baduk Posted January 20, 2009 Share Posted January 20, 2009 Hi. I just pasted this over from the bethesda forums cause maybe different people read these posts. Edit: And their troubleshooting forum does not seem to be dedicated to mods. I am having a strange bug where I automatically begin casting invisibility when an NPC tries to "apprehend" me.This can be made to happen if I commit a crime or during a quest when an NPC initiates dialogue.I first noticed this happening shortly after I created my first set of spells at a spell altar which i did upon becoming skilled enough in illusion to cast invisibility.I tried removing the spells that gave me invisibility but NPCs will still not initiate dialogue and i need to speak to them first.This seems to break some quests that I would like to enjoy. here is my load order:Active Mod Files: 00 Oblivion.esm 01 Jog_X_Mod.esm 02 CM Partners.esm 03 Cobl Main.esm [Version 1.53] 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34Beta3] 05 Armamentarium.esm 06 Cybiades.esm [Version 2.0] 07 Kvatch Rebuilt.esm 08 DA Run Fatigue.esm 09 HorseCombatMaster.esm 0A DIM Elves Of Lineage II Retex.esm ++ HrmnsOblivionScriptOptimizationv1.0.esp 0B Unofficial Oblivion Patch.esp [Version 3.2.0] 0C UOP Vampire Aging & Face Fix.esp [Version 1.0.0] 0D Oblivion Citadel Door Fix.esp 0E DLCShiveringIsles.esp 0F Unofficial Shivering Isles Patch.esp [Version 1.4.0] 10 Natural_Weather_HDR_by_Max_Tael_RD.esp 11 Natural_Habitat_by_Max_Tael.esp 12 Enhanced Water v2.0 HD.esp 13 ChaseCameraMod.esp 14 FlyingCameraMod.esp [Version 1.3] 15 Living Economy.esp 16 Living Economy - Items.esp 17 Cutthroat Merchants.esp 18 personality_idles3b.esp 19 StandingJOJO.esp 1A Choices and Consequences.esp 1B DLCHorseArmor.esp 1C DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] 1D DLCOrrery.esp 1E DLCOrrery - Unofficial Patch.esp [Version 1.0.3] 1F DLCVileLair.esp 20 DLCVileLair - Unofficial Patch.esp [Version 1.0.5] 21 DLCMehrunesRazor.esp 22 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] 23 DLCSpellTomes.esp ** DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 24 ArmamentariumArtifacts.esp ++ ArmamentariumLLVendors.esp 25 DLCThievesDen.esp 26 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] 27 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] 28 ExnemRuneskulls.esp 29 Cobl Glue.esp [Version 1.50] 2A Cobl Si.esp [Version 1.32] 2B OOO 1.32-Cobl.esp [Version 1.41] ++ Cobl Tweaks.esp [Version 1.44] 2C Bob's Armory Oblivion.esp 2D Oscuro's_Oblivion_Overhaul.esp [Version 1.34Beta3] ++ OOO-Container_Trap_Instant_Effects.esp [Version 1.33] ++ ArmamentariumLL4OOO.esp 2E VHBloodlines 1.2.esp [Version 1.4] 2F Cybiades.esp [Version 2.1] 30 CybiadesDungeon.esp [Version 2.1] ++ cybCrashFix.esp 31 Ivellon.esp [Version 1.8] 32 BD&R - Deepgrave.esp 33 DibellaTempleWillowLakeVillagev1.esp 34 thievery.esp 35 Unique Dungeons - Lost Glory.esp 36 Unique Dungeons - Lichs Lair.esp 37 DLCFrostcrag.esp 38 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] 39 Knights.esp 3A Knights - Unofficial Patch.esp [Version 1.0.9] 3B HeartOftheDead.esp 3C The Lost Spires.esp 3D Mighty Umbra.esp 3E Blood&Mud.esp 3F Billsburg.esp 40 xuldarkforest.esp 41 xulStendarrValley.esp 42 xulTheHeath.esp 43 XulEntiusGorge.esp 44 DibellaTempleWillowLakeVillage-EntiusGorge patch.esp 45 ULFallenLeafEverglade.esp 46 LostSpires-Everglade patch.esp 47 xulColovianHighlands_EV.esp 48 Billsburg-ColovianHighlands patch.esp 49 xulChorrolHinterland.esp 4A VeronaHouseBloodlines-ChorrolHinterland fix.esp 4B xulBeachesOfCyrodiilLostCoast.esp 4C VeronaHouseBloodlines-LostCoast fix.esp 4D xulLushWoodlands.esp 4E VeronaHouseBloodlines-LushWoodlands fix.esp 4F xulAncientYews.esp 50 xulAncientRedwoods.esp 51 xulCloudtopMountains.esp 52 xulArriusCreek.esp 53 HeartoftheDead-ArriusCreek patch.esp 54 xulPatch_AY_AC.esp [Version 1.1] 55 xulRollingHills_EV_withoutWheat.esp 56 xulRiverEthe.esp 57 xulImperialIsle.esp 58 LostSpires-DarkForest patch.esp 59 xulPantherRiver.esp 5A xulBravilBarrowfields.esp 5B BarrowFields-Blood&Mud-Patch.esp [Version 1.0] 5C LostSpires-BravilBarrowfields patch.esp 5D Kvatch Rebuilt.esp ++ Kvatch Rebuilt - OOO Compatibility.esp 5E Natural_Vegetation_by_Max_Tael.esp 5F Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] 60 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] 61 WHOOSH.esp 62 Cobl Hmm.esp 63 diversegrasses.esp ** Salmo the Baker, Cobl.esp [Version 3.07] 64 Toggleable Quantity Prompt.esp [Version 2.2.1] 65 Cyrodiil Border Regions 1.2.esp 66 Enhanced Quest Roleplaying.esp 67 Alternative Start by Robert Evrae.esp 68 DA Fatigued Running.esp ++ DA ReducedBackwardsRunningSpeed.esp 69 DA Sprint.esp 6A AFLevelMod.esp 6B bgMagicEV.esp [Version 1.62EV] 6C bgMagicEVPaperChase.esp [Version 1.62EV] ++ bgMagicEVStartspells.esp ++ bgMagicEVAddEnVar.esp [Version 1.62EV] ++ bgMagicItemSigil.esp [Version 1.62EV] ++ bgMagicSpellTomes_for_WryeBash.esp ** bgMagicEVShader.esp [Version 1.62EV] 6D actors_in_charge.esp 6E EFGAddPose.esp 6F bgMagicLightningbolt.esp 70 Forward Motion Blur.esp 71 MotionBlur.esp 72 Elves Of Lineage II.esp 73 GB_Oblivion Tournament.esp 74 SwordDancer.esp 75 Argent Iron Armor.esp 76 Battle China Dress.esp 77 Gloria Armor.esp 78 MHSNKirin.esp 79 Western Armor.esp 7A SedaArmor.esp 7B Stylish Jump.esp ++ Cobl Races - Balanced.esp [Version 1.52] ** Cobl Races TNR SI.esp [Version 1.53] ** Cobl Races TNR.esp [Version 1.53] 7C Cobl Races.esp [Version 1.52] 7D CapsAdmin.esp 7E exhDual_Wield_Complete.esp 7F UFF Warrior Skin.esp ++ [GFX]_Initial_Glow-self.esp 80 Bashed Patch, 0.esp 81 Streamline 3.1.esp 82 Deadly Reflex 5 - Timed Block and 250% damage.esp 83 DeadlyReflex 5 - Combat Moves.esp 84 ActorsInEmotions.esp Thanks Link to comment Share on other sites More sharing options...
dezdimona Posted January 20, 2009 Share Posted January 20, 2009 General Load-Order GuidelinesHere 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.esmUnofficial 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 Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial 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):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod.................................................................................................. Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 20, 2009 Share Posted January 20, 2009 It may not be a problem of conflicts, it may also be a "feature" of some thivery mod. What is happening may be the exact intention of the mod as a means of getting away with stealing things. Link to comment Share on other sites More sharing options...
baduk Posted January 22, 2009 Author Share Posted January 22, 2009 Thanks for the replies. I`m not at my system right now so don`t have my current load order. I did alter it a bit to see if it fixed the problem but the invisibility bug is still happening. I was having some french dialogue issues that got cleared up by the change tho. Strange i was having those since I was pretty sure i downloaded the english versions of mods but I kind of liked the foreign language cause it made the world feel a little bit more alien to me. The invisibility bug is also dialogue related so there might be a connection. When I have some time (maybe this weekend) I will sit down and go through the mod disabling process. I will let you guys know what I find. btw. thievery.esp is from Thievery in the Imperial City. That mod has almost 50000 downloads over a couple years, ranked 80th on the Nexus. If this kind of behavior is an intentionally implemented feature, could it be a playtesting feature implemented by Bethesda to prevent a CTD while testing the DLC`s? Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 22, 2009 Share Posted January 22, 2009 btw. thievery.esp is from Thievery in the Imperial City. That mod has almost 50000 downloads over a couple years, ranked 80th on the Nexus. If this kind of behavior is an intentionally implemented feature, could it be a playtesting feature implemented by Bethesda to prevent a CTD while testing the DLC`s?I was not pointing out any specific mod, just suggesting that some mod which alters how thievery works may be responsible for this. It is very doubtful that Bethsoft would do anything of the sort since they clearly don't test their DLC's or expansions, and casting a spell probably would cause more CTD than it would solve. Link to comment Share on other sites More sharing options...
baduk Posted January 28, 2009 Author Share Posted January 28, 2009 Its been a litle while but i have an update. I altered my load order a bit and finished some quest mods and put em nearer to the top of my order. I also went and disabled some mods but none of those fixed the problem. I have a workaround though. If I cast a charm spell at the NPC before they talk to me and it causes their disposition to reach 100 they will be able to initiate dialogue without any problems. Using the console command "moddisposition" wont work tho. Any NPCs that have 100 disposition towards me already can always initiate dialogue without any problems. I am thinking that the bug is caused by a load order problem that causes a script to be applied to my character instead of the intended NPC. Maybe there is an NPC that is supposed to "escape" when I try to talk to them. I have not encountered this NPC yet, I did encounter one who behaved similarly but I think i was swinging my sword at him instead of trying to talk. At least I dont experience all NPCs disappearing when I try to speak to them. I used BOSS with the october version of the masterlist to set up my load order initially. I positioned other mods by hand after reading alot about load order on dev_akm's site. Even though I am not currently using Fcom. It was confusing though because the BOSS masterlist does not follow the same guidelines and other load order guides disagree on various points. It is also difficult to know what is wrong because I experienced no problems until my character was able to cast journeyman illusion magic. (except for some simple terrain issues like missing water and holes that are easy to fix) Ok. so i guess the easiest way to fix my problem is to thorougly test my mod combinations by disabling them. But I think i might wait until I feel like messing with it since it is rather tedious and winter vacation is over and I already spent a large amount of time trying to get my FPS up runing fcom+ the other mods I wanted to use, and eventually cutting back. Oh, and i have that clunky workaround to rely on also. Link to comment Share on other sites More sharing options...
bben46 Posted January 28, 2009 Share Posted January 28, 2009 I would suspect a mod that adds or changes some basic magic features. I was unable to find out much on bgmagic check that one out. It's also possible that what you are seeing is an accumulative effect of a combination of items, like very high chameleon from multiple enchanted objects. Link to comment Share on other sites More sharing options...
baduk Posted January 28, 2009 Author Share Posted January 28, 2009 hI. woops. hit tab instead of caps loc and it made me post.. lol I appreciate your input. bgmagic is actually part of "Less Annoying Magic Experience", LAME for short. Great mod with lots of features. I really like the changes to the magic system and it has synergy with the DA running mods via its continuous spells system. It is one of the mods that I tried disabling but that didnt make a difference with my problem. good thing you mentioned it cause i noticed that there is a newer version 1.66, I am using 1.62 that i downloaded only a month and a half ago. I might as well take a look at the changelogs and update. Link to comment Share on other sites More sharing options...
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