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Marauders are NOT fighting against Goblins in Fort Urasek like they're supposed to...


itsbooby

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As the title says... In Fort Urasek, you are *supposed* to come across a locked room which contains 2 marauders who have escaped from a goblin prison fighting against 3 goblins.

...However, in my game, the Marauders and Goblins don't fight each other. They just keep running towards the locked door, and when I unlock it I have to fight both marauders and all three goblins at full health.

What could be causing this? They are supposed to fight each other. I'll post my load order. Please Help.

I'm honestly getting tired of this game.

Oblivion.esm
DA Run Fatigue.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
SM Plugin Refurbish - SI.esp
_darker_nights.esp
Consistent Beggar Voices.esp
RAEVWD Cities.esp
RAEVWD New Sheoth.esp
RAEVWD Imperial City.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
SM Plugin Refurbish - HorseArmor.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
SM Plugin Refurbish - Orrery.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
SM Plugin Refurbish - VileLair.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
SM Plugin Refurbish - MehrunesRazor.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
RealBanditsAndHighwaymen.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
SM Plugin Refurbish - ThievesDen.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
SM Plugin Refurbish - Battlehorn.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
SM Plugin Refurbish - Frostcrag.esp
Knights.esp
Knights - Unofficial Patch.esp
SM Plugin Refurbish - Knights.esp
fadingtorches v1.3b.esp
P1DkeyChain.esp
DA ReducedBackwardsRunningSpeed.esp
DA Sprint.esp
_darker_dungeons.esp
_burning_kvatch.esp
MassA.I-50.esp
Disable Fast Travel.esp

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It looks like you have a mod affecting the factions' dispositions.

 

I think you can exclude the DLC's from your supects list. Take Wrye bash, right click on a mod -> Details to see if it changes the MarauderFaction and the CreatureFaction.

 

You can reset the factions using TES4Edit or cancel a part of the changes through the TESCS.

Edited by Oblivionaddicted
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FIXED: Upon looking at the Marauder Faction in TES4Edit, Marauders have a positive (20) disposition towards 'Creature Faction' - Goblins (that aren't in a Goblin Tribe) fall under the 'Creature Faction.' I removed the positive disposition towards Creature Faction, and upon opening the locked door, all the Goblins were already slain by the Marauders.

 

Thanks for the help, oblivionaddicted

Edited by itsbooby
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