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Muted Characters


Goodfortitude

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I have about 20 different mods going right now (excluding the seven extras that came with Knights of the Nine cd) and I have run OBMM conflict detector and they are all minor conflicts (green) and several no conflicts. Anyway, now when I play oblivion I frequently get muted responses from NPC's. I assume it is a specific mod or 2 doing that but I don't know what I am looking for. Anyone know what this is or how to fix it? Thank you...........
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If you post your mod list we might be able to figure it out.

 

My guess for now is an old version of streamline, or a similar mod that purges the cell buffer every now and then.

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DLCHorseArmor, DLCOrrery, DLCFrostcrag, DLCThievesDen, DLCVileLair, DLCMehrunesRazor, DLCSpellTomes (These were all fine before downloading the new Mods from the Net). Now I have Pets of Chorrol, Anchakors Gardening and Growing, House Map Markers, EasyMagic, RhiannaGoddess, Creatures Alive, City Life (suspect), Hero's Retreat, QuickStart, HouseWives, AlternativeLightArmors, UL's The Heath, Imperial Isle, FallenleafEverglade, and Ancient Redwoods. All of these Mods are listed in Green in the Conflict detector. I also have in black (no conflict) Guard weopon variety, spell of time, diverse voices and quad damage for archers. Come to think of it, the only two folders even in my Voice folder are Modem's City Life.esp and Rhianna.esp, but I was having the problem before Rhianna install. There's also an FX folder for spell of time in my Sound folder(doesn't seem like that would be it). Anyway, still not sure what the heck's going on. I get a lot of "overlaps with" messages in the editor- record groups under cell, world and dial. I just don't know what the heck they mean or what to do with it. I haven't taught myself the Construction Set yet. So, thanks Povuholo. Hope this helps. If you need to know anything else just let me know...
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Anyway, still not sure what the heck's going on. I get a lot of "overlaps with" messages in the editor- record groups under cell, world and dial.

It would probably be those that have dialogue conflicts. That should make your list small enough to try testing. In a new game, or one saved with none of the dialogue mods active, with everything loaded as is, try to reproduce the muted NPCs. Remember what you did, thendisable one mod and try again. Continue like that until you've gone through all of the mods with dialogue conflicts.

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Anyway, still not sure what the heck's going on. I get a lot of "overlaps with" messages in the editor- record groups under cell, world and dial.

It would probably be those that have dialogue conflicts. That should make your list small enough to try testing. In a new game, or one saved with none of the dialogue mods active, with everything loaded as is, try to reproduce the muted NPCs. Remember what you did, thendisable one mod and try again. Continue like that until you've gone through all of the mods with dialogue conflicts.

 

Almost all of my mods have minor conflicts, they all say "record groups". I just don't know which ones are "dialogue" conflicts. If "record" indicates "dialogue" I'd have to uninstall every one of them. I guess I should rephrase "Cell, World and Dial" are all listed under......Oh, duh..................Dial means..dialogue...doesn't it...................................o.k......well, under record groups. Anyway, well geeze if minor conflicts in the dialogue can suck that much then, what about the others that say Cell and WORLD??????? When I do locate the culprit, do I just not run it?

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