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Post by jgf on Apr 1, 2017 21:54:43 GMT
Whenever I dispatch a Gobblin' Shaman or a Leather Niche there is about a ten percent chance I cannot loot their staves ... the staves are there, but not physically. When these creatures fall dead their staves remain floating upright in the air, but only graphically; I can see them, walk through them, but not take them, nor does looking at them display any identification. As staves are among the best loot in the game (in terms of gold per unit of encumbrance), this is somewhat annoying. Saving and reloading has no effect, the staff is still there, hanging in mid-air. (My solution so far is to cheat - since I typically get 400-1000 gold for a staff, so an average of 700, and not knowing what type of staff I'm being deprived of, I give myself, via console, 700 gold each time this occurs.) (images enhanced for clarity)
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Post by amgepo on Apr 1, 2017 23:31:51 GMT
I get the same with all kind of weapons, but that's because I changed the game setting IDeathDropWeaponChance to 0, which avoids weapons being detached from inventories and so they are deleted with the corpse. In lieu of that, I can get the weapons just from the former owner's inventory. Maybe you have a mod editing that and looking in those goblins inventories will do the trick. Otherwise, you could change that game setting in Tes4Edit or using the CS, creating a little mod, which will solve your problem and avoid orphaned weapons cluttering your game.
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Post by jgf on Apr 2, 2017 2:02:24 GMT
The staves are not in the NPCs inventories, I loot anything else they have of value (precious little with shamans and liches). This only happens with shamans and liches and only a relatively small percent of the time; I've not checked systematically, but apparently these mirage staves disappear when the bodies do.
As this has only manifested itself in my two most recent games, my first thought is an errant mod recently added, but given the sporadic nature of the issue it will be difficult to isolate.
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Post by dogonporch on Apr 2, 2017 12:42:21 GMT
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Post by jgf on Apr 2, 2017 19:53:33 GMT
That may do the trick, thanks. From the comments this is apparently a common problem with many weapons, but I just encountered it recently, only with staves, only from goblins and liches, and only occasionally. Perhaps it is triggered by some mod, or combination of mods. I wonder if this will cure the situation of killing an NPC/creature and them falling into a boulder or wall with only their feet visible, or an arm sticking out flapping like a ribbon in a breeze; you can still see part of them but cannot interact so cannot access their inventory.
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Post by amgepo on Apr 3, 2017 3:34:41 GMT
It won't avoid unreachable corpses inventories not being accessible, but that happens sparely enough to fix with the console. Just type TFC move your flying camera until you see the corpse, select it with the mouse and type: Activate Player Then grave what you need and type TFC again
TFC means Toggle flying camera, which makes it way easier to remember.
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Post by jgf on Apr 3, 2017 22:01:54 GMT
It won't avoid unreachable corpses inventories not being accessible, but that happens sparely enough to fix with the console. Just type TFC move your flying camera until you see the corpse, select it with the mouse and type: Activate Player Then grave what you need and type TFC again TFC means Toggle flying camera, which makes it way easier to remember. Thanks, I had tried using TCL to go "behind the scenes" but either didn't see the other end of the NPC/creature or couldn't activate it; will try to remember TFC next time this happens. I assume this is part of the weird physics of Oblivion - NPC sits down at a table and half the dishes fly across the room (thought Vilja was having a tantrum the first time I saw that), lamps hanging on a chain jerking and jumping like the rubber ball on a bolo paddle, Wolfgang knocked unconscious and falls inside a boulder, regains consciousness and runs around in the boulder but can't get out (reloaded to clear that one). Using one of the ragdoll mods now to eliminate some of the NPC idiocy - being knocked fifty yards away by the impact of one arrow, being sent cartwheeling twenty feet into the air and landing thirty feet away from one blow of Vilja's sword.
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Post by jgf on Apr 4, 2017 0:06:11 GMT
hmmm Download shows two txt files of 229 and 502 bytes (both blank) and an esp of 164 bytes; but extracts to two 0kb txt files and a 0kb esp, which the game says is not a valid esp. Downloaded three times using two different browsers, same result. (Posted this on the d/l page there also.)
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Post by amgepo on Apr 4, 2017 9:01:32 GMT
Just creating a new file with Tes4Edit, where you change the IDeathDropWeaponChance to 0 and then activating that file will do the trick.
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Post by dogonporch on Apr 4, 2017 14:15:04 GMT
hmmm Download shows two txt files of 229 and 502 bytes (both blank) and an esp of 164 bytes; but extracts to two 0kb txt files and a 0kb esp, which the game says is not a valid esp. Downloaded three times using two different browsers, same result. (Posted this on the d/l page there also.) I guess it's porked. Sorry about that. I use the Engine Bug Fix which deals with many of Oblivion's issues like floating weapons. But it uses OBSE. www.nexusmods.com/oblivion/mods/47085/?
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Post by jgf on Apr 5, 2017 0:02:49 GMT
Just creating a new file with Tes4Edit, where you change the IDeathDropWeaponChance to 0 and then activating that file will do the trick. Ah, very simple. ...for someone familiar with TES4Edit. I have briefly dealt with this program when BOSS mentioned a mod needed cleaning ...and am still very much at the stage of following written instructions step-by-step. Have not noticed an option to create a new file.
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Post by amgepo on Apr 5, 2017 5:54:36 GMT
You have a point. Here you are: NoLooseWeapons.esp (157 B) Just check the file in the loader or in any other load order handling utility. There shouldn't be any trouble with the load order, you can use BOSS or spare it for this time.
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Post by jgf on Apr 5, 2017 18:48:07 GMT
Thanks amgepo. Hopefully no more ethereal staves now.
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Post by dogonporch on Apr 6, 2017 17:29:05 GMT
If I recall correctly, the floating weapon bug is related to use of more advanced skeleton nifs...but the drop weapon = 0 might end-run that nicely.
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Post by jgf on Apr 6, 2017 19:08:37 GMT
If I recall correctly, the floating weapon bug is related to use of more advanced skeleton nifs...but the drop weapon = 0 might end-run that nicely. Aha! I am using a "ragdoll" mod - "This folder contains 4 packages of skeletons that change the physics of ragdolls. In short, ragdolls will fall much faster and more true to life, fall in a greater variety of ways instead of the generic "slumping effect" (don't know why that was ever added in the first place). To compensate for the increased rate at which bodies are pulled to the "earth", More friction was added so that when they come in contact with something, they will not slide wildly and act more realistically. In all packages the Will-O-The-Wisp and Storm Atronach skeletons have been removed and are not included in any releases as well because they caused graphical glitches and crashes. All these elements are part of all the individual 4 versionS, as explained next..." Enabled amgepo's esp last night and, while I've yet to encounter a staff wielding enemy, it certainly affected the three minotaurs we killed; none dropped their hammers, visually they were still holding them, but the weapons were in their inventories. Addendum - this seems to work nicely with liches, killed two today and both retained their staves (one retained his so well it had skewered his forearm) so I could loot them easily. The problem was quite intermittent so time will tell, but it looks good so far. Thanks again.
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