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Posted (edited)

Okay so I got this working before. I simply checked the box and the boxes for the appropriate mods I have (Crowded Cities, Roads, Phitt's, Tamriel Travelers + SI and also Guard Names). It worked immediately. Suddenly there were guards with names and all that. But that was a few days ago.

 

Since then I'd installed a few more mods. No new NPC or overhaul mods. It's just simple stuff like immersion stuff (AWLS, rainbows) and some armor and clothing mods.

 

Tried to make a new game, and when I got into Market District, the guards were unnamed again suddenly. I didn't uncheck those boxes, and I didn't do anything strange with the bashed patch. In any case, the report at the end of the bashed patch says that 770 NPC names were changed, supposedly. But no guards or any other unnamed NPC was actually named, as far as I could see.

 

Question is: are there any reasons this thing would not work? What can I do to make it work again?

 

-update:

I've also now found that some other things are also not working, particularly the Timescale in Globals. It was working before, at the same time when Import Names was working. Also take note, this is a brand new game, and I deleted all my test saves (basically random characters that I used to see if my mods were working, particularly FCOM and stuff, running around with TGM and invisibility, so I can look at the inventories of enemies). I'm pretty sure I'm not carrying any data over from one save to another.

 

I better post my load order and stuff, for you guys to diagnose. This is run through BOSS, though I already moved the unknown mods around (mostly clothing mods).

 

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Edited by UNKNOWNYMOUS
Posted
Yes I rebuild every time. D: I rebuild out of paranoia too. That's not the problem at all. I've rebuilt multiple times just in the last hour in fact, trying to figure out if there's some combination of tweaks and settings that will make those values work.
Posted (edited)
Timescale might not work correctly with DR5, it adjusts the globaltimemultiplier to 1 after a super-cool decap move. I don't use that tweak in Bashed, because it can be changed by anything that edits fglobaltimemultiplier value. It can be scripted to a different value, but that would maybe mess with DR5. :(<br>Nothing jumps out at me about the naming though...maybe with so many NPC changing mods? Any other strange symptoms, or do you get a dialog box pop-up after rebuilding bashed?<br> Edited by MOTOSXORPIO
Posted

Ok, I can see one of the problems.

 

Your using Cobl, which has it's own timescale modification (in options, in your inventory, under miscellaneous). Just turn off the one in the bashed patch. That *should* solve that part. To go along with that, if any of the other mods have any adjustment to timescale in there ini's; be sure to set these to 0 so that they will use the timescale in use. Failure to do that won't make anything "bad" happen, it's just stuff will happen at oddball times. Like falling asleep at noon from exhaustion.

Posted (edited)

That would explain it @ DR5. I did install DR5 just yesterday, actually after I noticed that the guards were unnamed again. That's why I was moving around town that time in fact, to test if DR5's functions are working properly.

 

-edit: Oh. I never used COBL before this lol, so I didn't know that. I haven't messed with the COBL options yet (brand new game, etc.), so I'll fix that later.

 

  Quote
Nothing jumps out at me about the naming though...maybe with so many NPC changing mods? Any other strange symptoms, or do you get a dialog box pop-up after rebuilding bashed?

If you mean the summary thing, yeah it looks good.

 

This is what it says about Import Names:

 

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It's lying though. I still see Anvil Guard, Chorrol Guard, etc.

 

  Quote
maybe with so many NPC changing mods?

I doubt that's the cause. I had those well before most things, before the guards and other NPCs lost their names. :( I installed the BP 2-ch right after I confirmed that FCOM was working. Better Looking stuff were all installed right after BP (except for Redguards, which I only installed this morning, well after the name problem), and Vwalk stuff were already installed when the guard names were working. This was high on my priorities list lol, not just cuz it's nice but because it's a little tricky to install and get them all working together. So those went up there right after FCOM.

 

After that testing, I started installing combat and damage-related mods, then weather and other environment/LOD stuff, then clothing mods, dungeons, etc.

Edited by UNKNOWNYMOUS
Posted (edited)

I think I found a partial solution to your naming problem.

 

Open Wrye Bash

Rebuild Patch

Import Names

Remove Check Marks from anything that doesn't say "irenamesomething.csv". (If you import names from Oblivion.esm, for example, it is possible "Imperial Guard" will be renamed "Imperial Guard".

Place check marks on anything that does say "irenamesomething.csv"

Oh, yea and rebuild patch. Existing guards that are already named "imperial guard" may stay that way, but newly spawned guards should now have names.

Edited by dallen68
Posted (edited)

Sadly, I already only have check marks on .csv files, and only for mods that I already have, so that can't be it either. :(

 

 

- edit: Alright I guess the only thing to do is roll back to having just FCOM installed (I have a backup of my entire Oblivion folder from that time when I verified FCOM was working perfectly, in case something like this happened). I'll see if Import Names works with that, then try adding mods one by one to figure out what's would cause the names to disappear. Wish me luck!

 

- edit2: Got it working again on my backup install, with only unofficial patches, FCOM, COBL and DarNified UI (and some OBSE dll files like silent voice, uncapper, etc., should have nothing to do with it anyway). Now for the tedious part of slowly reinstalling the other mods one by one... D: I'll keep updating here for future reference for myself and anybody else that might get this problem.

Edited by UNKNOWNYMOUS
Posted

I've finally got it! I know what was causing my NPCs to get unnamed. I've traced it down to Sensual Walks. Apparently, if you leave the resulting plugins activated, they revert the NPC names to vanilla. The only way to fix it is via Wrye Bash (deactivate them all and Import Animations).

 

I hope this helps somebody else in the future who may get such a problem. I'll also see about recommending bash tags for the plugins.

Posted
Kudos for a nice bit of detective work! I expect it's because Sensual Walks uses the generic description to set the walk, and then leaves it that way for the character. Might be worth messaging the mod writer and highlighting it as a bug - you may get an update that way :)
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