Oblivion
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Phitt

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Phitt

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44 comments

  1. hfffoman
    hfffoman
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    This is a nice piece of work. Unfortunately, and it's hardly the mod's fault, it conflicts badly with Roads of Cyrodiil, which includes New Roads and Bridges. I had 4 travelling merchants sitting in a gully under a bridge unable to move and flickering horribly. I don't think it has anything to do with load order but for the record BOSS is putting it before Roads of Cyrodiil. I am not certain, but I think the problem must have been caused by spawning and it wouldn't be hard to solve the problem by adjusting the spawn points so they don't spawn under bridges introduced by Roads of Cyrodiil. I don't think there are any other widely used mods that add bridges.
    1. CarlosS4444
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      You could try to load it after RoC manully - inside your BOSS\oblivion folder you should have userlist.txt file. In that file you may define custom load order that will override BOSS'.

      You may just copy this:
      OVERRIDE: PTRoamingNPCs.esp
      AFTER: Roads of Cyrodiil.esp

      and then run BOSS (and rebuild bashed patch if you have it). Then you could post if the problem's gone or not.
    2. hfffoman
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      Thanks, that's neat. In the past (a long time ago) I manually edited the masterlist.
    3. CarlosS4444
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      NP. To test it properly you would probably need an older savegame, somewhere far from that bridge, then travel there, wait for a while (like 24+ hours). The best would probably be a save downloaded from the Nexus just after the tutorial sewers.

      Also, where is that bridge located, what's the nearest landmark? I'd like to test it myself in some time, as I have both mods.

      EDIT: OTOH I heavn't seen any pathgrid edits in Roaming NPCs... Might be Roads of Cyrodiil issue after all. But I'd like to test it yet.
    4. hfffoman
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      I have tested it with the altered load order and it seems to work ok now, though of course it might be that the problem was caused by a chance spawn and the travellers happened to spawn in a safe place this time. With a bit more testing this should perhaps go into the next masterlist issue.
    5. hfffoman
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      If you head West from Imperial City across the long bridge, then turn left at Weye and head south a short way, you come to a small ridge over a gully. The travellers were stuck in the gully directly under the bridge.
    6. CarlosS4444
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      I've checked it out with classic load order (first RN then RoC) , and there were no stuck NPCs under that bridge, so it may be somewhat random.

      If you happen to notice the bug again with the changed load order, that would prove us that it's a load order independent bug.

      It's a possibility that path grids made by RoC around that bridge may cause an incompatibility with RN though.

      EDIT: this is how the pathgrids look around that area: https://imgsafe.org/image/fba0dce623 console command to toggle path grids is: TGL.
    7. hjhoang2512
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      Hi, i know this is considered necroed. But you need road record from RoC. Which add pathing on new roads ands trails from RoC for NPCs. That should fix pathing problems. The only thing should be worry about is spawn point.
  2. Ffinnegan
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    I found a small glitch due to an incompatibility between this mod and Simple Horse Utilities. Given that both mods add textures for saddlebags that have different models, and that these textures are named the same (saddlebag.dds and saddlebag_n.dds), they cannot coexist I believe, unless you give the saddlebag text of your mod a different name, either your textures or the Simple Horse Utilities' textures prevail. Obviously, there is a misalingment issue in such case. Great mod, nonetheless!
    1. Ffinnegan
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      Update:
      For anyone encountering a similar misalingment issue (partially mismatched and black texture on the saddlebag added by Simple Horse Utilities), read below:
      I have managed to fix the issue very easily (in MO2), by just viewing the two mods folders in explorer and replacing Roaming NPCs' .nif file for the saddlebag with the one from Simple Horse Utilities (which is slightly bulkier), and just renaming it to match the original mod .nif filename. No misalignment in this case, and there are no clipping or other issues on the horseback merchant.
    2. ddmodNXS
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      A simpler fix, at least in Wrye Bash (and I was under the impression that MO2 had the exact same functionality but may be mistaken) is to set this mod to right above/before Simple Horse Utilities in the *install* order. Wrye Bash would assign the later mod's asset, from Simple Horse Utilities in this casem greater priority over the earlier one and take care of everything without the user having to manually manipulate files.
  3. Cadances
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    Pretty cool mod. I met a Battlemage when clearing Crowhaven, man carried me through it. Endorsed!
  4. Durakwolle
    Durakwolle
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    Unfortunately Phitt seems to be no longer active here...


    Playing this nice mod seems to cause crashes on my game.
    Opening the esp in the CS(E) shows following messages:

    [CS]Unable to find Quest Reference (00045764) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00013564) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000135B2) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0001383C) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00015641) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000135ED) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0001354B) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0001351B) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00012105) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00011F9D) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000120E9) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000133BF) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000120EA) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000135B4) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00013643) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00013642) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000135EC) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00015639) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00017D0F) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0001DA86) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0004A755) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000135EB) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00071002) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0006A7ED) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0007EC67) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0005E2B7) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0005E2B6) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00019D65) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00018E8C) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0008C0E4) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0003B819) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00061C51) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000120DA) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00066EBE) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0006D602) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00044C44) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00071FE1) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00042B9C) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000452EA) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00073236) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00078512) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00078513) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000790CF) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00081DD5) on Topic "GREETING".
    [CS]Unable to find Quest Reference (000807A4) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00012100) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0001E986) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0001E985) on Topic "GREETING".
    [CS]Unable to find Quest Reference (0003BE84) on Topic "GREETING".
    [CS]Unable to find Quest Reference (00060952) on Topic "GREETING".

    As I'm not very firm in editor (script and quest) usage, I'd like to ask you: May this be the cause for my ctd problems?
    And if so: Could someone please give me advice on how to fix things?

    Thanks in advance,
    really like this mod and would like to play it, but I fear I'll have to disable it if I can't find a solution for my problem...


    Edit:
    I deleted the related quest (follower-quest; NPCs cannot be hired anymore...) and disabled the script for every npc that is using it. CSE doesn't show any errors now. Maybe that helps stabilizing the game.

    And by the way: I use OOO and MMM, so there MIGHT be an issue with them and Roaming NPCs...
    1. panchobobsullivan
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      Would you be able to upload your version of this mode where you deleted the scripts as i had the same issue, but don't know how to use construction editor or anything like that. I only need this mode to populate the world.
    2. LuxDivinity
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      I don't get any of these messages, when opening the esp with CSE, you look at the console window right?
    3. CarlosS4444
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      The first advice would be: check out EngineBugFixes. Chances are that your crashes will be solved by using it (requires OBSE).
    4. Dispensation
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      You need Shivering Isles installed. Those are Shivering Isles dialog references.
  5. d181sp1
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    Been using this forever.  Tried many of the traveling/crowded roads type mods over the years and keep on using this one.  Gets it just right.
  6. sylar0712
    sylar0712
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    Seven years later, I'm playing Oblivion again and this little mod makes a huge different in my game. Thanks for it!
  7. marob307
    marob307
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    Do they respawn?

    I lot of casualties with MMM.
    1. marob307
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      YES THEY RESPAWN
  8. KoderOne
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    I've been installing a couple of mods that add NPCs to the game world (Crowded Roads Advanced, Crowded Cities, Tavern-Goers). So far I like this mod the most, since it's NPCs are really useful for a change. Unfriendly NPCs can be challenging, but they're never overpowered. The merchants are an absolute bonus. Walking through the wilderness your inventory bursting with loot, seeing a merchant on the road on his horse is always a welcome sight and they sell some useful (not overpowered) stuff like enchanted arrows and potions. The NPCs are also well designed considering their appearance and the gear they are carrying, especially the adventurers. This mod results in some epic and interesting battles, since the NPCs really make use of what they got, potions, staffs, spells, enchanted items. Sometimes you see a fight happening, you choose sides not knowing if the guy you're helping will attack you later on (which does make a lot of sense from a role play point of view, when you stole his loot right in front of him), other times you are in a fight with an NPC or creature and out of nowhere someone's coming to your aid (who is not a Legionaire which kill anything with three strikes). Friendly NPCs will greet you so friendly, always puts a smile on my face. Most non-boring NPC-mod I've played so far and I feel like a lot of love went into making it. Definetly endorsed.
  9. imready86k
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    The mod causes crashes by itself to Shivering Isles (unmodded). It makes bandits in bandit camps not appear (perhaps roaming), so when they are not at their "post", or vanilla starting location... crash.

    I also noticed many crashes around Oblivion. I'm 98% this mod will crash your game often at certain areas, consistently, (until removed) in Shivering Isles. I'm still completing the Shivering Isles quests, so I have yet to come back to Cyrodill and test to see if the crashes are gone there too. (hence 60% sure it crashes Cyrodill)

    I didn't expereince any crashes indoors. Only at exteriors.

    If you don't see the bandit where he is suppose to be... its the "da da da da" jaws shark gonna crash you in 2-3 seconds, and a bigger ship is not going to save you. Crash!

    Otherwise the mod looked promising.

    On a more positive side note...

    If the mod didn't crash, it would be worth keeping.
    1. CarlosS4444
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      No, this mod doesn't make any bandits roam. It only adds new ones. I don't see anything in there that would crash Shivering Isles as you said. Any details? When the crash occured?

      This mod doesn't even touch Shivering Isles, it has only Oblivion.esm as a master file. Your crashes may not be related to this mod in any way.
    2. KoderOne
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      I'm 99.9% sure your crashes have nothing to do with this mod and it would be a matter of common decency to make sure BEFORE opening your post with a bold statement like "This mod causes crashes..." As it has been said, it doesn't do anything in the shivering isles. Your problem may result from a conflict between any of your other mods, bad load order or whatever. I haven't experienced any problems so far in and out of the shivering isles.
  10. Bess
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    Thank you, Phitt. This is another of my favourite can't-do-without mods. I love thinking I'm all alone in the middle of nowhere and then running into a wandering adventurer. They're so friendly, too!