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LTD Vampire Overhaul Critical Bug


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In the LTD Vampire Overhaul mod you sometimes get a bug where all your sit animations are screwed up. To fix this problem I unload the mod, enter the game and save it without the mod loaded, exit back out and then reload the mod and play Oblivion. Well this last time around I did it without turning off the Vampiric Night-Eye and Life Detect ability and now I can't get rid of them. The spells do not appear on the list of active effects, turning the ability on and off doesn't help, and I tried using the dispel spell. I believe that its not the spell but the magic effect shader, I tried to fix it with the TES CS by completey destroying both magic effects and that did not work. If anyone might have a solution to this problem please contact me, if I can't get rid of this problem I will have to delete my save and restart completely! -General Gred
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The simplest idea would be try reloading a slightly older save. If all of your saves are plagued by this, then it might be possible to clean it in Wrye Bash? Don't quote me, but I believe there are save cleaning options in there, don't know how it will react to this specific problem however...

 

Also, this might be a derp question, but very valid, did you enable the mod while loading an older save? Because then you can make a new clean save with the abilities off, disable the mod properly, and then re-enable it later.

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The simplest idea would be try reloading a slightly older save. If all of your saves are plagued by this, then it might be possible to clean it in Wrye Bash? Don't quote me, but I believe there are save cleaning options in there, don't know how it will react to this specific problem however...

 

Also, this might be a derp question, but very valid, did you enable the mod while loading an older save? Because then you can make a new clean save with the abilities off, disable the mod properly, and then re-enable it later.

 

I do not have any older saves unfortunately, I did try to clean with Wrye Bash but I'll give that another go. When I reloaded the mod I saved the game, unloaded the mod, loaded the same game, saved the game without the mod(overridden), exited back out and reloaded the mod, and then started Oblivion back up.

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Hmm, not having an older save makes this quite a tricky issue. In future I would advise making several additional saves. I personally use about 5-7 saves, plus my autosave, and always overwrite my oldest one. Generally if there is an issue I will catch it early and not have to go too far back if it has broken something.

 

For your issue though, there must be a way to clean up the save. Are there no console Commands to enable/disable shader effects? (I haven't personally had to look for and/or use one, so I couldn't tell you for sure.)

 

Other things you could try include using a completely other night eye spell to try and kickstart the game into wiping it off (maybe the game will apply the effect again with the new spell, then the game will remove all shaders when the spell wears off normally.)

 

The last option might be to try and find a mod that finds and clears all shaders currently active, or make your own.

 

Other people no doubt know of better solutions than these, but they are the steps I would try first, including possibly using google to see if someone else has asked that same question somewhere else.

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CS Wiki has this to say about NightEye

 

 

Removing "Permanent" Night Eye Effect left over from inactive mods

 

In some cases, it is possible for the player to end up with a seemingly "permanent" night-eye effect. This happens when a mod adds its own custom spell or ability that adds the effect to the character, the game is then saved, and the mod is then uninstalled. The saved game is then under the impression that the NightEyeBonus is > 0, even though there are no active night-eye effects, and so the night eye shader effect becomes active for the player.

There are three methods to resolve this:

Method A. Remove utilizing the mod that created the effect (fairly reliable)

 

Reinstall the mod that added the night-eye feature

Using the mod's settings/commands, disable the night-eye feature

Save the game with the night-eye feature deactivated

Uninstall the mod.

 

 

Method B. Remove using console commands (mileage will vary)

 

Go into console mode (usually with the ~ key)

Type in: player.setav nighteyebonus 0

Exit console mode

Do a quick save of the game (F5)

Do a quick load of the saved game (F9)

This will re-evaluate the night eye status and reload/dump the night-eye shader set. This is not always 100% reliable, depending on how the mod applied the night-eye effects.

 

 

Method C. Remove with a custom mod (very reliable, but takes work)

 

Create a mod that "cleans" up stray night-eye effects.

Run the mod when the player has no current active Night-Eye effects, but is still experiencing the night eye visual effect.

Save the game after the effects have been cleaned.

Disable the mod.

You will need code along these lines (requires OBSE):

ref vNeyeCode

Begin GameMode
 let vNeyeCode := MagicEffectFromChars "NEYE"
 if PlayerRef.HasMagicEffect vNeyeCode == 0
    PlayerRef.SetAV NightEyeBonus 0
    PlayerRef.SetAVMod NightEyeBonus "Max" 0
    PlayerRef.SetAVMod NightEyeBonus "Script" 0
    PlayerRef.SetAVMod NightEyeBonus "Damage" 0
 endif
End

This will clear out every category of night eye that might have been left over from other mods. Just make sure you don't have Night-Eye listed in your active effects list when you run this mod

 

 

 

You can do the same with Detect Life, by switching "NightEyeBonus" with "DetectLifeRange" where necessary.

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RESOLVED! The commands player.setav NightEyeBonus 0 and player.setav LifeDetectRange 0 did the trick! Thank you WarRatsG for bringing that wiki page to light, and thanks Xenavire, your comments lead me to new Wrye Bash features that will make my life a lot easier.
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Glad I could help, and WarRatsG is pretty slick with this stuff, he knew exactly the stuff I was talking about! (I had actually read that CS Wiki page in the past, but couldn't find it to give the information here.)

 

Good luck with any future mods you use!

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