transportation network 1.3 wz.esp

Anduril Reforged.esp

Hunter's Haven File 1.esp

ImpeREAL Shops - Restock empty Counters & Display Tables - Merged.esp

GlenvarCastle.esp

Necromancer Shop.esp

Reaper's The Dark Tower.esp

Reaper's The Necromancer's Tower.esp

ardah.esp

DBContinuedBeta 0.7.esp

The_Tower_of_the_Lich_King-4492.esp

za_bankmod.esp

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp

DLCfrostcrag.esp

FrostcragRebornCobl.esp

Knights.esp

Knights - Unofficial Patch.esp

Mart's Monster Mod - Knights.esp

Mart's Monster Mod for OOO - Knights .esp

The Lost Spires.esp

xuldarkforest.esp

LostSpires-DarkForest patch.esp

xulStendarrValley.esp

xulTheHeath.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp

LostSpires-Everglade patch.esp

xulColovianHighlands_EV.esp

xulChorrolHinterland.esp

xulBeachesOfCyrodiilLostCoast.esp

xulBravilBarrowfields.esp

xulLushWoodlands.esp

xulAncientYews.esp

xulAncientRedwoods.esp

xulCloudtopMountains.esp

xulArriusCreek.esp

xulPatch_AY_AC.esp

xulRollingHills_EV.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulBrenaRiverRavine.esp

xulImperialIsle.esp

xulBlackwoodForest.esp

xulCheydinhalFalls.esp

xulAspenWood.esp

xulSkingradOutskirts.esp

xulSnowdale.esp

FrostcragReborn-Snowdale patch.esp

Borderless_Cyrodiil-3578.esp

Alternative Start by Robert Evrae.esp

MidasSpells.esp

RenGuardOverhaul.esp

Deadly Reflex 6 - Timed Block with no damage or durability changes.esp

Mounted_Spellcasting_Deadly_Reflex_Compatible.esp

Altair_Race.esp

Assassins Creed - Altair's Gear- HeavyArmor.esp

Cobl Races.esp

Mart's Monster Mod - Resized Races.esp

cidnothump.esp

Cobl Races - Balanced.esp

DeadlyReflex 6 - Combat Moves.esp

Lich.esp

Reaper's Necromancer's Tower & UL Cliffs of Anvil Patch.esp

Edited by fuzzysecurity
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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?

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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).
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Be sure your Oblivion.INI looks like this in the [Pathfinding] section:

[Pathfinding]

bBackgroundPathing=1

bDebugAvoidance=0

bDebugSmoothing=0

bDisableAvoidance=0

bDrawPathsDefault=0

bDrawSmoothFailures=0

bPathMovementOnly=0

bSmoothPaths=1

bSnapToAngle=0

bUseBackgroundPathing=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.

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