CM Partners - Partners disappearing. Possibly conflict somew

Post » Wed Sep 01, 2010 2:53 pm

I feel like all I do is ask for help here, rather than actually, you know, contributing. Anyway, here's today's problem:

I'm running CM Partners (v2.0 OMOD version off TesNexus) and my partners disappear on me. All the time. Constantly. If they're out of sight for more than 20-30 seconds, they're gone. If I fast travel, they're gone about 50% of the time. I can't bring them back with the Partner Ring. A few times they somehow teleported to the Imperial City and I had to stop whatever I was doing and go there to get them. But now they're starting to disappear and not be anywhere I can find them.

I have scoured the net and various forums, and I found exactly one report of someone having a similar (though not identical) problem. The difference was he had 50+ companions, and the game isn't designed to handle that. I have two, which the game can handle fine. This isn't a new mod, and it isn't bug riddled. The only thing I can think of is there's a conflict somewhere with another mod I run. I've researched and Googled and I can't find anything suggesting any of my other mods are conflicting with CM Partners. Since I installed via OMOD, I'm assuming it's not a problem of me having installed the mod incorrectly. (Unless the v2.0 OMOD package is flawed, but I don't see reports of that either.)

Here's my load order:


Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4.1]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  CyrodiilUpgradeResourcePack.esm06  Kvatch Rebuilt.esm07  CM Partners.esm08  Unofficial Oblivion Patch.esp  [Version 3.2.6]09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  Better Cities .esp0C  Natural_Habitat_by_Max_Tael.esp0D  EnhancedWeather.esp  [Version 1.3.5]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]0E  Enhanced Weather - Across-The-Borders Mods Patch.esp  [Version Final]0F  Kvatch Rebuilt Weather Patch.esp10  Enhanced Water v2.0 HD.esp11  Oblivion Cats v0.2b.esp12  Portable Campsite.esp13  Living Economy.esp14  Living Economy - Items.esp15  Cutthroat Merchants.esp16  Crowded Roads Revisited.esp  [Version 1.1]**  EVE_StockEquipmentReplacer.esp17  SentientWeapon.esp  [Version 3]18  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]++  OOO-Water_Weeds.esp  [Version 1.33]19  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]1A  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]1B  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - NoReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]1C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]1D  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  EVE_StockEquipmentReplacer for OOO.esp20  300_Artifacts.esp21  eyja.esp22  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp23  Servant of the Dawn.esp24  DLCBattlehornCastle.esp**  EVE_KnightsoftheNine.esp25  Origin of the Mages Guild.esp  [Version 6]26  HoarfrostCastle.esp27  xuldarkforest.esp  [Version 1.0.4]28  xulStendarrValley.esp  [Version 1.2.2]29  xulTheHeath.esp2A  XulEntiusGorge.esp2B  xulFallenleafEverglade.esp  [Version 1.3.1]2C  xulColovianHighlands_EV.esp  [Version 1.2.1]2D  xulChorrolHinterland.esp  [Version 1.2.2]2E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]2F  xulBravilBarrowfields.esp  [Version 1.3.2]30  xulLushWoodlands.esp  [Version 1.3]31  HoarfrostCastle-LushWoodlands patch.esp32  xulAncientYews.esp  [Version 1.4.2]33  SentientWeaponII-AncientYews patch.esp34  xulAncientRedwoods.esp  [Version 1.6]35  xulCloudtopMountains.esp  [Version 1.0.3]36  xulArriusCreek.esp  [Version 1.1.3]37  xulPatch_AY_AC.esp  [Version 1.1]38  xulRollingHills_EV.esp  [Version 1.3.2]39  xulPantherRiver.esp3A  xulRiverEthe.esp  [Version 1.0.2]3B  xulBrenaRiverRavine.esp  [Version 1.0.2]3C  xulImperialIsle.esp  [Version 1.6.3]3D  xulBlackwoodForest.esp3E  xulCheydinhalFalls.esp  [Version 1.0.1]3F  KvatchRebuilt-CheydinhalFalls patch.esp40  xulAspenWood.esp  [Version 1.0.1]41  xulSkingradOutskirts.esp42  bartholm.esp43  Bartholm-Panther River Patch.esp  [Version 1.0]44  Natural_Vegetation_by_Max_Tael.esp45  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]46  EVE_ShiveringIslesEasterEggs.esp47  Kobu's Skip Intro Mod.esp48  No psychic guards v1.2.esp49  Kobu's Character Advancement System.esp4A  Kobu's Health Modifier Mod.esp4B  Kobu's Jack-of-All-Trades Mod.esp4C  Kobu's Lighter Backpack Mod.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]4D  CM Partners.esp4E  CM Partners Special NPCs.esp4F  CM Partners NPC.esp50  CM Partners More NPCs.esp51  CM Partners Marker NPCs.esp52  CM Partners Extra NPCs.esp++  EVE_KhajiitFix.esp53  Bashed Patch, 0.esp54  Streamline 3.1.esp


I've run this through BOSS, rebuilt the bashed patch after any sort of change in load order, though I was having this problem before I even used a bashed patch, so I don't think the problem is caused by my bashed patch.

Any ideas at all? Anything? I'd really prefer to not stop using this mod because, for the most part, I really like it.

Thanks!

*Edited to add: I don't think it makes a difference, but I'm also using Qarl's 3, Bomeret's SI textures, IFT, and a few other texture replacers. I don't see them causing a problem either, but you never know.*
User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Wed Sep 01, 2010 3:53 pm

I've had problems if I don't wait for them to catch up to me before exiting a cave or Ruin...
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm


Return to IV - Oblivion