Xenavire Posted May 12, 2012 Share Posted May 12, 2012 Basically the title says it all, while I am sneaking and undetected mosters are 100% immune to my magic attacks. So the first hit always fails, but any other spell/enchanted weapon strike works normally. I have a ton of mods on (mostly magic modifying ones, like Supreme Magicka/LAME/Higher magic) and a few for sneaking (SDR specifically). I have disabled a lot of the mods, built and rebuilt bash patches, installed and reinstalled, and I cannot pinpoint the issue. Currently using OBSE/OBMM/Wyre Bash, and I would rather not type out all my mods, so if there is a function in OBMM or Wyre Bash (or another program) that can print my mod and load order I will post them here. The main suspects are all mods mentioned above, and Conduit magic/Fundament(+bundlement)/nGCD/Birthsigns expanded/Advanced magecraft/Fizzle. If anyone happens to know a fix to this off the top of thier head, or can point me to a resistance limiting mod for monsters (I would rather do 50% magic damage than none at all) I would greatly appreciate it. Link to comment Share on other sites More sharing options...
Striker879 Posted May 12, 2012 Share Posted May 12, 2012 I can help with that ... How to post a load order for Oblivion. Link to comment Share on other sites More sharing options...
Xenavire Posted May 12, 2012 Author Share Posted May 12, 2012 Active Mod Files: 00 Oblivion.esm 01 Children of Cyrodiil.esm 02 BreakUndies.esm 03 Fundament.esm [Version ision] 04 CCC.esm 05 Unofficial Oblivion Patch.esp [Version 3.4.1] 06 Oblivion Citadel Door Fix.esp 07 DLCShiveringIsles.esp 08 Unofficial Shivering Isles Patch.esp [Version 1.5.0] 09 USIPS Additional Changes.esp 0A Enhanced Water v2.0 ND.esp 0B Paladin.esp 0C VipCxj_AirSystem.esp 0D Lock Bash Omega.esp [Version 1.5] 0E EVE_StockEquipmentReplacer.esp 0F Neck Seam Concealers Expanded.esp [Version 1.1-SI] 10 Neck Seam Concealers Expanded DD.esp [Version 1.1] 11 Knights.esp 12 Knights - Unofficial Patch.esp [Version 1.0.9] 13 EVE_KnightsoftheNine.esp 14 HUD Status Bars.esp [Version 5.3.2] 15 EVE_ShiveringIslesEasterEggs.esp 16 ConduitMagic.esp 17 Fizzle.esp [Version 3.0] 18 DenockArrowToo.esp 19 realArchery_eng.esp 1A SDR_Core.esp [Version 4.5.0] 1B SDR_Perks And Patches (Oblivion).esp [Version 4.5.0] ++ EVE_KhajiitFix.esp 1C SupremeMagicka.esp [Version 0.90b] 1D Higher Magic and extras.esp 1E bgMagicEV.esp [Version 1.7EV] ++ bgMagicEVStartspells.esp [Version 1.68EV] ++ bgMagicEVAddEnVar.esp [Version 1.68EV] ++ bgMagicEV_Conjuration_for_Supreme_Magicka.esp [Version 1.5] 1F KT_CustomRaceFix.esp 20 Advanced Magecraft.esp ++ MagesGuildSkillRewards.esp 21 CoC NPCs and Clothes.esp 22 Improved Child Clothing and Armor.esp 23 Improved Child Races.esp 24 Neck Seam Concealers Expanded LL.esp [Version 1.1-SI-AT] 25 AdvancedMagicLeveling.esp 26 00 shield rings.esp 27 Corpse Grabber v1.esp ++ Disable Tutorial Text.esp ++ Emperor_F.esp 28 Birthsigns Expanded.esp 29 Blades BU.esp 2A BFG's Enhanced Armory.esp 2B Bundlement.esp [Version ision] 2C Bashed Patch, 0.esp ++ MaleBodyReplacerV5.esp 2D MH Harvest Melan Armors for BUv2.esp ++ CCC.esp 2E MH Papimeru Armor for BUv2.esp 2F MH Khezu Armor.esp 30 Basic Personal Hygiene.esp [Version 1.3] 31 nGCD.esp Thanks, haven't been using Wyre Bash long, so that is very useful to know. While I am here, is there a way to rebuild bash patch and exclude certain mods? So far I have been manually moving them out of my data folder while rebuilding, and I know there must be a way to make exceptions. I just don't happen to know it haha. One other issue, I had it fixed on my previous install but somehow this time it refuses to fix, but I have a few mods like CCC, as you can see above, and I have all my races looking quite nice, EXCEPT Golden saint and Dark seducer, they have eyes a good few inches to the sides of the eye sockets. It doesn't affect my actual game, but it annoys me, if someone knows of a quick fix (so far bash patching didn't fix it, and niether did swapping mod order), feel free to mention it. Link to comment Share on other sites More sharing options...
evenstargw Posted May 12, 2012 Share Posted May 12, 2012 Supreme magicka adds a sneak attack bonus to magic attacks. Maybe SDR is conflicting with it. SM is highly configurable though, so maybe turning the magic sneak attack feature off will fix it. Link to comment Share on other sites More sharing options...
Xenavire Posted May 12, 2012 Author Share Posted May 12, 2012 I thought that too, it seems highly likely, but disabling either doesn't seem to fix it (unless it managed to save itself into my save, in which case I have no idea how to clean it properly.) And I would happily turn off the spell sneak attack, if there was an ini option. My only option is to remove the whole part of code there and hope it doesn't break anything. It is also wierd that it wasn't acting like this on a previous install with both active, could it be a backlash form a bash patch? (I re-installed for other reasons at that time, it broke, again, on this current install.) Link to comment Share on other sites More sharing options...
Xenavire Posted May 12, 2012 Author Share Posted May 12, 2012 (edited) I hate to double post, but new info that might help eliminate Supreme Magicka from the suspects. I used the uninstall mode, made a fresh save, disabled the whole mod, then loaded, tested, still resisted. Has anyone esle ever had this behaviour from SDR alone? I do know the problem started at some point after I started using SDR, but I had SDR installed on my previous install with no issues, so I wonder if it has anything to do with my bashed patch. Can a bashed patch edit things without having the bashed patch active? Because I dont seem to have any luck making the problem go away by re-bashing or removing the bashed patch. EDIT: I tell a lie, messing around with Supreme majicka disabled, THEN turning off the bash patch fixes this completely. Can someone give me some pointers on what and how to exclude when I build a new one? I think bashing SDR and SM together broke something, but which is better to exclude? SDR is basically my only sneaking one, it doesn't seem to affect anything else worth bashing for, would that be the better one to exclude? Edited May 12, 2012 by Xenavire Link to comment Share on other sites More sharing options...
evenstargw Posted May 12, 2012 Share Posted May 12, 2012 I see, yes. i thought there was an option to turn off sneak attacks and technically there is, by setting the multipliers to 100 but I don't think that will do the trick. Have you tried swapping the order before rebuilding the patch? Link to comment Share on other sites More sharing options...
Striker879 Posted May 12, 2012 Share Posted May 12, 2012 I'm no expert, but I think that after you disable a mod you need to rebuild your bashed patch ... otherwise there will be 'leftovers' from the disabled mod in your old bashed patch. The idea evenstargw suggested would be my first troubleshooting step, and if that doesn't work then the disable and rebuild. Link to comment Share on other sites More sharing options...
Xenavire Posted May 12, 2012 Author Share Posted May 12, 2012 (edited) Quick update: Problem seems to be resolved, need to do some testing to make sure, but seems promising so far. SDR and SM obviously don't play well if you bash them together, but making a new bash patch while excluding SDR, and loading SDR after SM seems to work. I might leave a comment in SDR's thread, to alert the author of the conflict, they might feel like patching it themselves, otherwise my experience might help other people with the issue. (Assuming my game is "clean" from the bug for now.) After further testing the bug seems to be completely fixed. Thanks everyone! Edited May 13, 2012 by Xenavire Link to comment Share on other sites More sharing options...
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