Guards with ridiculous area destruction magic

Post » Mon Jul 13, 2015 6:01 am

Hello forum, I hope I can find help here.

So I have recently reinstalled and set up Morrowind with all kinds of mods and fruits of the last 4-5 years development. Of course after a complete 100-200 mod supermerge, there are problems to sort out, and I have managed to deal with all of them so far in about 2 days of fine tuning, like seeking out missing files in private cloud databases, tweeking load orders, and even manipulating files and scripts in the creation set.

...But I cannot see what causes this: So I run the NX9 Guard Mod (I would post a link, but am not allowed to. Do bots still get beyond that inventive captcha?). This mod adds somewhat more guards to each city it seems, and makes them look and fight in more individualistic ways, like some don't have a helmet, many females, then some use bows or spear, etc. . In combination I also run the Creatures XI mod, which amongst many other things adds several respawning rats and bugs to cities, where around half of them attack you (and guards), causing frequent skirmishes in what should be safe ground. :confused: That may be a bit annoying, but I still accepted it, and throughout Balmora and Caldera, I couldn't see any real issues with it too.

...Then I arrived in Ald'ruhn, and the Redoran Guards are out of their mind. They run around blasting what could be 50ft radius zone fire spells into civilian populated area, just to kill some rats. Inevitably they end up killing civilians, and nearly every time also one essential civilian, meaning I get the "destiny disrupted" message displayed. On top of that, whenever they kill someone with area strike, they blame me for it, even if I happened to be at the other side of town doing nothing. Suddenly 10+ guards run after me, but I have to load anyway, because the fools killed people.

Now, I tried to sort this problem out, and since there might be many mods manipulating guards, I could pin it down to exactly NX9 Guard, as deactivating that leads to a "peaceful" Ald'Ruhn.(..Well, the monsters are still there, but are killed of by classic guards in good old hackity slash manner.)

..But here is the real issue: In Construction Set, there is nothing that could cause this.

I looked through all the numerous Redoran Guard variants and their captains, but none of them has any spell, or usable item, or any item in that matter, that would explain their ridiculous nuke magic. In structure, their NPC profile is pretty much the same as that of Hlaalu and other guards in there, who didn't do these things.

So I looked a bit deeper, and there are 5 spells added by NX9 Guards too, of which some are area attack. Those aren't nearly as powerful though (only 5ft area), so that couldn't have been it. I deleted them anyway in a custom copy, and no, it didn't change a thing. ...-> But this meant that the magic had to be canon, and thus I am now thinking that Redoran Guards might be getting extra spells from some level up list or something. It would be strange, since they are fighters, and Hlaalu didn't get them despite same race and such, but it is currently my only explanation. If it is that, could turning "auto calculate stats" checkbox off also elliminate the issue?(googled that without success) Hlaalu have the checkbox checked too btw., albeit most other guards don't, it appears.

I also searched through scripts in NX9 btw., but the mod does nothing with scripts, so it has to be a vanilla function. Or not?

Well, I am helpless. If anyone has any idea where they get these apocalyptic spells from when they are not included in the mod's NPC profile to begin with, I want to hear it. Again, no other mod interferes. Turn NX9 off, turn problem off. I would just like to keep these diverse and numerous guards.

User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Sun Jul 12, 2015 4:42 pm

Post your Load Order of active mods.

User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Sun Jul 12, 2015 6:29 pm

Here!:

"NX9_Guards_Complete.esp" comes between 128 and 129 btw. . It was not included, because it was still off in the ini.

User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Mon Jul 13, 2015 2:48 am

probably yes for new spawned guards, probably not for guards already in your savegame. You will probably have to kill them or clean them from the save (see http://wryemusings.com/Wrye%20Mash.html#DataRefRemovers for easy way to do this)
Spoiler

? Removers (Object Lists)
? Removers allow you to remove all instances of arbitrary lists of objects from the game. The only instances not removed will be those instances that reside in cells that match the list of "Safe Cells".
? Warning! If the remover that you use includes standard containers, you should be sure that your safe cells list includes you stash cells – e.g., your stronghold, mansion, etc.
? Setting up Removers:
? First, select "Edit Safe Cells..." and make sure that your stash cells, e.g., stronghold, mansion, etc. are included in it. Note that a safe cell named "Balmora" would protect all cells whose name begins in "Balmora".
? Next, select "Edit Removers..." and select one or more of the files in Mopy\Data. This will add that(those) file(s) to the list of removers. Close the edit box when done. The new remover will now appear on the remover menu.
? Using a remover:
? Use the Remove: [Name of Remover] command on the savegame.
? Remover Files
? You can easily create your own remover file...
? Remover files are just plain text files, with each line listing an object to be removed. Blank lines and any text after a '#' character are ignored.
? Objects to be removed should be first on the line and surrounded by quotes. Anything after that will be ignored.
? Hint: if you use the export feature in TESCS, the resulting file will be in the right format to use as a remover. But be sure to edit it first! There are many unique and scripted objects which should not be reset in the game.
User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Sun Jul 12, 2015 6:09 pm

Download http://www.nexusmods.com/morrowind/mods/43001/ and run it. Pay attention to the Messages pane as you're running a lot of multiple copies of the same mod. Tidy up your load list as per its suggestions and report back.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm


Return to III - Morrowind