Skeleton champs unarmed and deadly

Post » Wed Sep 01, 2010 7:46 pm

I have played my game for a while and recently I got a little tangled with the necromancers and a few liches, and I noticed one thing.. that they spawned skeleton champions that are unarmed however I used the resurrect command to see if it will spawn with a weapon and it did it was a battle axe but that doesn't matter. I want to find out why does it happen and what is causing it. Also a side question do scamps need to be on a longer distance to use spells on enemies because I know that my scamps never used a single spell :(
I also wanna know if there is a archery mod that makes marksmanship more deadly?
Here's the load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.72]05  Unofficial Oblivion Patch.esp  [Version 3.2.10]06  DLCShiveringIsles.esp07  Natural_Habitat_by_Max_Tael.esp08  EnhancedWeather.esp  [Version 1.3.5]09  Enhanced Water v2.0 HD.esp0A  _Real_Lights.esp++  Item interchange - Extraction.esp  [Version 0.76]0B  Security Rebalance-Traps and Bash Locks.esp0C  Enhanced Economy.esp  [Version 5.0]0D  Improved Hotkeys.esp  [Version 1.1]0E  Cobl Glue.esp  [Version 1.72]0F  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]10  TIE.esp  [Version 1.40]11  M.O.E. - Main Quest Delayer.esp  [Version 3]12  Natural_Vegetation_by_Max_Tael.esp13  Dungeon Actors Have Torches 1.6 DT.esp14  Exterior Actors Have Torches 1.3 DT.esp15  M.O.E. - Travel Services.esp  [Version 3]16  P1DkeyChain.esp  [Version 5.00]17  PersuasionOverhaul.esp18  Enhanced Economy - House prices.esp  [Version 1.0]19  M.O.E. - Ethereal State Spell.esp  [Version 1]1A  M.O.E. - Teleportation Magic and Icarian Flight.esp  [Version 2]1B  SupremeMagicka.esp  [Version 0.90]1C  SM_ShiveringIsles.esp  [Version 0.86]++  SM_COBL.esp++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]1D  MidasSpells.esp1E  sycHearNoEvil.esp  [Version 1.0]1F  sycSHOUT.esp  [Version 1.02]20  Enhanced Grabbing.esp  [Version 0.5]**  Let There Be Darkness - Cyrodiil + SI.esp++  Item interchange - Placement.esp  [Version 0.76]21  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]22  Shining Creatures_AtronachFlame.esp  [Version 1.2]23  Shining Creatures_AtronachFrost.esp  [Version 1.2]24  Shining Creatures_WillOWisp.esp  [Version 1.2]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]25  Bashed Patch, 0.esp


Thanks for the reply!
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Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Wed Sep 01, 2010 4:33 pm

Sorry, no idea about your two questions, but I noticed that you use all three separate Shining Creatures plugins:

22 Shining Creatures_AtronachFlame.esp [Version 1.2]
23 Shining Creatures_AtronachFrost.esp [Version 1.2]
24 Shining Creatures_WillOWisp.esp [Version 1.2]


Might as well use the main Shining Creatures.esp as it's basically all those three in one. The modular esps are meant for those who doesn't want, say, Shining Frost Atronachs.
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teeny
 
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Joined: Sun Feb 25, 2007 1:51 am

Post » Wed Sep 01, 2010 6:38 pm

Sorry, no idea about your two questions, but I noticed that you use all three separate Shining Creatures plugins:



Might as well use the main Shining Creatures.esp as it's basically all those three in one. The modular esps are meant for those who doesn't want, say, Shining Frost Atronachs.

Yeah but doesn't that include the frostcrag tower atronachs I don't use it at the moment...

Also can anyone else help me with anything? I'll see what happens when I start a brand new game... I hope these things won't occur...
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Rich O'Brien
 
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Joined: Thu Jun 14, 2007 3:53 am

Post » Wed Sep 01, 2010 7:16 pm

Yeah but doesn't that include the frostcrag tower atronachs I don't use it at the moment...


Nope, that's separate. The main esp is those three esps in one.
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Katie Samuel
 
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Joined: Tue Oct 10, 2006 5:20 am

Post » Wed Sep 01, 2010 7:59 pm

Dunno about your scamp/skeleton issues, but there is

http://www.gamesas.com/index.php?/topic/1116797-duke-patricks-combat-archery-thread-3/ that makes archery awesome.
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OJY
 
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Post » Wed Sep 01, 2010 2:02 pm

I could be that the Skellies have such a high H2H skill that they prefere that to the battle axe, maybe TES4Edit could help? I see TIE and some Frans plugin, so these could be causing it.
I would recommend upgrading to Weather: All Natural instead of enhanced weather and the old _real lights, plus Item Interchange is up to v0.78
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Spaceman
 
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Joined: Wed May 23, 2007 10:09 am

Post » Wed Sep 01, 2010 7:38 pm

I could be that the Skellies have such a high H2H skill that they prefere that to the battle axe, maybe TES4Edit could help? I see TIE and some Frans plugin, so these could be causing it.
I would recommend upgrading to Weather: All Natural instead of enhanced weather and the old _real lights, plus Item Interchange is up to v0.78

I don't really use Frans I just use the items with Items Interchange, I guess I'll upgrade, I use the old real lights because it has the day and night cycle, I don't want to use All Natural because I have the nuclear lights which are very annoying... If you can help me in any other way please do, just to let you know after a few resurrects the Champ used a battle axe it doesn't really matter if it had a weapon or not i think it will use anything it gets and I think that those that we're unarmed, were spawned without any weapons. I also ran into a Skeleton Warlord is that from Frans?
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Stephy Beck
 
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