Alright that is really weird...for me that is?

Post » Wed Dec 14, 2011 4:31 am

Well it is as the topic description shows, when i went to the Testing Hall cell i was greeted with this view?

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot50.jpg

First i thought i hat typed something wrong so i checked the console but it showed i hat really typed coc "Testinghall", so that could not be the reason for what is happening. So i went to the local map in my characters inventory and it confirmed i was indeed in the testinghall...

http://i176.photobucket.com/albums/w172/Illius_photos/Mod%20Problems/ScreenShot51.jpg

The other weird part is that i can not move my character from the spot that you can see in the screenshot above? Before today i could go to the Testing Hall if/when needed, but as of today i get these glitches? The rest of the game plays as it should, no problems there, it is just the testing hall that acts this weird at the moment.


Here is my current load order.

Active Mod Files:
Spoiler
00  Oblivion.esm01  All Natural Base.esm  [Version 1.3.1]02  Waalx Animals & Creatures.esm03  Progress.esm  [Version 2.2]04  ScreenEffects.esm05  Unofficial Oblivion Patch.esp  [Version 3.3.7]06  DLCShiveringIsles.esp07  Unofficial Shivering Isles Patch.esp  [Version 1.4.4]08  SM Plugin Refurbish - SI.esp  [Version 1.30]09  All Natural.esp  [Version 1.3.1]0A  All Natural - SI.esp  [Version 1.3.1]0B  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp0C  Atmospheric Oblivion.esp0D  Sounds of Cyrodiil.esp  [Version 1.1]0E  All Natural - Real Lights.esp  [Version 1.3.1]0F  Books of Console v1.esp10  FOV Modifier.esp11  More Effective Enchantments.esp12  More Effective Enchantments SI.esp13  MoveQuestItems - OBSE.esp14  Raestloz Auto Reset Emotion.esp15  Crowded Roads Advanced less crowded.esp  [Version 1.3]16  DarNifiedUI Config Addon.esp17  Display Stats.esp  [Version 2.0.1]18  DS Time Manager.esp  [Version 1.1]19  Duke Patricks - Safe Save.esp  [Version 3]1A  kuerteeCleanUp.esp1B  Purge Cell Buffers - Loading.esp  [Version 1.0.0]1C  Quest Log Manager.esp  [Version 1.3.2]1D  StatCleaner.esp1E  Map Marker Overhaul.esp  [Version 3.9.3]1F  Map Marker Overhaul - SI additions.esp  [Version 3.9.3]20  Enhanced Hotkeys.esp  [Version 2.3.1]++  MaleBodyReplacerV5.esp21  BlackLuster.esp22  AncientTowers.esp23  WAC - ItemLootFix4v1.0bOWCND.esp24  WAC.esp25  WAC - OverSpawn.esp26  WAC - Dead Knights.esp27  WAC - Dead Knights Fix.esp28  OWC - Mannequin.esp29  OWC - Seaworld.esp2A  OWC - New Dimension.esp2B  WAC - OverSpawn4v1.0bOWCND ILF.esp2C  Demonhunter.esp2D  Kragenir's Death Quest.esp  [Version 2.11]2E  Quest-Related Dungeons Marked.esp2F  StopDarkBrotherhood.esp30  TheWellOfMinlorada.esp31  ReclaimSancreTor.esp  [Version 1.0.3]32  ImpeREAL Empire - Unique Forts.esp33  Auto Repair.esp  [Version 1]34  Auto Update Leveled Items And Spells.esp  [Version 1.2.5]35  CalyndStone.esp36  HUD Status Bars.esp  [Version 5.3.2]37  Dungeon Actors Have Torches 1.6 DT.esp38  Toggleable Quantity Prompt.esp  [Version 3.2.0]39  Wondrous_Inventory_v091.esp3A  Alternative Start by Robert Evrae.esp3B  SetEssentialActors.esp3C  DimensionalPocket.esp  [Version 3.0]3D  turnundeadrestoration.esp3E  NecromancerAndPaladinSigns.esp3F  FearsomeMagicka.esp40  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp41  StolenItemOwnership.esp42  SM Combat Hide.esp  [Version 1.2]43  SM Security.esp  [Version 1.2]44  Lem - Bounty Reduction Over Gametime.esp45  NO_Recoil_Stagger.esp46  kuerteeAttributeAndSkillBasedDamageModifiers.esp47  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]48  Phitt's Phighting Phixes.esp49  nGCD.esp4A  ProgressMBSP.esp  [Version 2.0]4B  ProgressSBSP.esp  [Version 1.0]4C  ProgressRBSP.esp  [Version 1.0]4D  ProgressArmorer.esp  [Version 1.0]4E  JCN_AV Uncap.esp  [Version 1.01]**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp4F  Synx.esp50  SPAWN.esp  [Version 0.3]51  GW71_Life_Detect.esp++  LightSpellWhiteDimmer.esp++  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp52  Bashed Patch, 0.esp

User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Wed Dec 14, 2011 11:31 am

Judging by the map pic, it's possible you're stuck in the wall.
Have you tried coc'ing out and back, maybe coc Hawkhaven and use the door? TCL your way around?
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Wed Dec 14, 2011 12:59 am

I get the same results as you. Allthough, it only happens when I'm playing with mods which adds new items.
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Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Wed Dec 14, 2011 6:50 am

Judging by the map pic, it's possible you're stuck in the wall.
Have you tried coc'ing out and back, maybe coc Hawkhaven and use the door? TCL your way around?


Well i went to the testing hall and my char got stuck again as before in total darkness, not even a torch or night eye effect lifted the darkness.(Even using TCL did not solve the problem of my char being stuck, she stayed where so was.) So while stuck in the testing hall i used coc "Hawkhaven", and i ended up in Hawkhaven so that worked. Then i used the door in Hawkhaven the go to the testing hall...and look and behold i end up in the testing hall and can walk around as usual and everything is lit as it should be.

So that makes it even more weird to me that the normal way of entering the testing hall ends up as mentioned in post 1, but by means of Hawkhaven it works?

I get the same results as you. Allthough, it only happens when I'm playing with mods which adds new items.


Well since i restarted with my character no new mods have been installed, and till today i could get there by the standard method, so i am not sure if that is the problem in my case.
User avatar
Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Wed Dec 14, 2011 2:11 pm

Heh, ok. It does sound like something is messing with it. I'd open all your mods in TES4Edit and see which ones are touching the testinghall cell.
User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Wed Dec 14, 2011 10:03 am

Heh, ok. It does sound like something is messing with it. I'd open all your mods in TES4Edit and see which ones are touching the testinghall cell.


Well from all the mods i have installed i know that Fearsome Magicka places a NPC in the testing hall, and in the RELZ thread for FM brucevayne mentioned this....

http://www.gamesas.com/index.php?/topic/1104824-fearsome-magicka/page__st__80__p__18949954#entry18949954

As such that NPC was there from the beginning, and never caused problems for me when i hat to go to the testing hall. I hat FM Installed with my previous character and the NPC did not cause any problem for my character then. Although not impossible it would be weird if it suddenly would start to cause a problem like this right?


EDIT: Alright found a solution and i have a question for who can answer it. :)

I remember that i hat disabled the NPC from FM(Despite what i wrote just above.) this time. Now yesterday when i updated the BOSS masterlist i saw that the FM esp needed cleaning...and it beats me why i did not check this before but any way. I cleaned it yesterday but i only wanted to go to the testing hall today. I hat forgotten i hat disabled this NPC till a few minutes ago, so that was when it hit me. When i went to the TH through Hawkhaven i saw that the NPC was there again?

So now my theory is like this...

Could it have been the fact that i cleaned the FM mod while my game hat already started mean that the NPC was some how enabled again and that it was just that fact that caused this problem? I am certain it was because when i disabled the NPC again a few minutes ago, i fast traveled back to the IC through Hawkhaven and saved. I reloaded that save game twice and both times i could use the standard method of getting to the TH again without any problem. Is normal that by doing what i did with the cleaning reset a NPC to be enabled again?
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Margarita Diaz
 
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Post » Wed Dec 14, 2011 2:53 am

You sure this is nothing OBGE related?
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Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Wed Dec 14, 2011 3:34 am

You sure this is nothing OBGE related?


No i am not, but the only thing OBGE related i have in my game is the obge.dll that gets installed with FM? (Which is version 1 i think.)
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Jacob Phillips
 
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Joined: Tue Aug 14, 2007 9:46 am


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