Jump to content

I have no greeting


Recommended Posts

Posted

Before you ask, yes, I've tried the solution in UESP wiki.

Still does not work, Agronak Gro Malok and every CM partner tell me "I have no greeting", even with console commands, going to Shivering Isles and back to Oblivion world, there is still trouble.

 

Thank you in advance.

 

Here is my mod list:

 

 

00 Oblivion.esm
01 Enhanced Genetics Overhaul.esm [Version 1]
02 Maxim - Cazy and Kijiko Hair.esm
03 Lovers with PK.esm
04 CM Partners.esm
05 Hair Style Master.esm
06 Unofficial Oblivion Patch.esp [Version 3.5.3]
07 Oblivion Citadel Door Fix.esp
08 DLCShiveringIsles.esp
09 Unofficial Shivering Isles Patch.esp [Version 1.5.7]
** Oblivion Vwalk UOS.esp
** DLCShiveringIsles Vwalk UOS.esp
++ DLCShiveringIsles Vwalk DG_DS UOS.esp
0A atmospheres.esp
0B PowerAttack Voicemod.esp [Version v1.32]
0C PowerAttack Voicemod - The Shivering Isles.esp [Version v1.32]
0D Brucevayne's Sound Sets.esp [Version 2.7]
0E GOSH.esp
0F GOSH Region Ambiance.esp
10 BrumasNorthernLights.esp
11 DialogTweaks.esp [Version 1.2.1]
12 Raestloz Auto Reset Emotion.esp
13 SnowGusts.esp
14 TGIN.esp
15 Oblivion Fragrance.esp
16 OblivionReloaded.esp
++ OblivionReloadedArenaCombat.esp
17 Dynamic Map.esp [Version 2.1.1]
18 HouseMapMarkersOnlyBought.esp
19 FastEquipping.esp
** EVE_StockEquipmentReplacer.esp
1A VipCxj_HighHeels.esp
1B DG Jewelry for All.esp
1C Immersive Weapons.esp
1D VipCxjHHTest.esp
1E R18PN - Lingeries.esp
1F Red Diamond Jewerly.esp
20 Divine EleganceEnglishV.esp
21 ImpeREAL City Unique Districts - All the Districts - Merged.esp
22 Farolillo.esp
23 The Imperial Water.esp
24 The Gilded Carafe.esp
25 Knights.esp
** Knights Vwalk.esp
** EVE_KnightsoftheNine.esp
26 BettysButterflies.esp
27 xuldarkforest.esp [Version 1.0.5]
28 xulStendarrValley.esp [Version 1.2.2]
29 xulTheHeath.esp
2A xulEntiusGorge.esp [Version 1.2.1]
2B xulFallenleafEverglade.esp [Version 1.3.1]
2C xulColovianHighlands_EV.esp [Version 1.2.2]
2D xulChorrolHinterland.esp [Version 1.2.3]
** xulChorrolHinterland Vwalk.esp
2E xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.5]
2F xulBravilBarrowfields.esp [Version 1.3.5]
** xulBravilBarrowfields Vwalk.esp
30 xulLushWoodlands.esp [Version 1.3.3]
31 xulAncientYews.esp [Version 1.4.4]
32 xulAncientRedwoods.esp [Version 1.6]
33 xulCloudtopMountains.esp [Version 1.0.3]
34 xulArriusCreek.esp [Version 1.1.4]
35 xulPatch_AY_AC.esp [Version 1.1]
36 xulRollingHills_EV.esp [Version 1.3.3]
** xulRollingHills_EV Vwalk.esp
37 xulPantherRiver.esp
38 xulRiverEthe.esp [Version 1.0.2]
39 xulBrenaRiverRavine.esp [Version 1.1.1]
** xulBrenaRiverRavine Vwalk.esp
3A xulImperialIsle.esp [Version 1.6.8]
** xulImperialIsle Vwalk.esp
3B xulBlackwoodForest.esp [Version 1.1.1]
3C xulCheydinhalFalls.esp [Version 1.0.1]
3D xulAspenWood.esp [Version 1.0.3]
** xulAspenWood Vwalk.esp
3E xulSkingradOutskirts.esp [Version 1.0.2]
** xulSkingradOutskirts Vwalk.esp
3F xulSnowdale.esp [Version 1.0.6]
40 xulCliffsOfAnvil.esp [Version 1.1.3]
** xulCliffsOfAnvil Vwalk.esp
41 xulSilverfishRiverValley.esp [Version 1.0.4]
42 xulJerallGlacier.esp [Version 1.0.2]
43 xulTheEasternPeaks.esp [Version 1.2]
** xulTheEasternPeaks Vwalk.esp
44 Elz - No Floating Weapon.esp
45 EVE_ShiveringIslesEasterEggs.esp
46 ExpandedGreetings.esp [Version 1.0]
47 Improved Fires and Flames - Increased Sound.esp
48 Lush & Gaudy Damn Greens.esp
49 Lush & Gaudy Damn Greens GC CH Tree Cull 5.esp
4A Lush & Gaudy Give Me Some Moor Trees.esp
++ Lush & Gaudy FG.esp
4B PhysTaps Teaser Imperial Arena_Merchants Inn.esp
4C LoversAdultPlayPlusforSSP.esp
4D LoversVoiceSSPplus.esp
4E LoversBed.esp
4F LoversPayBandit.esp
50 Lovers with PK.esp [Version 96v5]
51 LoversBackup2.esp
52 LoversRapeSlave.esp
53 LoversMB2.esp
54 LoversLight.esp
55 tbskGuardsFeatures.esp
56 VisiblyUnlimited.esp
57 RefScope.esp [Version 2.1.2]
58 SpellSinger.esp
59 'Eagle Eye' Realistic Archery v1.0 Fixed.esp [Version 1.0]
5A Duke Patricks - Actors Can Miss Now.esp
** Woman's Move - Animation Replacer.esp
5B Cazy Hairs.esp
5C Coolsims627.esp
5D Corean_hair_for_Original_race.esp
++ EVE_KhajiitFix.esp
5E Falling Leaves.esp [Version 1.0]
5F Falling Leaves - UL LushWoodlands Patch.esp [Version 1.0]
60 LoversIdleAnimsPriority.esp
61 LoversAnimObjectsPriority.esp
62 Enhanced Genetics Overhaul - VanillaRaces.esp
63 Enhanced Genetics Overhaul - Cosmetic Addons .esp [Version 1]
64 PlomsOrcOverhaul v1.2.esp
65 0PeggHairCompil01-05.esp
66 Oblivion Character Replacer.esp
67 Merged Races2.esp
68 witcher2 elven statue demo.esp
++ normal_ghost.esp
69 OR_Gameover.esp
6A SnusDungeons_EnglishCellNames.esp
6B SnusDungeons_GermanCellNames.esp
6C TellPeterAtmospheres3.esp
6D ZKECSummerShoes.esp
6E ShadderHeelsSeasonOne.esp
6F InstantKillAdv.esp
70 Bashed Patch, 0.esp
71 Quiet.esp

 

 

Posted

You have too many mods that are going to conflict with one another.  If you can't bear to pear down your mod list, your are going to have to bug hunt the no greeting problem with Tes4edit to find what mod is killing your dialogue.  It might be a mod that has dirty edits.  Hard to tell with that many mods running.

 

You also need to scrutinize each and every mod installed to make sure you are only running what you must.  Case in point:

6A SnusDungeons_EnglishCellNames.esp
6B SnusDungeons_GermanCellNames.esp
You need to pick one and only one.  Since the German Cell names is lowest in the load order, it is going to overwrite the English cell names.  
 
Hope that helps.
Posted

 

You have too many mods that are going to conflict with one another.  If you can't bear to pear down your mod list, your are going to have to bug hunt the no greeting problem with Tes4edit to find what mod is killing your dialogue.  It might be a mod that has dirty edits.  Hard to tell with that many mods running.

 

You also need to scrutinize each and every mod installed to make sure you are only running what you must.  Case in point:

6A SnusDungeons_EnglishCellNames.esp
6B SnusDungeons_GermanCellNames.esp
You need to pick one and only one.  Since the German Cell names is lowest in the load order, it is going to overwrite the English cell names.  
 
Hope that helps.

 

 

Thank you for pointing the german cell names, almost forgot to uncheck that mod.

The good thing is I've already figured out that PlomsOrcOverhaul was making Gro-Malok telling me he had no greetings. But CM partners keep telling me the same no matter what. I have only Oblivion.esm CMpartners.esm and Quiet.esp activated.

Posted

Use Tes4edit (grab it from the Nexus) and use it to look at every mod that impacts the CM partners mods.  That is the fastest method of finding the culprit.

Posted

Actually found no conflicts. But noticed something weird:

DLCshiveringisles only has 1Kb of information, it is not reasonable that a new world uses such a tiny space in disk

Then I used the verify cache on steam, and downloaded a missing file, but the .esp keeps being the same.

Is this norma?

Posted

The esp file doesn't contain anything more than text in the form of data and scripting.  It is the bsa files that contain the meshes, textures and so on.......which are what results in large file sizes.

 

As for no conflicts......obviously there are with your no greeting problem.  You are going to have to dial down to look at what mods impact the CM partners esp/esm.  One of those mods is the conflict, as it is killing their dialogue.  Fixes for this might be load order adjustments coupled with bashed patching.  We can't do this for you unfortunately as it is unlikely that anyone is running exactly the same mods that you are.

 

Remember, with Oblivion, the lowest mod in your load order, in cases of conflict "wins" the conflict.

Posted

Actually, it's extremely reasonable and is in fact the esp's size.

 

Other esp use way more disk space, Snusdungeons use 9550 kb, with less content

The esp file doesn't contain anything more than text in the form of data and scripting.  It is the bsa files that contain the meshes, textures and so on.......which are what results in large file sizes.

 

As for no conflicts......obviously there are with your no greeting problem.  You are going to have to dial down to look at what mods impact the CM partners esp/esm.  One of those mods is the conflict, as it is killing their dialogue.  Fixes for this might be load order adjustments coupled with bashed patching.  We can't do this for you unfortunately as it is unlikely that anyone is running exactly the same mods that you are.

 

Remember, with Oblivion, the lowest mod in your load order, in cases of conflict "wins" the conflict.

I know it already, esp its just a script file, I've made some mods myself.

I've disabled every single plugin except for Oblivion.esm, CMpartners.esp and Quiet.esp (the companion plugin), but the partner keep telling me the same, and I've tried using other CM partners with the same result.

Sorry if I'm not clear, English is not my native language, if you get some confusion with the things I describe, please tell me so I can both improve my english and solve this issue. Thank you again for yout time.

Posted

 

Actually, it's extremely reasonable and is in fact the esp's size.

 

Other esp use way more disk space, Snusdungeons use 9550 kb, with less content

 

 

Correct, and your point is...?

 

A land-mass takes almost no space on disk; any objects *placed* take almost no space on disk as they are literally an ID, cell ID and X,Y,Z positions and X,Y,Z rotations in a coded fashion (land-masses are similarly coded).

Posted

The dlcshiveringisles.esp simply activates the bsa's. When SI gets installed, it also replaces the oblivion.esm. There's more SI stuff there .

Posted

 

 

Actually, it's extremely reasonable and is in fact the esp's size.

 

Other esp use way more disk space, Snusdungeons use 9550 kb, with less content

 

 

Correct, and your point is...?

 

A land-mass takes almost no space on disk; any objects *placed* take almost no space on disk as they are literally an ID, cell ID and X,Y,Z positions and X,Y,Z rotations in a coded fashion (land-masses are similarly coded).

 

I'm still confused about that, but @Comrade Fienyx just gave me the answer:

The dlcshiveringisles.esp simply activates the bsa's. When SI gets installed, it also replaces the oblivion.esm. There's more SI stuff there .

 

So, if Shivering Isles is already in oblivion.esm, the problem is there. But I've tried to look for conflicts in TES4edit and found nothing. And things are getting worse: now TES4edit looks weird and doesn't let me see the information when a look to a refID.

Posted

 

 

 

Actually, it's extremely reasonable and is in fact the esp's size.

 

Other esp use way more disk space, Snusdungeons use 9550 kb, with less content

 

 

Correct, and your point is...?

 

A land-mass takes almost no space on disk; any objects *placed* take almost no space on disk as they are literally an ID, cell ID and X,Y,Z positions and X,Y,Z rotations in a coded fashion (land-masses are similarly coded).

 

I'm still confused about that, but @Comrade Fienyx just gave me the answer

 

While his answer is correct, what I've tried to say was that, in general, large land-masses don't necessitate large filesize.

 

Allow me to provide a few examples: VToy ("Claudia's Little Secret" esp) takes up 15mb. The amount of content in that mod? Huge. Enormous. How much of that is taken by land-mass? Almost none.

 

The Lost Spires - again, huge mod. 3mb. Landmass size? Negligible.

The land masses don't dictate the filesize, because they mostly work by referencing other objects. The definitions of those objects is what takes up the size (well, that and scripts).

 

SI does have some size to it - if you compared the patched Oblivion.esm to the base Oblivion.esm you'd realize it's actually far more than 1kb, *but* the point of my argument was that the size of the esp doesn't say much about the content of the mod.

 

One final example: I've created a mod to merge all my clothing mods. It contains no land-masses, no huge sprawling zones. No scripts. It's size? Rivals The Lost Spires.

How? Simple, dozens upon dozens of item records.

Posted

 

I've disabled every single plugin except for Oblivion.esm, CMpartners.esp and Quiet.esp (the companion plugin), but the partner keep telling me the same, and I've tried using other CM partners with the same result.

 

How do you test it?  You load a save just next to the NPC with the "No Greetings"  bug ?

 

Load an old save before you ever met the NPC. Or start a new game.

Normally dialog checks are not in your game save, but I once had the same problem, the NPC always said " I have no Greetings".( after checked and changed dialog conditions ). I had to load a old save before I had spoken the first time with the NPC.

So test your "No Greetings" NPCs with old saves or start a new game.

 

-----------------------------------------------

If you already tried a new game with only Oblivion esm and CM and you have the "No Greetings" bug., delete CM

 

I don't use CM, but I know many people say it is a buggy and unstable companion system.

Use MCS http://www.loverslab.com/topic/1569-mad-companionship-spells-mcs-extension-humantouchnpc/

You can make every NPC your companion.

And you can use the CMpartners companion.

!!! You must delete the CMpartners companion scritp from the NPCs. Or better remove the script from the NPCs and remove the CMpartners Masters files ( the base CMpartners.esp or esm ).  !!!

Then you have the NPCs (without any conflicting CM scripts) and you use MCS.

 

Posted

 

 

I've disabled every single plugin except for Oblivion.esm, CMpartners.esp and Quiet.esp (the companion plugin), but the partner keep telling me the same, and I've tried using other CM partners with the same result.

 

How do you test it?  You load a save just next to the NPC with the "No Greetings"  bug ?

 

Load an old save before you ever met the NPC. Or start a new game.

Normally dialog checks are not in your game save, but I once had the same problem, the NPC always said " I have no Greetings".( after checked and changed dialog conditions ). I had to load a old save before I had spoken the first time with the NPC.

So test your "No Greetings" NPCs with old saves or start a new game.

 

-----------------------------------------------

If you already tried a new game with only Oblivion esm and CM and you have the "No Greetings" bug., delete CM

 

I don't use CM, but I know many people say it is a buggy and unstable companion system.

Use MCS http://www.loverslab.com/topic/1569-mad-companionship-spells-mcs-extension-humantouchnpc/

You can make every NPC your companion.

And you can use the CMpartners companion.

!!! You must delete the CMpartners companion scritp from the NPCs. Or better remove the script from the NPCs and remove the CMpartners Masters files ( the base CMpartners.esp or esm ).  !!!

Then you have the NPCs (without any conflicting CM scripts) and you use MCS.

 

 

I've tried with some save file I downloaded from nexus, but never with a new game. If the companions keep telling me that, I'll consider using MCS. I supose I can remove the script in TES4Edit.

Thank you, fejeena, you have helped me a lot of times here.

 

Posted

I only have a very old CM version. I installed the esm and checked it with TES4Edit

Maybe you must delete more.

In my base CM esm are some NPCs with more CM stuff, maybe in other CM Mods the NPCs also use more CM stuff.

Here a example from the CM Partners.esm . The NPC use CM faction, spell, AI package and combat Style, and of course the Script

 

post-3205-0-45647500-1466826373_thumb.jpg

post-3205-0-85589500-1466826384_thumb.jpg

post-3205-0-76977600-1466826396_thumb.jpg

 

If you use a CM Mod ( not a companion from the esm) and you have problems to remove the "CM Partners.esm" Master entry.

Keep the esm or replace it with a dummy file.

You can use the CM Partners.esm and delete all entries.

post-3205-0-25463700-1466826405_thumb.jpg  select all and delete, except the File Header.

post-3205-0-49438100-1466826422_thumb.jpg  and you have a dummy CM Partners.esm ( No unnecessary scripts running in the background )

Posted

 

 

I only have a very old CM version. I installed the esm and checked it with TES4Edit

Maybe you must delete more.

In my base CM esm are some NPCs with more CM stuff, maybe in other CM Mods the NPCs also use more CM stuff.

Here a example from the CM Partners.esm . The NPC use CM faction, spell, AI package and combat Style, and of course the Script

 

attachicon.gifCM1.jpg

attachicon.gifCM2.jpg

attachicon.gifCM3.jpg

 

If you use a CM Mod ( not a companion from the esm) and you have problems to remove the "CM Partners.esm" Master entry.

Keep the esm or replace it with a dummy file.

You can use the CM Partners.esm and delete all entries.

attachicon.gifCM4.jpg  select all and delete, except the File Header.

attachicon.gifCM5.jpg  and you have a dummy CM Partners.esm ( No unnecessary scripts running in the background )

 


 

Thank you for your help fejeena, now I can manage to make Quiet follow me, using the spells from MCS

But the "no greeting" issue is still there. I suppose she has no specific dialog, but I have no idea how to add her some things to say. I've tried with a new game and an old save game, but got same results.

Posted

Some dialogs must play, some are gender, race, faction independent.

Can you PM me the Quiet.esp ? If necessary I add some greetings.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...