Cyrodiil Travel Service

Post » Tue Feb 01, 2011 8:17 pm

Hopefully Arthmoor will see this post and respond. Anyway, the Cyrodiil travel service mod has been in my game since it came out, one of my must have mods. However, I usually have trouble around Skingrad. The darn Amazons seem to wonder out of their cave and get in a fight (possibly because of FCOM maybe). This usually results in the travel guide being killed, among with other NPCs.

I was hoping that the travel guides could be really beefed up to make them nearly impossible to kill. Anyone else run into this issue?
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barbara belmonte
 
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Post » Tue Feb 01, 2011 11:02 pm

I think perhaps you have larger problems if Amazons are getting that close to the city. He's already as close to the gates as he can get, and has been beefed up considerably, so if he's still dying I'm not sure what more you expect can be done?
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leni
 
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Post » Tue Feb 01, 2011 4:07 pm

You could set them to essential.

http://tesnexus.com/downloads/file.php?id=20509

EDIT: ^Link to Set Actors Essential^
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Jarrett Willis
 
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Post » Tue Feb 01, 2011 7:50 pm

I have never used OOO, so I could not tell you, sorry!
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Rusty Billiot
 
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Post » Tue Feb 01, 2011 12:51 pm

I have never used OOO, so I could not tell you, sorry!


That's a useful post! :thumbsup:
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stephanie eastwood
 
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Post » Tue Feb 01, 2011 3:28 pm

With OOO and FCOM, the mine is right next to the vineyard. You get these people walking around when the amazons are outside their mine, they get in a fight, summon atronachs, NPCs start dying. The amazon weapons are powerful, they are high level, and I am SOL. I would hate not to use the FCOM archery and OMOBS as they make everything else in FCOM better.

My only solution so far is to console kill the amazon. This may not be an issue if I was level 15 but at level 5 it is not pretty, I just run away and watch the amazon kill a guard, the Surille brothers, the travel guide, some other svcker before they are brought down.

If I knew their IDs would it be possible to set them as essential in the console as you can do with Mazoga in Knights Of The White Stallion mod? That would be one solution. It is only the Skingrad location that causes me problems because of the amazon mine proximity and the fact they go outside. In the IC they are considerate enough to stay indoors (barefoot but not pregnant ....no offense to the fairer of our species) so that is not a problem.

Arthmoor, what level do you have them set at? I do notice the nice orchish armor on his dead body but I need him to give me a lift instead of armor.
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Dan Stevens
 
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Post » Tue Feb 01, 2011 11:00 pm

If I knew their IDs would it be possible to set them as essential in the console


In my earlier post I linked to a mod that lets you set actors essential with a spell.
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(G-yen)
 
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Post » Tue Feb 01, 2011 10:26 pm

In my earlier post I linked to a mod that lets you set actors essential with a spell.


I saw that and downloaded it. Will try this weekend to see how it works. Thanks mcc84 for that link BTW :)
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Chrissie Pillinger
 
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Post » Tue Feb 01, 2011 9:04 am

This may not be an issue if I was level 15 but at level 5 it is not pretty, I just run away and watch the amazon kill a guard, the Surille brothers, the travel guide, some other svcker before they are brought down.


Aha, so it was actually your char that led the Amazon to the NPC's? I've never had the Amazons ending up there on their own so to speak. The Amazons should preferably be left alone on lower levels, unless running to the guards in order to get help - which tends to lead to a massacre of NPC's. But, yeah, Set Actors Essential might be a good idea if running around a lot there.
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Gen Daley
 
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Post » Tue Feb 01, 2011 7:53 pm

Actually no, It was not me who led them there, I learned that lesson early on. I was standing outside the gate talking with my CM partner to get ready to do the mages guild quest when I saw the amazon in the distance (at the crossroads) running into the Surille vineyard, then to the gate where she was then attacked by everyone.

I also noticed thre were two outside their cave on an earlier game fighting with bandits and they stayed there.

Thinking back a year or so with just OOO I do not remember that happening. Only difference is Wrye Bash. Perhaps all the new option for the bashed patch from OOO (like scripts and AI Packages) have made them more active in the Skingrad area. That is why I was hoping to see if others run into this issue there.

Either way, I will set them essantial.
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Isabell Hoffmann
 
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Post » Tue Feb 01, 2011 4:53 pm

I've had them get into a fight out there, but the guards & travel guy always win :).
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Angelina Mayo
 
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Post » Tue Feb 01, 2011 8:20 pm

Actually no, It was not me who led them there, I learned that lesson early on. I was standing outside the gate talking with my CM partner to get ready to do the mages guild quest when I saw the amazon in the distance (at the crossroads) running into the Surille vineyard, then to the gate where she was then attacked by everyone.

I also noticed thre were two outside their cave on an earlier game fighting with bandits and they stayed there.

Thinking back a year or so with just OOO I do not remember that happening. Only difference is Wrye Bash. Perhaps all the new option for the bashed patch from OOO (like scripts and AI Packages) have made them more active in the Skingrad area. That is why I was hoping to see if others run into this issue there.

Either way, I will set them essantial.


I'm very much for keeping poor, innocent NPC's alive, so personally I think it's problematic if the Amazons gets to the gate "by themselves" with ordinary vanilla/OOO schedules. But, as said, it has never happened for me. Perhaps you have some other mods adding NPC's that roam around there? Anyway, just me being curious about if the Amazon spawn is problematic in itself regarding this issue.
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GLOW...
 
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Post » Tue Feb 01, 2011 8:56 am

Only quest mods I have are Kvatch Rebuilt, Thievery in IC, Ayleid Steps, Blood & Mud. Then just the UL mods, Mighty Magica and Textures. Even my FCOM is basic with Frans, OOO, Bob's, Warcry, MMM, Cobl, and uFcom + FCOM Archery beta. My DLCs are Battlehorns, Spell Tomes, Orrery, Mehrune Razor, Knights.

So only things that can affect the amazaon behavior are Wry Bash and FCOM I would think. Maybe I post the amazon behavior near Skingrad on the FCOM site to see if others have similar experience.

Perhaps the OMOBS is making the amazons more powerful.
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Nathan Maughan
 
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Post » Tue Feb 01, 2011 7:37 pm

So only things that can affect the amazaon behavior are Wry Bash and FCOM I would think. Maybe I post the amazon behavior near Skingrad on the FCOM site to see if others have similar experience.

Perhaps the OMOBS is making the amazons more powerful.


Wrye Bash by itself cannot really affect anything. OMOBS is just a rebalance of weapon stats. I myself have also never had the Amazons come anywhere near the city gates here without me leading them there. :shrug:
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Liv Brown
 
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Post » Tue Feb 01, 2011 2:24 pm

I would think so too. But I am just standing there listening to nice music then I notice the amazon, others notice her and the battle music starts. Only tother time I seen her was the previous night when I did the Kvatch quest but snuck in and out without being noticed. Went back to the castle, waited till morining, came out of the city, stood by the gate, and there she was. She wasn't even making a line for me, looked more like she was trying to get into the city.

Only thing I can test now is to see if I do not import some of the OOO options into the bashed patch and if that makes any differnece to her behavior.
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Kira! :)))
 
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