[REL] Enhanced Daedric Invasion 1.2

Post » Tue Mar 29, 2011 10:50 pm

yeah, its probably not supposed to happen. Unfortunately its probably something linked to Oblivion's normal weirdness with disposition when you have some infamy or you are doing missions for the Dark Brotherhood. Plus I set the EDI soldiers aggression to 20 so they are more apt to attack Daedra and stuff. Unfortunately, by assigning it to 20, you could have problems with ppl who are very loathesome like criminals and murderers.

You could click on the EDI guys in the console and set there aggression to 5 (setav aggression 5) and they will be as resistant to fighting as Guards.

I'm having the same problem too. I've been approached by the Dark Brotherhood, but haven't done the deed to join them yet. I still got attacked by Captain Burd and his bunch after closing the Bruma gate, and then again near the Chorral gate. Is there some way to tone down the aggression of all these guys at once? Or at least make them less apt to hate me? It makes it pretty tough to even go near a gate. I have to worry about both the bad guys and the good guys attacking me.
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Suzy Santana
 
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Post » Wed Mar 30, 2011 3:16 am

I'm having the same problem too. I've been approached by the Dark Brotherhood, but haven't done the deed to join them yet. I still got attacked by Captain Burd and his bunch after closing the Bruma gate, and then again near the Chorral gate. Is there some way to tone down the aggression of all these guys at once? Or at least make them less apt to hate me? It makes it pretty tough to even go near a gate. I have to worry about both the bad guys and the good guys attacking me.


Well Captain Burd is NOT an EDI NPC so obviously this is an issue with any guard type NPCs, EDI or not.

I'm sure you can use a console cheat to lower you infamy for a little while while you do good deeds at the gates, and then raise your infamy back up when you want to do your murdering again. Just an idea....

Also, if you have been approached by the DB, then you have murdered someone already I am supposing. Is it possible you have a bounty on your head? That would make the guards chase you as well.
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Robert Jr
 
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Post » Wed Mar 30, 2011 12:21 pm

Well Captain Burd is NOT an EDI NPC so obviously this is an issue with any guard type NPCs, EDI or not.

I'm sure you can use a console cheat to lower you infamy for a little while while you do good deeds at the gates, and then raise your infamy back up when you want to do your murdering again. Just an idea....

Also, if you have been approached by the DB, then you have murdered someone already I am supposing. Is it possible you have a bounty on your head? That would make the guards chase you as well.

I killed someone during the Arrow of Extrication quest for the Thieve's guild. I forget the guy's name now, but he was a bad guy, I promise :) It got me booted from the Mage's guild too.

I had no bounty on my head though. Nobody saw the murder, and I checked my bounty before grabbing the sigil stone to close the Bruma gate. I also checked Burd's disposition towards me, and it was at 100. When I came out of the gate, everything was fine at first. Then a troll came running over and the soldiers attacked him, then started attacking me, and Burd joined in too. One of the archers started attacking the other soldiers too. This happened consistently each time I reloaded at that spot. I didn't fight back, but at some point I ended up with a bounty of like 19000+. I'm also running Reneer's Guard Overhaul, so I wonder if that might be part of the problem.

So you're saying that it's mainly just my infamy score that is causing them to attack me? Even though I have no bounty and didn't commit any crime near them?

Full load order:

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  EnhancedWeather.esm  [Version 1.2]04  Cobl Main.esm  [Version 1.44]05  Armamentarium.esm06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34Beta3]07  Mart's Monster Mod.esm  [Version 3.6beta2]08  Enhanced Daedric Invasion.esm09  FCOM_Convergence.esm  [Version 0.9.9a7]0A  MD_Saddle_Master.esm0B  Unofficial Oblivion Patch.esp0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch-MOBS-FCOM.esp  [Version 1.3.0]0E  Oblivion.esp0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Chance of More Enemies.esp12  Francesco's Optional Leveled Guards.esp13  FCOM_Francescos.esp  [Version 0.9.9]14  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]15  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]16  Fran Armor Add-on.esp17  Fran_Lv30Item_Maltz.esp18  Atmospheric Loading Screens - Random Quotes.esp19  EnhancedWeather.esp  [Version 1.0.9]1A  EnhancedWeather - SI.esp  [Version 1.1.7]1B  Living Economy.esp1C  Living Economy - Items.esp1D  Cutthroat Merchants.esp1E  Choices and Consequences.esp1F  DLCHorseArmor.esp20  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.4]21  DLCOrrery.esp22  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]23  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 0.1]24  DLCVileLair.esp25  DLCVileLair - Unofficial Patch.esp  [Version 1.0.4]26  DLCMehrunesRazor.esp27  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]28  DLCSpellTomes.esp29  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2A  ArmamentariumArtifacts.esp2B  ArmamentariumLL4OOO.esp2C  ArmamentariumLLVendors.esp2D  c_dagcol.esp2E  Nicos Kynareth Archery.esp  [Version 1.0]2F  Nicoroshi Creations DW Light.esp30  DLCThievesDen.esp31  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]32  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]33  Cobl Glue.esp  [Version 1.44]34  Cobl Si.esp  [Version 1.32]35  OOO 1.32-Cobl.esp  [Version 1.41]36  FCOM_Cobl.esp  [Version 0.9.9]37  Bob's Armory Oblivion.esp38  FCOM_BobsArmory.esp  [Version 0.9.9]39  Oblivion WarCry EV.esp3A  FCOM_WarCry.esp  [Version 0.9.9]3B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34Beta3]3C  Choices and Consequences - OOO.esp  [Version 0.1]3D  C&C - The Blackwood Company.esp3E  C&C - The Blackwood Company - OOO.esp3F  FCOM_Convergence.esp  [Version 0.9.9]40  Choices and Consequences - MMM.esp  [Version 0.1]41  FCOM_RealSwords.esp  [Version 0.9.9]42  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.6Beta2]43  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta2]44  Choices and Consequences - MMM - Looting NPCs & Creatures.esp  [Version 0.1]45  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.6Beta2]46  Mart's Monster Mod - Vindasel.esp  [Version 3.6Beta2]47  Mart's Monster Mod - Foxes.esp  [Version 3.6Beta2]48  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.6Beta2]49  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]4A  Choices and Consequences - FCOM - Diverse Guards.esp  [Version 0.1]4B  FCOM_BobsGuardUnity.esp  [Version 0.9.9]4C  FCOM_HungersUnitySI.esp  [Version 0.9.9]4D  FCOM_Archery.esp  [Version 0.9.9]4E  FCOM_ArcheryArmamentarium.esp  [Version 2]4F  Choices and Consequences - FCOM.esp  [Version 0.1]50  Ivellon.esp  [Version 1.8]51  AyleidArrows.esp  [Version 1.8]52  goldenarrowarcheryshopfixedprices.esp53  The Ayleid Steps.esp54  DLCBattlehornCastle.esp55  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.3]56  DLCFrostcrag.esp57  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.3]58  Knights.esp59  Knights - Unofficial Patch.esp  [Version 1.0.8]5A  Origin of the Mages Guild.esp  [Version 5.1]5B  MannimarcoRevisited.esp5C  MannimarcoRevisitedOOO.esp  [Version 0.1]5D  Mart's Monster Mod - City Defences.esp  [Version 3.6Beta2]5E  FCOM_Knights.esp  [Version 0.9.9]5F  FCOM_OMG.esp  [Version 0.9.9]60  Enhanced Daedric Invasion.esp61  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]62  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]63  Harvest [Flora].esp  [Version 3.0.0]64  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]65  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]66  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]67  Salmo the Baker, Cobl.esp  [Version 3.07]68  Toggleable Quantity Prompt.esp  [Version 2.2.1]69  MD Saddlebags v3.0.esp6A  Francesco's Slower skills x1.5.esp6B  SupremeMagicka.esp  [Version 0.84]6C  SM_ShiveringIsles.esp  [Version 0.84]6D  SM_COBL.esp  [Version 0.82]6E  SM_EnchantStaff.esp  [Version 0.80]6F  sr_staff_skill.esp70  StealthOverhaul.esp71  RenGuardOverhaul.esp72  RenGuardOverhaulShiveringIsles.esp73  Denock Arrows.esp74  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp75  Mart's Monster Mod - Resized Races.esp  [Version 3.6Beta2]76  Bashed Patch, 0.esp77  Streamline 3.1.esp

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Lizbeth Ruiz
 
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Post » Wed Mar 30, 2011 8:53 am

Are the soldiers in the IC only in one district or something, because I can't find them.
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Emily Martell
 
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Post » Wed Mar 30, 2011 12:43 am

@bagger
----------
Well, all i can say is that there is a good chance that your bounty going up to 19000 while you sit there doing nothing is probably not an EDI bug. And I dont run Reneer's Guard Overhaul but its probably a good place to check out. Either post something on that mod's thread OR disable the mod just before the sigil stone and see what happens when you see Burd.

@lowtime
----------
There is no EDI captain that gives quests at the Imperial City. There are some EDI soldiers stationed at the Prison that will help you after you have helped all the town EDI captains, but they dont show up until you have already completed all seven EDI captain quests in the towns.
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John N
 
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Post » Wed Mar 30, 2011 3:58 am

I have but one suggestion: reduce the movement speed of the captains and their troops. These guys must have 100+ speed or something. I'm trying to talk to a captain for a quest but him and his boys go zooming off like formula 1 and i can never catch up with them.
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Melissa De Thomasis
 
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Post » Wed Mar 30, 2011 9:48 am

hah yeah that was always a fun part of the mod for me, plotting the best way to cut them off through their marathon
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Lisha Boo
 
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Post » Wed Mar 30, 2011 1:00 am

My FCOM Helper says: "Enhanced Daedric Invasion.esp . Note: Requires 'FCOM_EnhancedDaedricInvasion.esp'." I think this is because I have Frans. Also, when I view the description of the esm and esp, it says it is version 1.2, but I downloaded 1.3. However, the file sizes were exactly the same. Although the readme says it's 1.3.
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Betsy Humpledink
 
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Post » Wed Mar 30, 2011 2:05 am

I love this mod, although one thing that bothers me is how I always have to chase down the legion captains (they run really, really fast)

Maybe you could disable that AI when the player is near?
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Devin Sluis
 
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Post » Wed Mar 30, 2011 12:30 pm

Looking forward to playing this.
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FoReVeR_Me_N
 
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Post » Wed Mar 30, 2011 6:44 am

@lowtime
-----------
1.3 is the latest version. Hmm, it looks like i didnt update the descriptions of the files. if the zip from tesnexus says 1.3 its the right one. As for the FCOM_EDI esp, you are right, you don't need it if you are not running FCOM and only running Frans.

@Hiei
-----------
my suggestion for you is to just open the console when you can see the EDI captain, click on him, and set his speed to something slow (setav speed 20). That should slow him down enough for you to talk to him. Much easier solution than me artificially having to keep his speed down all the time via scripts and such, since when you are fighting demons around a Oblivion gate, I am sure you would like him to get out there pretty quick from town.
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Sam Parker
 
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Post » Wed Mar 30, 2011 12:56 am

Is this not compatible with TIE? The guards added by this mod in the towns seem to slaughter NPCs from other mods, such as NPCs from TIE, they'll just go around town killing them all for no reason.
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Chenae Butler
 
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Post » Wed Mar 30, 2011 2:55 am

@Vaso
---------
Probably going to need some more info than that. Which EDI npcs? Which TIE npcs? Generally the two mods should be compatible but there might be some faction problems especially if the TIE npcs are criminals.

you can always click on the EDI npcs in the console and set their aggressiveness down (setav aggression 5) if you want
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vicki kitterman
 
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Post » Wed Mar 30, 2011 12:10 pm

EDI npcs, the guard captain and his guards, and i don't think the TIE NPCs are criminals, it's happened to almost every one of them now, they just walk around town and get slaughtered by the EDI guard captain/guards
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brian adkins
 
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Post » Wed Mar 30, 2011 3:08 am

Sorry to say but, do I have to do EDI's terrible quests to get Daedra to invade? Or is there something wrong?
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Amy Gibson
 
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Post » Wed Mar 30, 2011 8:40 am

Sorry to say but, do I have to do EDI's terrible quests to get Daedra to invade? Or is there something wrong?


no you dont have to do any quests for the daedra to invade, that is all part of the base mod behavior. However, that code doesnt start until you have finished delivering Martin to Weynon Priory after Kvatch.

use "startquest EDIConfig" in the console to check your percent chances for daedra to spawn in the cities...
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Guy Pearce
 
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Post » Wed Mar 30, 2011 3:14 am

1. I love this mod - thanks for the great work.

2. I have not done all the EDI City quests yet, but I have a collected a whole herd of EDI-generated and non-EDI-generated teammates whom I have employed to sort out numerous Oblivion gates and miscellaneous other baddies across the countryside. I am not sure what to do with them next, but here is what I have for the moment:

Chorrol - I have 2 Imperial Legion Generals (Level 40), 5 Imperial Legion Colonels (Level 35), 5 Imperial Legion Captains (Level 30); these characters are all generic, i.e., no names. I also have William Dean (Level 61) and Audens Avidius (Level 38) and 3 named Imperial Legion Battlemages (Geminius, Nefarsius, and Ligolin - all Level 32) that I recruited outside the Arcane University. Dean was walking outside of the Imperial City with Sean Galen (another high-level character who has since wandered off after proving himself to be very useful in a couple of tough fights). They were both wearing standard legion uniforms, but were not identified as Imperial Legion soldiers. Avidius was wearing a high ranking Legion Officer's uniform (Imperial commander Cuirass, Imperial Captain helmet). I do not think Avidius, Dean, or Galen were/are EDI-generated NPCs. I suspect that Dean and Galen are probably Easter Eggs of some sort - perhaps avatars for some of the game's original programmers.

Cheydinhal - I have 1 Mages Guild Volunteer, 1 Imperial Legion archer, 4 Imperial Legion battlemages (no names, all level 27), and 4 Imperial Legion Soldiers.

Skingaard - I have 13 Imperial Legion Soldiers, 10 Imperial Legion Archers, 6 Imperial Legion Battlemages, 1 Mages Guild Volunteer, 1 Fighters Guild Volunteer, 1 Partisan Marauder, 1 Partisan Bandit, and 2 Partisan Archers.

Bruma - In Bruma I have 3 Warders, 2 Guardians, and 1 Watchman. All have Imperial Soldier type uniforms, except they are shinier and the charaters are all more powerful than Imperial Legion Soldiers. They also have just one name (Guardian Lane, Warder Faithe) so I think they are EDI-generated characters.

3. The largest group that I have commanded at one time was 21 people, but I am looking to double that when I fight the battle for Bruma in the Main Quest. I have turned a group of 10-12 lose on a group of 20-25 goblins and had a great time watching them hook and jab while I shot the occasional goblin from long range.

****SPOILERS*******

4. City Quests - I have done a couple, but I am having trouble with the Leyawin and Bruma quests. I have brought the Bruma Captain the Dwarven Helmet several times, but he does not see it in my inventory. I have also killed every living thing West/Southwest of Leyawin (to include various roving bands of Dremora and Reavers) but I cannot seem to solve the Leyawin quest issue. any help here would be appreciated.

5. Is there a way to stop the EDI-characters from respawning their original equipment? I like to outfit my team with highend weapons and armor and hate when I leave them somewhere for awhile (Wait here) only to find out they have reverted to their old gear by the time I get back.

6. Again - great mod. It is really cool watching my generals and colonels fight it out with OOO's Sylvan Warriors.

Cheers
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Tarka
 
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Post » Wed Mar 30, 2011 2:58 am

****SPOILERS*******

4. City Quests - I have done a couple, but I am having trouble with the Leyawin and Bruma quests. I have brought the Bruma Captain the Dwarven Helmet several times, but he does not see it in my inventory. I have also killed every living thing West/Southwest of Leyawin (to include various roving bands of Dremora and Reavers) but I cannot seem to solve the Leyawin quest issue. any help here would be appreciated.

5. Is there a way to stop the EDI-characters from respawning their original equipment? I like to outfit my team with highend weapons and armor and hate when I leave them somewhere for awhile (Wait here) only to find out they have reverted to their old gear by the time I get back.

6. Again - great mod. It is really cool watching my generals and colonels fight it out with OOO's Sylvan Warriors.

Cheers


Any NPC with a name is not an EDI npc. I dont know which of your mods does that, although I thought a Wrye mod allowed for naming guards and stuff.

Spoiler
Bruma - its possible you have a mod-added formID helmet, i know that some mods have added new one. Try adding a real Vanilla one (00036345) to your inventory via console and try that.
Leyawiin - if you have killed 4 bandits dressed as Dremora then you have done enough to solve the quest. They hang around a camp site WSW of Greyland and they should return to that area after a while. It sounds like you have probably killed some of them already. If so, you could find a note on them that will allow you to kill another group of bad guys at the camp site at a certain time of night.


The issue with NPCs respawning to their original equipment is a Oblivion standard thing especially with respawning NPCs. There is not much to do about it except trying to only keep Persistent NPCs (non-guard or spawned types). Even those persistent NPCs will sometimes respawn their old equipment but much less likely.
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Nicole Mark
 
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Post » Tue Mar 29, 2011 11:02 pm

Any NPC with a name is not an EDI npc. I dont know which of your mods does that, although I thought a Wrye mod allowed for naming guards and stuff.

Spoiler
Bruma - its possible you have a mod-added formID helmet, i know that some mods have added new one. Try adding a real Vanilla one (00036345) to your inventory via console and try that.
Leyawiin - if you have killed 4 bandits dressed as Dremora then you have done enough to solve the quest. They hang around a camp site WSW of Greyland and they should return to that area after a while. It sounds like you have probably killed some of them already. If so, you could find a note on them that will allow you to kill another group of bad guys at the camp site at a certain time of night.


The issue with NPCs respawning to their original equipment is a Oblivion standard thing especially with respawning NPCs. There is not much to do about it except trying to only keep Persistent NPCs (non-guard or spawned types). Even those persistent NPCs will sometimes respawn their old equipment but much less likely.


Thanks for the response. The Bruma Captain has since accepted the helmet and the Dremora Longswords fix worked for Skingaard. Still trying to solve Leyawin quest, but I am also having a blast controlling almost 50 officers, soldiers, and partisan, mage, and fighter's guild volunteers. My boys are going to whip the snot out of the Dremora numbskulls that attempt to attack Martin during the defense of Bruma. Once again - great mod.

Cheers
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Stacyia
 
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Post » Wed Mar 30, 2011 7:33 am

For some reason the "New Soldiers" topic have replaced the classic "(insert City)" topic that most NPCs had (example: "Bruma" right next to "Rumours")

(Its not a big deal, i will just disable the mod after MQ and it will probably be solved. I just thought you should know! :) )
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Rachael
 
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Post » Wed Mar 30, 2011 3:02 am

Thanks for the update.
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evelina c
 
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Post » Wed Mar 30, 2011 1:36 am

Any NPC with a name is not an EDI npc. I dont know which of your mods does that, although I thought a Wrye mod allowed for naming guards and stuff.

That's odd - I've encountered several adventurers around and in the Kvatch gate with names, and I thought they were from EDI. They must be Tamriel Travellers. Two of them (a Nord and an orc) were holding the plaza; they'd killed a storm atronach and a couple scamps, while a Dunmer woman inside was hunting down more scamps. :D

I've got a question about load order: I'm running only OOO+MMM... should I load EDI after both of them? I've currently got it between, and haven't encountered any real problems, but I wanted to make sure. Also, what time are the guards supposed to show up at the gates? I got the Bravil quest and completed it, but I can't find the captain to report back to him.
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Ria dell
 
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Post » Wed Mar 30, 2011 11:04 am

Is EDI compatible with OOO and MMM?
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Elisabete Gaspar
 
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Post » Wed Mar 30, 2011 2:15 pm

I commend you, author. A true Daedric Invasion was the most 'needed' change to Oblivion in my opinion, and I'm glad to see you've created just that, Downloading right away.

-DL :chaos:
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Pants
 
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Post » Wed Mar 30, 2011 2:18 am

Hi there, very nice mod here!
I only have a minor issue with that...

It appears your soldiers bear grudges against some particular npcs and creatures...
For example, I play with Alive Waters and your soldiers in anvil simply can't bear the sight of the koi in the small lake, slaughtering them immediately...
The same happens with a wanderind swine in bravil (the one from Blood and mud, if you know the mod...)


Only minor issues, really... But I think everything could be solved simply lowering the guards aggression level... Is there a way to do it via CS pr do I have to manually console-lower each npc stat?
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Schel[Anne]FTL
 
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