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Mixxa77

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mixxa77

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50 comments

  1. Holerhum
    Holerhum
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    Cool mod, but I'm wondering, those groups will spawn even after the main quest completion? And a group related to an oblivion gate would respawn if the latter is banished?
    1. mixxa77
      mixxa77
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      If there are no oblivion gates (because it is closed or because the main quest is complete) there should be no more groups appearing.
  2. redlightvirus
    redlightvirus
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    Could you make some versions for Oblivion Remastered??Thank you very much.
    1. mixxa77
      mixxa77
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      I do not think that this is currently possible.
  3. Malarkey48
    Malarkey48
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    How big are the groups? I'm hoping not too many. I'll try this mod, but I don't like to start the main quest until near the end of a game. 
    1. mixxa77
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      Group size is usually 3 to 5 NPCs.
    2. Malarkey48
      Malarkey48
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      That sounds fine then. I'm going to be playing with this mod [Fair x2 Spawns] -- should be fun. I'll let you know how it goes, one day.
  4. RozaMascheri
    RozaMascheri
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    Thank you for updating it with the only Good Morality Npcs :)!
    I still prefer the all-around version since i see it more like a Humans & Beast vs Oblivion, but still the more options the better.
    1. mixxa77
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      That is my thought as well and having options is always a good thing.
  5. firefly101
    firefly101
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    Can you release a version of this mod with only friendly NPCs? Reason I ask is I tried to edit your script in the Construction set, but it wouldn't allow me to save because you used "Call". So it wont allow the changes, it would be so much easier for your to release a good NPC version since so many have asked for this and it seems your script cannot be edited without removing something essential to your code.
    1. mixxa77
      mixxa77
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      I have now made a version that prevents the bad guys from spawning, available in "Optional Files" in the "Files" tab.

      The reason it crashed is because "Call" and some other script functions are OBSE functions, meaning you would have to start the Construction Set exe with OBSE support. Can be done with something like this, for example: https://www.nexusmods.com/oblivion/mods/48742
    2. firefly101
      firefly101
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      Thanks, I do have OSBE but did not enable support, That is good to know and thank you for a good guy version.
  6. DEEJMASTER333
    DEEJMASTER333
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    Is there a way to remove the "evil" NPCs from this mod? I've tried removing them from the plugin then from the script manually but then it causes certain factions to stop spawning.
    1. mixxa77
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      You would have to remove them from the list of possible spawns in the script and adjust the values of the elseif getrandompercent checks that spawn the parties to accomodate for the lower amount of available possible spawns.
    2. DEEJMASTER333
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      I didn't even think to edit the spawn chance values, thanks.
    3. Dawn420
      Dawn420
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      Would you happen to have that edited plugin available? Love the idea of this mod, but would like it limited to the "good" factions as well.
    4. mixxa77
      mixxa77
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      I have now made a version that prevents the bad guys from spawning, available in "Optional Files" in the "Files" tab.
  7. ElderScrollsFan001
    ElderScrollsFan001
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    This mod is a good idea 

    I have encountered some marauders at one of the gates they did not attack my character as I thought the would. Are the suppose too or is part of the mod that these marauders won't attack the player?
    1. mixxa77
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      That is intentional, in a "Those daedra are a common, bigger threat" way.
    2. ElderScrollsFan001
      ElderScrollsFan001
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      ah ok then.
    3. mixxa77
      mixxa77
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      I think the only exception to that are necromancers, but only if you joined the mages guild. Can't remember 100%, it has been a while that I made this mod.
  8. Dispensation
    Dispensation
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    Found an issue with the pathgrids (these conjurers are walking into an oblivion rock formation indefinitely):

    Spoiler:  
    Show
    1. mixxa77
      mixxa77
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      Thanks for the info! Multiple gates in the game have broken pathgrids, the issue is usually that nodes are tagged to be enabled/disabled via scripts but the scripts often don't have the correct functions attached to enable/disable them, if I remember correctly. I'm unsure if I should expand this mod to fix those though, it feels more like a job of the UOP or a standalone mod. I will think about it.
  9. marob307
    marob307
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    Good mod, but I closed like 30 hates and I only see friendly NPCs at one gate. 
    1. DEEJMASTER333
      DEEJMASTER333
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      I think if the gates have already spawned it can mess with the spawn chance of the NPCs.
    2. RacerPlume
      RacerPlume
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      Same here. I've closed at least two dozen and haven't encountered any patrols at all.
  10. DEEJMASTER333
    DEEJMASTER333
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    Since this doesn't alter the landscape, is it compatible if a mod moves an Oblivion gate? I use the Isolated Village mod and that moves the Oblivion gate to the nearby forest. Will this still work?
    1. mixxa77
      mixxa77
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      It should work fine.
    2. DEEJMASTER333
      DEEJMASTER333
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      Ok thank you.