GenioMaestro Posted May 4, 2019 Posted May 4, 2019 11 hours ago, Grey Cloud said: What I couldn't understand was why there was a problem if the RotE entries were all identical to the entries in Skyrim.esm. 11 hours ago, Grey Cloud said: The thing that is confusing me is that I've used RotE for who knows how long and never noticed this problem and there doesn't appear to be any conflicts according to TESVEdit. The problem, as i explained, is caused for how the game process the leveled list and how the mod change the templates.  When the game generate a bandit, forsworn, vampire... select it from a leveled list and generate a npc with diferent characteristics depending of the player level. The mods change the leveled list for add more npc's but also change the templates for give new habilities to the npc. That templates allow change the apareance of the npc and when some mods change that templates the problems show.  The npc generated always have same baseID. If the npc is generated, their id start with FF but if the npc is fixed the id start with the code of the mod that put it in the cell. But the APAREANCE can be different based in the result of the leveled list and the templates. If we generate the npc's with the console, in my case i type "player.placeatme 0002eee7 10", i have 10 diferent npcs in diferent races, some male and some female, some are wizards others have one handed weapons and others have two hand weapons. That is made with the templates and the leveled lists.  A template is a base for make and actor. In the template we can define the skills, the spells, the attack data and the APPAREANCE of the npc. The complexity grow exponentially because the templates can have leveled list that can have templates but also can have leveled list that can have templates or leveled actors that can have different templates that can reffer to leveled list that can have ... continue the combinations as you want ....  The final result is a mix of leveled list with leveled actor and templates that can generate diferent npc's, ussing the same baseID, with a total diferent appareance, skills, spells, stats... and that give to the game the visual diference and the diferent dificulty.  The problem... some mods make changes to the leveled list, the leveled actors and the templates... In one point one of the mods make a incorrect change and we have diferent colors in head and body. The game allow multiple changes in the leveled list and multiple changes in the templates and combine it for have the more complex npc posible mixing the data but sometimes that produce weird results like: Spoiler  As you can see, that npc come from a leveled list that come from a leveled actor that come from a template. I loaded OBIS + Deadly Wenches + Revenge of the enemies for try locate the problem. As i see is caused because a mod make a change in the race while other mod make a change in skin tone. The game allow make any change with any combination but when mix the changes, as one mod change the race and other mod change the skin, the game generate a body with a diferent color in head.  The problem, basically, is not in one mod. Is caused by the interaction of some mods, like OBIS + Deadly Wenches + Revenge, that are making incompatible changes. One solution is remove one of the mod. In my case is remove Deadly Wenches. In your case is remove Revenge of the enemies.  The mods, really, are colliding and making incompatible changes and the only solution is remove it or look if the developer make a compatibility patch for mix the data of the two mods.  Is not a direct conflict and for that we can not see it in Tes5Edit because the problem are caused by cumulated changes. The game allow make that cumulated changes and Tes5Edit not show it as a conflict. The cumulated changes, a lot of times, are correct but others times generate weird things.
yatol Posted May 4, 2019 Posted May 4, 2019 3 hours ago, Grey Cloud said:  Hide contents   No I wasn't.   Managed to grab that just before I died. They were all plain Forsworn, no Warlords, Looters etc and Skyrim.esm was the last thing to touch them.   oh, he forgot something Quote coc qasmoke disable ai  bat the .txt and you were expecting what by placeatme lcharforwornmele05M? of course nothing overwrite that, those leveled lists are just a list of npc  lcharforworn01, it's the weakest lcharforsworn04, those one have more stats, gear or whatever, can be pick when you hit level 24 aaaforsworn, npcs add by the mod for you to may see some npc that can still do something against dragonborn in dragonbone at level 180 that's useless since most npc available are weaklings, so the game will mostly pick weaklings when you are high level  you want the game to not become too easy at high level? first you need something like requiem that remove the auto leveling of weaklings it's useless to make a weakling level 5, a weakling level 30 because you are level 30, all that weakling gain is (30-25)*5 health he is the same weakling with 7 force, 50 stamina, and a wood sword, keep the weakling level 5 for that  active effect boostupdate, given to dragonborn, updated on level up, that edit some global value (doing those check when you level up, it's better than doing it on every npc that is load) global value level10boost, that give + x global value level20boost, that give +y  perk boost, given to templates (most npc use stats from template, only 6 forsworns to edit, 6 soldiers, 6 bandits...) 01 get +x to force and other stats, +5x to health magicka stamina, and +0.5x to damage penetration (it's that that allow the weakling with his wood sword to damage a little the dragonborn in dragonbone armor) 02 get +y 06 get +z...   anyway, since you still failed to find the npcs that have a head.... if you type help forsworn in the console, you get the list of everything that have forsworn in it dialog x blabla forsworn weapon y forsworn something npc z forsworn looter  it's npc z you have to placeatme, not npc forswornradius100, forsworn2hand (they use traits from another npc, if a npc replacer replace them... he have waste his time for nothing)   Â
Andy14 Posted May 5, 2019 Posted May 5, 2019 @Grey Cloud What happens if you change the weight of the NPC (from your first post)? In console, click on the NPC and type setnpcweight 100 (or 0 or whatever).
Grey Cloud Posted May 5, 2019 Author Posted May 5, 2019 4 hours ago, Andy14 said: @Grey Cloud What happens if you change the weight of the NPC (from your first post)? In console, click on the NPC and type setnpcweight 100 (or 0 or whatever). I don't know, I've removed Revenge of the Enemies and the problem has gone.
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