suzuhara Posted February 2, 2009 Share Posted February 2, 2009 I have about 30 mods loaded. Most of them I have used before with little problem. Recently I have started having a problem with npcs not moving at all or in some cases not coming alive until I am within 20 feet or so. I have tried to unload mods that I have added recently but I am still having the problem. Has anyone seen this problem or have any suggestions? thanks Link to comment Share on other sites More sharing options...
suzuhara Posted February 5, 2009 Author Share Posted February 5, 2009 I have narrowed down the problem to reznod's mannequin mod. I have 30 mannequins setup with armor on them. When I take them down the problem seems to go away. Does anyone know of a way to correct this or what might be happening? Thanks Link to comment Share on other sites More sharing options...
myrmaad Posted February 5, 2009 Share Posted February 5, 2009 I have narrowed down the problem to reznod's mannequin mod. I have 30 mannequins setup with armor on them. When I take them down the problem seems to go away. Does anyone know of a way to correct this or what might be happening? Thanks I would guess the culprit is in your load order. As soon as I read your first message I suspected you have Reznod's Mannequins loaded, because that's exactly how the mannequins work, they are actually NPCs scripted to hold a still pose. It's quite an ingenious mod, but I'm guessing it's conflicting with another mod. You might try sorting your load order with BOSS (better oblivion sorting software). It still may not solve it. Some ways to find clues to figuring it out: *Try putting RM at the top of your Load. Try putting RM at the bottom of your load. *Use OBMM to find what other mods have conflicts with RM. *Use TES4Files to see the exact conflicts between your mods. *Use wrye bash to see what changes were made between a save that didn't have the problem and a save after the problem started. Let us know what you figure out. Link to comment Share on other sites More sharing options...
dezdimona Posted February 5, 2009 Share Posted February 5, 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...
suzuhara Posted February 6, 2009 Author Share Posted February 6, 2009 Thanks for the posts. That seems to have fixed the problem. Link to comment Share on other sites More sharing options...
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