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"Items Stolen" increasing for no reason.


Dominian

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Hello, everyone.

 

This is an incredibly bizarre and equally annoying glitch. I've been playing a game with OOO and some other mods. Everything's mostly been fine, but then this happened.

 

I was walking near Skingrad gate, when suddenly an NPC started yelling "thief!". Now, I admit I was but I hadn't stolen anything at that moment. The nearby guard arrested me, with a 1 gold bounty. Confused, I assumed I'd grabbed something and reloaded, but it happened again. This time I charmed the guard to get out, but it kept triggering, over and over; he'd keep saying "looks like you're in some trouble" repeatedly. I reload and find that my "Items Stolen" stats starts shooting up, seemingly at random! I tested and it even happens with no NPC's around.

 

Obviously this makes the game unplayable. Any ideas what could be causing this? Better yet, solutions?

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Thank you for your reply.

 

Here is my load order, with self made mods marked with *. I doubt it's any of them; none of them affect AI aside from making new AI types for afew new NPC's. If needed, though, I can say what they all do.

Putting OOO last isn't possible, though; several mods NEED to come after it, with varying consequences up to guaranteed game crash.

 

Oblivion.esm
Toaster Says Share V3.esm
Kvatch Rebuilt.esm
Cm Partners.esm
Oscuro's Oblivion Overhaul.esm [1.33 PATCHED]
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
M.OE-The Tools of Kagrenac.esp
Toaster's Legendary Masery.esp
M.O.E-Vampire clan Raelu
Telekinetic Mastery.esp
Enhanced Mercantile.esp
Quest Award Leveler.esp
Remove Efficent Leveling.esp*
Ring Of Console.esp
Spell Delete.esp
Hoarfrostcastle.esp
Bag Of Holding.esp
Fiery Fists v1.2.esp
Goblin War Party.esp
Multiple Enchantments.esp
sr_retroactive_Health.esp
Unicorn no longer a *******.esp
No psychic guards v1.2.eps
CM Partners.esp
CM Partners more NPC NE.esp
CM Partners NPC NE.esp
Attack and hide medium.esp
CM Partners special.esp
More Training.esp
More summons.esp
Toasters Recruit and share.esp
Always harvest.esp*
Oscuro's Oblivion Overhaul.esp
OOO-Armor Perks.esp
OOO-Birthsigns.esp
OOO-Combat_Skills_Perks_Marksmanship.esp
OOO-DaedraLord_Quests.esp
OOO-Deadly_Combat.esp
OOO-Magic_Effects+enchantments.esp
OOO-Magic_Effects+spells.esp
OOO-Magic_Game_Settings
OOO-Potions.esp
OOO-ThiefGuild_Difficult.esp
Level_Rates_Modofied_X2.esp
SI Summoning.esp *
Leveled Summons.esp *
Improved Imperial Dragon Armor.esp*
EnchFix.esp*
Kvatch Rebuilt.esp
LN.esp [louder nirnroot]
MidasSpells.esp
Enchantment Enhanced.esp
Dominian Store Mod.esp*
Arena Payout.esp*
Store Inventories.esp*
Clothier-All Normal Clothes.esp*
Master Trainers Tougher.esp*
Settings Replacements.esp*
Baurus Fix.esp*
Knights.esp
Knigtits-Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor Unofficial Patch.esp
DLCThievesDen.Esp
DLCThievesDen Unofficial Patch.Esp
DLCThievesDen Unoffical Patch SSSB.Esp
DLCVileLair.esp
DLCVileLair Unofficial Patch.esp
DLCFrostcrap.esp
DLCFrostcrag unofficial patch.esp
DLC Orrery.esp
DLC Orrery Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpell Tomes unofficial patch.esp
DLCHorseArmor.esp
DLCHorseArmor unofficial patch.esp
Quest Award Leveler-Mehrunes Razor.esp
Quest Award Leveler-Vile Lair
Quest Award Leveler-Knights Of the Nine

 

The strange part is how suddenly it hit. I DID add a new mod before it happened, but it was several hours beforehand with no trouble in the interim, and it was a selfmade mod that only sets Baurus to level 40 with the Quest Update [done to fix a lingering OOO bug which, for whatever reason, is still in my version despite being fixed], so I don't see how it could cause it.

I may simply need to go back to an archive save [ironically this is the first time I've made them] and see if it's happening then, and if not hope it doesn't suddenly start!

 

Thank you again for your assistance. :thanks:

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General Load-Order Guidelines

 

 

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

 

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

...

 

 

and good luck,anymore problems come on back!

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I had this trouble a while back, and then it simply went away. Going meticulously through your mod list and comparing it to mine, I have to assume it's Oscuros or No Psychic guards.

 

I'm thinking a small tweak mod, Bounty Reduction over time, is what is balancing mine out now. Since I added it, I've had no more problems of this sort. http://www.tesnexus.com/downloads/file.php?id=2052

 

Also, since you're using Shivering Isles and a lot of other "DLC" mods:

 

http://www.tesnexus.com/downloads/file.php?id=9969 Unofficial Official Mods patch and

 

http://www.tesnexus.com/downloads/file.php?id=10739 Unofficial Shivering Isles patch.

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^Yeah, I just ran tests: it seems to have stopped when I removed Oscuro. Great mod, but it conflicts like crazy if you're not careful.

 

Sounds quite likely it's a conflict between it and No Psychic Guards. I'll try disabling No Psychic Guards and see what happens [a pity, but after only afew weeks with Oscuro I can hardly imagine going back to normal Oblivion!]. Perhaps I'll check out Bounty Reduction Over Time, too [which sounds like a GREAT mod for my next evil character. Thanks for mentioning it!]

 

Edit: Yeah, I've got both unofficial patches. I got introduced to those back in Baldur's Gate II, and was thrilled to see him doing some for Oblivion.

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^Yeah, I just ran tests: it seems to have stopped when I removed Oscuro. Great mod, but it conflicts like crazy if you're not careful.

 

Sounds quite likely it's a conflict between it and No Psychic Guards. I'll try disabling No Psychic Guards and see what happens [a pity, but after only afew weeks with Oscuro I can hardly imagine going back to normal Oblivion!]. Perhaps I'll check out Bounty Reduction Over Time, too [which sounds like a GREAT mod for my next evil character. Thanks for mentioning it!]

 

Edit: Yeah, I've got both unofficial patches. I got introduced to those back in Baldur's Gate II, and was thrilled to see him doing some for Oblivion.

 

 

Baldur's Gate 2...sigh...classic PC RPG...I still have it installed but got too much else to play.

 

No problem. Most players don't know much about the various tweaks and miscellanious mods out there. I try them all if and when I can help it. I see you have the bag of holding. Might I suggest one called "Wondrous Inventory?". This one is far superior and is not well known judging from the amount of downloads. Also, try Alendrial's Portable Library(You need OBSE v 14 or higher) to sort all those 'paper objects' you get. Also, get the keychain mods since there's a mega ton of keys in Oblivion....better yet, DL this modest mod: http://www.tesnexus.com/downloads/file.php?id=20717 The first file on it has Bag of Holding, Rebel Bag of holding, Alendrial's Portable Library, Keychain, Wondrous Inventory, and the Alchemical sorter bag AND the Purse of Wonders all in one esp.

 

It's my mod but don't give me kudos for it. Instead go to the original authors of those mods and give them your thanks. If you're an organization nut, this compilation mod is for you.

 

Also, if you're using Oscuros FULL version you don't need the other OOO mods. These are there for the LITE version in order to tweak what all it does. Consider getting FCOM...I promise you won't be sorry. Here's an excellent guide for this install:

 

http://fivefries.googlepages.com/fcominstallationguide

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-Shadowcran

Thanks! I'll definitly look into some of those mods-Keys are probably one of the most annoying sources of inventory clutter.

 

Unfortunatly, removing No Psychic Guards and installing Bounties Reduce Over Time didn't stop this incredibly bizarre glitch-I did a little dance outside the gate and, before long, Bounties gives me a "You Are Now A Wanted Criminal" message and the guards rush me. It's either conflicting with something else, or some apparently rare, inexplicible bug coming from OOO.

Luckily, it seems to have a "critical mass" at which point it stopped going psycho-after my last test failed, I was abit...annoyed at the stupid NPC's accusing me and decided to actually GIVE them something to put a bounty for. It hit 1573, then didn't unjustly raise again in the time it took to clear out Skingrad and it's castle, and do a good job on Bravil before getting lured into the barracks by the counts son and surrounded by guards. Luckily, I was on the way to a Goblin dungeon, so with any luck it's stop raising before I clear the place out and need to lug my loot back to town.

 

BTW: Anyone else find it hilarious how the guards keep giving you a chance to surrender? I just hit you with a fireball, so I don't think I'm going to. You walked in on him bludgeoning the count with an Ebony Warhammer, mame. I don't think he's going to come peacefully, thanks.

 

Thanks again for all the help! :biggrin:

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Wait a second here...Have you upgraded OOO? Perhaps that might fix some of it....stranger things have happened.

 

 

Glad I looked. apparently it's went up another beta level...here's that mod. DL and install over your current install. I'll be getting this new one as well.

 

http://tesnexus.com/downloads/file.php?id=15256 It's the last file on the page.

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I have 1.33 Complete, Lite version, installed via OMOD. I also ran the patch, as it was mentioned on Bethsoft's forums that the Esp wasn't fully updated in the Lite version and to do so. For whatever reason there were still afew left over oddities like Baurus going unconscious during "The Path Of Dawn". Without the patch, the game broke, but with it he doesn't go fall over IF you set him to level 40-hence why I made a quick mod that does that when Jauffre first sends you to him. It seems the patch included that part of the fix, but not actually setting him to level 40. So yeah, for whatever reason my version SHOULD be fully upgraded but has some kinks. The Baurus thing being half fixed, possibly this bug, and his official site also mentions strengthening the Master Trainers [if you want a laugh, check out the Blade or Acrobat "Master"'s stats in the editor-both seem to just have a template rather then actually set stats], but they're unaffected in my version.

Perhaps the Beta Patch will fix some of these-thanks for mentioning it's out. After my last post, I've continued [and, thankfully, after reach 1572 again the bug stopped-for now] my game and quickly noticed several Skingrad civilians inexplicibly dead-one lying in the streets and the other just inside a DUNGEON. No idea if OOO is causing THAT, though, so the patch may not help.

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