A Lord's Men mercenary mod

Post » Fri Jul 09, 2010 9:14 pm

Hey there, slight issue I've got. My Redoran strong hold has a service mage, cook, bartender, smith, mage hero, 2 redoran guards, a service mage by the creaper, 2 sharp shooters on the main land in firewatch(tamerial rebuilt) and 2 ordinator guards there were waiting for me in caldera mages guild. At least I thought they were there, I went to get them back saturday morning and they were gone.

Added a bit later: Also forgot one of each race of dancing girl.

That above is the number of npc's I had in the save from that mod, my real question is this, the ordinators are gone from the caldera mages guild, is it known for npc's to vanish from the game world that are a highered from this mod? Its either that or somehow I misplaced the guards. I've checked up on the sharpshooters in firewatch that I've left and they're still there in the room with that character that does the scripted transport too and from mornhold I'm a bit confused about the ordinator's. The sharpshooters have been sitting around way longer then the ordinators would have been so to me it doesn't seem to be related to them not being attended. Also the save where the 2 ordinator guards vanished it was taking the game a while to load things and the game was sluggish for a bit on loading that save up and trying to move around for the first few mins.

Thankfully I keep a backup save every level up so I can still have my ordinators for at least a little while if they vanish again.
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Schel[Anne]FTL
 
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Post » Sat Jul 10, 2010 12:53 am

I've not had staff vanish from that mod, and since your save went too, it sounds like save stability issues.

I've never left someone in a mage's guild though. I think some mage's guild locations have a variable they check, but if so, I think it updates every 3 game days or so.
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Steven Nicholson
 
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Post » Sat Jul 10, 2010 4:33 am

The save still seems to work alright, its just that the moment they vanished when I was loading up the save it was rather slow for a while. I was still running around for a while last night and accept for right when I freshly loaded that save originally its running smoothly as far as I can tell.
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Benji
 
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Post » Fri Jul 09, 2010 11:20 pm

Ok one last set of things before I stop. For one constant effect enchantments on armor and items on the guards stop working on the npc guards from time to time this gets reset when I use companion share and just grab a clothing item and put it back and it begins working again. I thought I noticed this happening between combat but it maybe happens every time a new cell loads like from entering and exiting a building. This never happens with the tribunal merc npc you get in the castle courtyard I'm unsure why.

I've also seen this happen with the cm partners mod where constant effects on partner npc's will stop working on occasion till the item they have with it gets plucked out and placed back in

Second when more then 1 guard of the same type is with me and my character casts levitate or water walking they both display they both cast but only one actually properly gets the spell on them. In the case of levitate they still fly of sorts they are just constantly in a falling animation instead of displaying levitate effect and walking around as well as actually falling every time combat starts. With water walking they stand on the water surface for a moment then fall threw as if the water walking for them only last a second same for levitate (with the acceptation of the failed levitate resulting in jittery falling animation while flying) . This problem doesn't seem to carry over to the heroes.

An update to the ordinator vanishing problem I used the backup save and I have the two ordinators back. What ever happened before hasn't happened again so I guess it was a hiccup. I've seen video's online of towns etc suddenly not loading sometimes like suran vanishing on xbox and in cases like oblivion if somethings not marked as a quest item when placed in world with the editor the game can forget to load it.
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D IV
 
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