The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

A Strange Bug or Intended feature? MOO
I am using Maskars Oblivion Overhaul and i have a strange thing happening where if i summon a scamp enter a zone (dungeon part) he follows me inside, then i drag enemies to attack me run to the doors and exit while the scamp still stays on that map, if i re enter the map again enemies are dead and scamp standing there like he just killed them all...
Originally posted by Zabaroth:
Okay, so it turns out this is not caused by the mod. I got in touch with Maskar and they managed to trigger the issue on a vanilla version of the game.

What causes it? Maybe telefragging, or something with how summons work when they're off screen. But that's the rundown so far. Just a "feature" of Oblivion that can be pretty random.
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Showing 1-6 of 6 comments
Zabaroth Jan 3, 2020 @ 4:15pm 
I actually had this happen to me as well in my current play through. Ran into some stuff way stronger than me, summoned a scamp and ran away. I'm also using Maskar's Ultimate Leveling mod which, when set to experience leveling, puts up text when an enemy dies.

The moment I left the room with the really strong enemies, they died instantly and I got all the experience while my clearly outclassed scamp somehow survived. This hasn't happened every time I did that however. In Kvatch, the daedra just killed my scamp off screen. Not sure if it's stuck to just dungeons, or mod specific enemies.

I will note Maskar is very active and quick to reply at Nexus and may not be aware of this happening yet. Or is currently working on it if it's not intentional.

One bug I do know they're working on was a soul trap script that would crash the game if you cast soul trap on certain creatures and then killed them, like sand crabs.
Sarkubocael Jan 3, 2020 @ 10:32pm 
Ah, to me this 100% happens in dungeons, or small places that are zoned, like in Anvil, i was doing that 2nd quest for fighters guild, and the 3 dudes in the shop were to strong for me i went out and scamp stayed and they died, that was the first time i happened i didn't actually realize it until i went dungeon exploring, and noticed it.

I tested it out and it basically happens in every smaller room, like houses, dungeons, but not open zones like cities or places that basically are small zones but have open sky.
Zabaroth Jan 4, 2020 @ 9:45am 
Yeah, I'd have to call it an unintentional bug at the moment. Especially since one of the big features mentioned in MOO's 'read me' file is that more enemies can follow you through rooms. I'll have to hop in game when I get a chance to see if this is restricted to just the scamp, or if it happens with other summons as well. I scoured the Nexus forums but nobody's mentioned this issue before.

EDIT: Okay, so, after some further testing, I managed to use the scamp, ancestor ghost, and a summoned skeleton to make the bug happen. However, triggering it seemed really tough this time. It's like there's a higher chance of the insta deaths happening when enemies and the summon are closer to the door you're going through. But only in certain places, I'll try to explain.

The first place I tested was a door between two rooms in a cave. This has the best results as 8/10 times, if you drag enemies close to the door and summon something, those enemies die when you leave. Once in a blue moon, if the enemies and summon are away from the door the enemies will insta die. I did however have times where only the higher level enemy died and the others with it survived.

I tried the mine outside Chorrol and a dungeon near the Imperial City, both had mixed results. I really had to jump in and out of the cave entrance a lot to get this to work. And even then, it only killed maybe 1 enemy at a time.

Lastly I tested at The Best Defense in the Imperial City. This one was weird. I got in a fight with one of the vendors, summoned and ran. The 2nd vendor did not join the fight, but when I left the building, he died on the opposite side of the room and the angry one stayed alive while fighting my summon. I then entered the store again and left and the second vendor died. Not sure how that works.
Last edited by Zabaroth; Jan 4, 2020 @ 1:32pm
The author of this thread has indicated that this post answers the original topic.
Zabaroth Jan 5, 2020 @ 1:11pm 
Okay, so it turns out this is not caused by the mod. I got in touch with Maskar and they managed to trigger the issue on a vanilla version of the game.

What causes it? Maybe telefragging, or something with how summons work when they're off screen. But that's the rundown so far. Just a "feature" of Oblivion that can be pretty random.
Sarkubocael Jan 6, 2020 @ 2:01am 
Ah ok tyvm. I finished the base game a while ago, so i dont really remember if i had this before or maybe i havent noticed it. Ty for the reply.
Zabaroth Jan 6, 2020 @ 9:34am 
No problem. I'm in the same boat. Last time I really played was when it released on the 360.
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Date Posted: Jan 2, 2020 @ 4:49am
Posts: 6