[Q] About Random Spawns

Post » Thu May 31, 2012 4:31 am

*** EDIT

I'd like to turn this into a bug report. The bottom line is creatures and npcs that I raise end up apearing later in the game and jump me when I spawn from a fast travel. Read the thread, but it mostly culminates into *no mods and testing with some saves which I can make available for anyone else who might be willing to try.

***

>Original post

In the last week or so I've starting noticing some odd random spawns that I never noticed in my earlier plays. It started at the Markarth stables where there was a Bear just sitting around seemingly ignoring everybody and laying there until my Follower alerted and we had to fight it point blank. The next time there was a Bear right outside the Understone Keep gate inside Markarth.

Then random Bandits at gates or inside towns. Then today, in one play through of about 5 hours, I exited the Thieves Guild through the graveyard and there was a Falmer in mid fight with a guard, once killed that Guard immediately ran into Riften proper where I followed to find almost the whole town and the entire regiment fighting another Falmer.

About two hours later, I ported to Whiterun Stables and landed smack dab in the middle of two Dremora, two Foresworn and about 6 Draugr whipping shouts and arrows at everything including me.

So, like, this was definitely not happening before and although I never finished the game before, I've gotten to this point before without all this happening. So I was wondering if there was something specific that would be tied [game play wise] to these events.

The only mods I use are Conjuration/magic tweak mods. No AI mods or spawn mods.

Don't get me wrong, I think it's cool and all - if it is, in fact, part of the game. I'm just hoping some modder hasn't gone rogue with an update.
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Marion Geneste
 
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Post » Thu May 31, 2012 2:03 pm

It's got to be the mods. :o I'm on PS3 and have never seen anything that weird. Can you conjure all of the 'creatures' you've seen? I've never played a Mage so IDK exactly what all you can conjure/summon.
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Dale Johnson
 
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Post » Thu May 31, 2012 5:32 am

No. I can only conjure Atronachs. But I can raise undead.

If it's a mod then the modder must have gone rogue because I don't use those kinds of mods.

+increasedbountyrewards
+dualcastingcostfixed
+investedmagic
+unreadbooksglow
+necromancy tweak
+magickaregen
+sos - the wilds
+barenziahquestmarkers
+BoundWeapons_v1
+getnpcinfo

Here's the screenshot from when I landed at Whiterun Stables
http://img689.imageshack.us/img689/669/2012031600006.jpg

Is it possible that somehow a mod is recalling my raised conjures from the past and spawning them randomly when I spawn at a location?
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Yonah
 
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Post » Thu May 31, 2012 10:52 am

With all the scripting changes that have gone on, and the number of mods that people are still using that were not created with the CK, it is not surprising that weird things like this happen in this game.

So, the first thing you have to do is load up the game with no mods selected and see what happens.
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Dominic Vaughan
 
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Post » Thu May 31, 2012 4:43 am

Interesting. Funny as hell, though. :P
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oliver klosoff
 
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Post » Thu May 31, 2012 4:32 am

All these mods were downloaded through the Workshop and I'm sure [although I can't be 100% certain] they were made after with the CK.
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Vincent Joe
 
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Post » Thu May 31, 2012 3:41 pm

You can deactivate each mod one by one and try and find out which mod is causing the problem, then you can inform the mod maker of the issue you are experiencing.
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Ashley Tamen
 
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Post » Thu May 31, 2012 11:41 am

Okay so this is *definitely not* part of the vanilla game then - is what I'm getting...
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Mario Alcantar
 
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Post » Thu May 31, 2012 5:15 am

Okay so this is *definitely not* part of the vanilla game then - is what I'm getting...
Not at all, though it's like a dozen times more hilarious.
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Jonathan Windmon
 
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Post » Thu May 31, 2012 7:46 am

Oh and another weird thing today - I stepped out of the Katariah after killing the Emperor and the sky was bright using the Sovngarde sky. Stayed like that for a while then turned into a normal cloudy sky then the next night it came back again. I don't know if it's possible for the Sovngarde sky to show outside of Sovngarde [I've never played that far] but it's appeared twice now.

Looking at my mod list, the last one I download was getnpcinfo on the 11th and the last one that updated was dualcastcostfixed on on the 1st. I'm pretty sure all this started happening after I installed the getnpcinfo mod but that's not to say it is the cause.
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Mariaa EM.
 
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Post » Thu May 31, 2012 5:08 pm

Thaaaaaaat's not supposed to happened, either. Though again, really nifty.
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LADONA
 
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Post » Thu May 31, 2012 1:39 pm

Um...

Check mods one by one.

I'd hate to see what the thalmor embassy looks like...
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Shae Munro
 
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Post » Thu May 31, 2012 9:54 am

I love it, surely adds some life to your game huh. Albeit not very realistic. :P If you want to correct it again, I'd suggest disabling all the mods, testing out the game whether it's not your own game whose AI went all crazy on you. Afterwards, enable your mods one by one, try it out, and see what the results are. When it happens again, you'll know which mod is causing this stuff.

Um...

Check mods one by one.

I'd hate to see what the thalmor embassy looks like...
like Disney's magic castle! :biggrin: With Elenwen turned into Minnie Mouse of course.
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danni Marchant
 
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Post » Thu May 31, 2012 8:23 pm

Last night I disabled getnpcinfo but I can't disable the rest. I mean, I can, but I wont. Plus I don't believe they have any impact on these events. I checked them in the Ck and they are, for the most part, clean.
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Davorah Katz
 
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Post » Thu May 31, 2012 7:06 pm

I'd hate to see what the thalmor embassy looks like...

Me, too: Overpopulated!

The trouble is that you can't be sure if a mod has farkled some aspect of the game by accident. If you have the CK, run it, find the mod, and check the data on the mod. There may be things there that would scald an Irish monk to sobriety! :foodndrink:
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Skivs
 
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Post » Thu May 31, 2012 4:36 pm

I've since disabled a few more. These are the only mods I have running now.

+increasedbountyrewards
+dualcastingcostfixed
+unreadbooksglow
+magickaregen
+sos - the wilds
+barenziahquestmarkers

I played for a few hours today with about three in-game days passing. When I ported to Dragon Bridge, a Draugr was there waiting. I'm starting to get the feeling this has nothing to do with mods. And I started another thread in the PC section relating to a sudden loss of 200 Magicka [debuffed 200 magicka points] and gain of 14 Health [with a perma buff].
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NIloufar Emporio
 
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Post » Thu May 31, 2012 9:37 am

I've read some posts here that have me believing there are some code-texture mix-ups. :P Like a hostile fox was coded as a wolf, but had the texture of a fox and a docile sabre cat was coded as a fox, but had the texture of a sabre cat, etc. Of course, hating Microsoft makes me believe that a PC would F those things up even more. :lol:
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Adam Baumgartner
 
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Post » Thu May 31, 2012 9:15 am

:|

Either it's a hoax or you've had too much skooma.
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Cheville Thompson
 
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Post » Thu May 31, 2012 7:03 am

I have a feeling its a bug with conjuring and premature death of raised dead from entering new area. When the Bear hit the first time, I had a Bear earlier that I lost trying to bring into a cave. Later I grabbed another bear [I'm partial to Bears and Cats] and it died prematurely as well. Then it was Bandit Thugs wraping up some Jarl bounties... then those Falmer hit in Riften after I did some drwarven ruins missions ... and of my longest playthough, I had that cluster puck at Whiterun stables with the Foresworn, Draugr and Dremora Kynreeve from after a solid day of wasting them and finishing the Peices of the Past quest line where I had to get all the pieces of Mehrunes' Razor. [whereupon you have to kill two Dremora Kynreeve and yes, I did then raise them as pets till I lost them in a Fast Travel]
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Jordan Fletcher
 
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Post » Thu May 31, 2012 6:28 am

So yes, to sum up - I'm of the opinion that I'm getting jumped by a buggy few whom I've raised.

And sometimes I'll notice an extra few listed in my active effects list as if I have four raised undead but I only have two. For whatever reason, either by design or it's a part of this bug, 90% of the raised undead be it a human or draugr or cat/bear, will not make the transition from int to ext or vice versa. Most times, even Draugr raised in one part of the dungeon wont survive a transition into the second part of the dungeon. So given that, and given that I've seen multiple active effects for raised dead that are no longer raised, something broke somewhere and it seems to me it's culminating in these random spawning when I land somewhere.
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Marcin Tomkow
 
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Post » Thu May 31, 2012 6:00 am

So a Dragonborn walks into a bar and see's a http://img341.imageshack.us/img341/4177/2012031800010.jpg. Then all of a sudden, the http://img834.imageshack.us/img834/1818/2012031800012.jpg and 4 seconds later, dies.
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Nuno Castro
 
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Post » Thu May 31, 2012 2:31 pm

Well.... I'd disable SoS if I were you - see this thread for someone who had an "additive" in a "not-content" mod: http://www.gamesas.com/topic/1359388-bubbles-ghost-horse/

No, his issue wasn't with SoS, but that's the most likely culprit of the ones you listed for the sort of issues you're having.
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Kahli St Dennis
 
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Post » Thu May 31, 2012 7:09 pm

Thanks Serethil, I can disable SoS and see if that makes a difference. At least up until now, I know the other mods I disabled wheren't influencing this so if it is a mod, it must be one of the one I'm still using.
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des lynam
 
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Post » Thu May 31, 2012 9:21 am

Logical.... boy it's weird though! Hope you figure it out, just so the next guy with the issue has somewhere to start! Oh hey - IF it turns out to actually be one of the mods, you might consider posting to the mod comments section on the nexus (or wherever you got the mod) what it was doing etc. so the author can attempt to fix it.
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Anna S
 
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Post » Thu May 31, 2012 8:14 am

Thanks for the heads-up, Serethil. I have that mod and have never gone back to that location. I need to see Bubbles for myself. I don't like extraneous things added that aren't expected in a mod.

I did have one other glitch with that mod. I found that any cell I modified that had open water caused the water texture to change (from calm to small waves) and flow to reverse and increase. I was pulling my hair out trying to find water characteristics for a cell (still can't figure it out, there's nothing defined in any of them). Then I removed the mod, and the water was same as default: ugly. So I added the mod, put it last in load order, and all's well.
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stevie trent
 
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