scn FrostcragBrumaPadScript
short ChangeMe
begin gamemode
if ( GetStage MG14Plot >= 10 ) && ( ChangeMe == 0 )
Enable
endif
end
scn FrostcragBrumaPadScript
short ChangeMe
begin gamemode
if ( GetStage MG14Plot >= 10 ) && ( ChangeMe == 0 )
Enable
set ChangeMe to 1
endif
end
Begin OnActivate
if IsActionRef Player
if GetInWorldSpace Tamriel
ForceWeather DefaultWeather
endif
endif
Activate
End
Hello.
I'm having bug with Horse Armor Patch module. Whenever it's enabled, my horse can't turn at all. It's still playing it's turning animation, but physically it only moves forwards and backwards. Doesn't matter if it's walking or running, or if it's iron or elven armor.
Reloading my game from older save and re-equipping did not help.
Restarting the game did not help.
As soon as I remove this patch module my horse is turning OK again, even with the save with already equipped armor.
List of modules I'm using in the order they appear in Launcher:
DLC Battlehorn Castle - Unofficial Patch
DLC Battlehorn Castle
DLC HorseArmor - Unofficial Patch
DLC HorseArmor
DLC MehrunesRazor - Unofficial Patch
DLC MehrunesRazor
DLC Shivering Isles
Knights - Unofficial Patch
Knights
Oblivion
SD Skill Diary
Unofficial Oblivion Patch
Unofficial Shivering Isles Patch
UOP Vampire Aging Fix
UOPS Additional Changes
USIPS Additional Changes
Everything latest versions, downloaded 2 days ago.
Hope this helps, if you need more info, I'll be happy to help.
Have a nice day.
Suspect you have not run 'http://www.gamesas.com/topic/1434397-rel-boss-for-oblivion/'. Get it, use it, follow it's instructions (especially about 'cleaning' and known conflicts). Then list your Load Order according to BOSS, as the one listed is all wrong. Patches go after the mod they fix, and the UOP patches generally go before DLCs. Even if that isn't related to your horse command problem, it's a necessary step.
That's a pretty basic and simple list of mods. They are all well known. Pretty much all that is left is a Load Order conflict.
-Dubious-
Oh..
So I ran BOSS and it found everything except for two Czech translation mods, which ended at the bottom. I guess that's alright?
Anyway, activated Unofficial patch for Horse armor and it's working fine now.
Also noticed that when I open list of mods from the launcher, order remains same as before, is that normal?
Thank you for your advices, I hope my game isn't messed up because I played about 15 hours with that wrong order.
The Oblivion launcher displays the mods in alphabetical order. Avoid it like the plague, for instance it will reset your Oblivion.ini every time you update your graphic drivers.
You'll need a more elaborate tool like http://oblivion.nexusmods.com/mods/22368 to view them in their actual load order, and to manage everything correctly really.
That issue with your horse not turning, never heard of it and I doubt it has to do wit load order (especially with a load list as short as yours), but if it's fixed now then all the better.
If some of the mods are not found they will be on the bottom so you can put them manually. Report them as unrecognized mods using BOSS so it will sort them properly (hope you know how to do this)
Yea, I reported them.
Thank you for your help guys.
And yes I know it's short list of mods - I never played Oblivion before and I'd like to experience it the way it was made.
At least for first time
Hello. I'm having a bit of a problem. So I got the glitch with Mystic Emporium where the door would constantly be locked. I fixed it the manual way at first, but then installed the all the Unofficial Patches and a variety of other mods, and now not only does the door constantly lock, but now entering the buidling is considered trespassing and the manual fix I used to fix the glitch before (Unlocking the Private Quarters door) doesn't work either. My current load order is as follows, according to OMM:
Oblivion.esm
Fundament.esm
Unofficial Oblivion Patch.esp
UOPS Additional Changes.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
USIPS Additional Changes.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
Gizmodian - Vicious Heart.esp
Tyrael Armor.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
Weapon Expansion Pack for Oblivion Nthusiasts.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
Birthsign Zero.esp
Quest Award Leveller.esp
Quest Award Leveller - Vile Lair.esp
Quest Award Leveller - Mehrunes Razor.esp
Quest Award Leveller - Knights of the Nine.esp
Bundlement.esp
nGCD.esp
Birthsigns Expanded.esp
Postal's Playable Dremora.esp
Postal's Playable Dark Seducers.esp
Postal's Custom Race Fix.esp
Postal's Playable Golden Saints.esp
Postal's Playable Sheogorath Beards.esp
Postal's Playable Knights of Order.esp
Any help would be greatly appreciated.
I hate to bump this for such minor stuff, but I'd better do before I forget
DrinkColovianBattleCry is the only one of the Battlehorn drinks that doesn't have the food item flag. I can't imagine a draft distilled from fungi tasting good, but still...
DLCFrostcragAtronachStorm is missing the AbAtronachStormEffect, thus they don't have lightning effects (cosmetic) and are not immune to paralysis.
DLCFrostcragAtronachFlame is missing AbAtronachFlameEffect, that one is purely cosmetic for the flame effects.
Also, how about redirecting all those three atronachs to inherit sounds from the regular oblivion.esm atronachs, instead of them having sounds defined again?
Also, I suppose you're on it, but remember to update the Chokeberries to be compliant with the poison apple fix from the UOP. (though personally I have given them the same script effect as those, and thus can mix them to create overpowered poisons )
Try the http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=3487
So that means the same procedures applies for cleaning of the official Oblivion DLC in TES4Edit as it's for the official DLC in Skyrim when using TES5Edit for cleaning. Correct?
I always have that patch installed in my game and I think that patch belongs to UOMP.
Argh...I never cleaned official dlc in TES4Edit. So therefore I always have some issues. Good to know. Only why did I learn about it after so many years?
UOMP 19 is up! Check the changes in the first post.
Be aware the upload at TESA is not ready, they're still having host problems with large files.
I'm getting the Mystic Emporium door perminatly locked bug, even with this installed. The patch notes say its fixed.