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10-18-2006, 11:57 PM #181
Re: The Elder Scrolls IV: Oblivion
Yes, I use No Psychic Guards, works ok for me.
|TG-12th| Boot

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10-19-2006, 01:32 AM #182
Re: The Elder Scrolls IV: Oblivion
guards will only stop you for murder and theiving, so if you've done any of those that would be why. The psychic guards mod is good.
under the tab for personal stats you can see you're bounty, fame and other useful things too.
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10-19-2006, 05:37 AM #183
Re: The Elder Scrolls IV: Oblivion
Yeah, get no psychic guards. I also used to use Bounty Reduction Over time. It's a good mod. The greater your crimes, the faster you bounty reduces, although after you reach a certain point, your bounty will not reduce. Thieves they will forget about, but mass murderers, no.

Not for the Glory. Not for the Honor. For the Team.
Second Life
Let your creativity flow in a fully functional MMO enviroment
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10-19-2006, 07:33 AM #184
Re: The Elder Scrolls IV: Oblivion
i downloaded a great mod for the pc version once upon a time that gave me a spell that nuked everything (something like 9999999999999999 damage in fire/ice/elec each). so just for fun, i turned on noclip and flew as high as i could above the outside world (not in a town or anything) and let the spell rip. I could just see little fireballs exploding all over the map, but it didnt give me any bounty, so i turned off noclip and went to rest. when the rest sequence finished, i checked again and had like 40 billion bounty. apparently i killed everything. man were the guards mad when i went in to town later...fortunately i still had that spell equipped and it made short work of em.
|TG-6th|Ferris Bueller
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10-19-2006, 06:18 PM #185
Re: The Elder Scrolls IV: Oblivion
Just some news for those who wanted to buy the official mods on a CD rather than online (ohh, as well as announcement of a new plug-in, a large one at that);
http://www.elderscrolls.com/news/press_101706.htm|TG|Clodhopper - Intelligence is the key, but I'm locked out!


"Dude, everytime I see your avatar, I get hungry!" - Leejo
|| TG on the 360! || Tactical Gamer Primer || Want to be |TG|? ||
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10-19-2006, 09:28 PM #186
Re: The Elder Scrolls IV: Oblivion
Awesome stuff. It works as a offical plug-in, but I'm still waiting for the expansion packs. Most of us on the forums are hoping for a new region to explore...

Not for the Glory. Not for the Honor. For the Team.
Second Life
Let your creativity flow in a fully functional MMO enviroment
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10-19-2006, 11:52 PM #187
Re: The Elder Scrolls IV: Oblivion
I know, I'm part of them :P
Actually its been said (damned if I can find where) that this Knights of the Nine will be deep with lore, even tieing off some loose ends from the main story and should take between 15-20 hours to complete. So, it's no Tribunal or Bloodmoon, but I think the quest alone, if it takes that long to go through, can almost warrant the name "Mini-expansion"
|TG|Clodhopper - Intelligence is the key, but I'm locked out!


"Dude, everytime I see your avatar, I get hungry!" - Leejo
|| TG on the 360! || Tactical Gamer Primer || Want to be |TG|? ||
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10-20-2006, 12:41 AM #188
Re: The Elder Scrolls IV: Oblivion
So I have a problem now. Somehow, I managed to fast travel on my horse into the town of Bruma. My horse is now stuck inside the city, and I can't get him out. You can't exit a gate while on horseback (for that matter, you pretty much can't even pick your nose on horseback), and I've fast traveled back and forth a bunch of times to try and get him stabled. No luck. He's stuck.
I wouldn't care so much, but that I have the saddlebags mod and tons of useful stuff (including a bedroll) in his packs. It will take several PITA trips back and forth to transfer the heavy load to another horse.
Any cheats or suggestions to make my horse fly out of there?|TG-12th| Boot

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10-20-2006, 01:38 AM #189
Re: The Elder Scrolls IV: Oblivion
I have a potentially similar issue... my horse Shadowmere has vanished
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10-20-2006, 01:41 AM #190
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10-20-2006, 01:41 PM #191
Re: The Elder Scrolls IV: Oblivion
How did you get your horse in the city in the first place?
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10-20-2006, 06:53 PM #192
Re: The Elder Scrolls IV: Oblivion
I fast traveled to the Bruma castle while my horse was in 'follow me' mode, which I think is part of the saddlebags mod. I've done it before and usually he gets stabled, but this time he was standing next to me inside the city walls. I've tried reversing the process, but it hasn't worked.
There was a mod called whistle trainer that you can summon your horse from anywhere by using a spell. Maybe I'll reinstall that and try it outside. Otherwise, I might have to turn this one into glue (which could be fun).|TG-12th| Boot

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10-20-2006, 09:11 PM #193
Re: The Elder Scrolls IV: Oblivion
i'd try whistle because otherwise it's probably an unfixable bug on it's own.
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10-20-2006, 09:22 PM #194
Re: The Elder Scrolls IV: Oblivion
I'd suggest get a mod that allows you to "summon" your horse. I think saddle bags actually has one such spell for sale in the discount spell shop in IC. If not, there's a few mods compatable with SB's that lets you summon a horse.
Otherwise, mount your horse then use console commands to move yourself and him out of the city.
Not for the Glory. Not for the Honor. For the Team.
Second Life
Let your creativity flow in a fully functional MMO enviroment
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10-20-2006, 11:26 PM #195
Re: The Elder Scrolls IV: Oblivion
I think I've encountered a bug that breaks the main quest... I got the Sancre Tor quest from Jauffre, I went there, and I made my way through to the enchantment. I went online to find out how to beat it, and discovered that I was supposed to have encountered 4 skeleton dude-bosses. I've run around, made sure that Sancre Tor is my active quest, kill all the ghosts, gone in and out, and I still can't seem to trigger any skeletons.
Has anybody else experianced this?
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