Oblivion talk:Walker Camp

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It seems that when I went here, none of them attacked me. I don't know why.

(Moved from article) --Aristeo 02:29, 15 May 2006 (EDT)

i dont know have to link between pages, so just look under Cursed Enchantments, that way they dont run

Just to note guys, at level 23 I got 4000 gold off one of the thugs. 82.29.85.193 17:30, 25 May 2008 (EDT)

Camonna Tong Equipment[edit]

We ought to get the exact figures and information from the construction set for the weapons and armor of the two thugs. I'll try to do that this evening unless anyone wants to beat me to it... —RpehTCE 04:34, 17 December 2007 (EST)

arrows[edit]

- I added a sentence mentioning the large number of arrows one of the thugs carries. I felt it was quite unnusual and worth mentioning ~Tryzon

Do you by any chance have any third party mods installed? It's just this has been reported before, and I've had a hard time figuring out what would cause it. I think the underlying cause is probably also the same one that has led to various reports of NPCs carrying thousands of gold. It seems that sometimes items in NPC inventories periodically get added to, instead of just replaced (every time the player levels up, perhaps? Or every time the player re-enters the cell containing the NPC?) But when I've tried to look into this, even with a high-level character, I didn't see anything unusual. Which is why I'm wondering whether it's possibly a side-effect of a mod that alters some of the leveled lists. At least, I'd really like to rule out that possibility before spending hours in game trying to see if I can trigger the same behaviour and, if so, under what circumstances. --NepheleTalk 01:29, 4 January 2008 (EST)
There appear to be some circumstances in which a NPC is 'regenerated' when their cell is re-loaded. This has been observed with certain mods that add scripts to NPCs that change their attributes (e.g. MMM and OOO). The scripts were observed being run multiple times, and this appeared to be mainly caused by the following process: the player entered the NPC's cell, went somewhere else (so the NPC's cell was unloaded from memory), saved the game and quit, restarted and reloaded, and then returned to the NPC's cell. Rather than redefining the NPC, it appears that the initialising scripts were being run a second time on the already-initialised NPC, resulting in their attributes being modified twice. I can easily believe that the same thing happens with their inventories - on the FCOM thread, a number of people have reported finding multiple instances of very rare items on the same NPC, and this may be a cause. However, the occurrence of this kind of behaviour is too random to be pinned down to a specific circumstance - the sequence above is simply a 'best guess' at present.
Incidentally, I believe that OOO modifies the two Camonna Tong thugs, but I don't know exactly what changes it makes. It is quite possible that it adds a number of arrows to one of them, and these are being multiplied by this 'regeneration'.
--Gaebrial 02:55, 4 January 2008 (EST)
I would just like to tack on my experience with these guys. I first encountered this camp at level 27. The closest I had been to the camp previously was Ancestor Moths to the north and Fort Farragut to the south. By the time I got here thug one (blunt thug) had 7K gold on him. Looking in the editor he has three references for leveled gold. Thug two (bow thug) had 127 Iron arrows, 3 Deadric, 30 Dwarven, 24 Elven, 29 Glass, 46 Silver, and 35 Steel. Looking at his inventory in the editor he has a single iron arrow and one count of leveled item LL1NPCWeaponArrow100. If you kill these guys and let them respawn in three days then the loot they have is normal amounts (only a few bows, only a couple hundred gold). The construction editor has a preview calculator that lets you see the potential amount of leveled items that will be in an inventory or container. If you give it a preview count of one at the level offset of the NPC (-1 of player) then the number of items they have after they respawn matches up. However if you increase the preview count to the level of the player then the previewed inventory looks more like what you find when you first encounter this camp. You can see this behavior with Boroneth at the Hicine Shrine who also has LL1NPCWeaponArrow100. I am unsure what causes the additional items, but I ran the following tests.
  • Came here at level 1, both NPCs had normal amounts of level 1 items.
  • Without moving I leveled up to 21 using 'advlevel', went inside nearby Kingscrest Caven, waited three days, went I returned to camp both NPCs had normal amounts of level 20 items.
  • Reloaded to level 1, traveled to imperial sewers and went inside, leveled up to 21 with advlevel, without waiting I traveled back to camp, both NPCs had large amounts of level 20 items (3K gold, tons of arrows).
I'm not really sure what to make of that, but it looks like if you get far enough away, advance in level and return, that they have large amount of items. --Shalley303 17:52, 23 February 2008 (EST)
I just met these two for the first time at level thirty-five at least (I can't recall my character's level right now, but it's definitely below 40 and above 35) and, as with the person above, the closest I had ever come to the camp was the Ancestor Moth building for the Thieves' Guild quest, and I was only there maybe twice before. I pick-pocketed 13K gold off of one of the thugs, though that was the most remarkable thing of the two. He had some enchanted grieves, and the other had a lot of arrows, though it was less-than-thirty of each type he had. 72.72.234.134 00:25, 1 April 2008 (EDT)

-I use the PS3, so mods weren't a factor in the arrow incident ~Tryzon

Amount of gold located on Thug's body[edit]

After discussing this within the IRC channel, I was directed to post the following: Although the article stated 728 was the max, I looted exactly "4k" (four thousand) off of one of the dead thug's body.

Details: I have no mods installed, and this was the first time coming across this camp, ever. I did kill the Comona Tong Thugs. I am playing Oblivion on the PC, with 63:02:46 amount of time played, save #722, level 22. Fregger 16:06, 9 June 2008 (EDT)Fregger

Just to scribble some thoughts here... There's a set of scripts at OghashgraMagulSCRIPT that governs the Orum gang's skooma trafficking. Those scripts include the creation of gold, all of which will at one point be transferred to one of the Camonna Tong thugs. Normally, at one stage in the cycle (OnPackageStart OrumGangMagulDeliverCash) the gold is culled "... from Dulfish so it doesn't accumulate". In other words, normally, the maximum gold being passed around in the skooma dealing should be 300 gold. But if that one part of the scripts glitched for some reason, then it seems like the gold could just keep accumulating. It may at least be the start of an explanation... and gives a set of scripts to focus on for a possible glitch.
One question that comes to mind: is it possible that the bug is triggered by the death of Dulfish gro-Orum? Or in general, what happens if one or more of the skooma ring dies? Are there other ways to break the skooma ring cycle? --NepheleTalk 02:17, 10 June 2008 (EDT)

Amount of Thugs[edit]

On all but one of my save files, I've only ever encountered one thug at the camp. I'm on PS3, and my levels have been between 1 and 34, so it's probably not to do with levels. I'm just curious, as it says there are always two.

I'm also on a PS3 and only encountered one thug. When I got his disposition down to zero, he attacked and was killed. My character returned the next day, and the second thug was there (the body of the first was still lying nearby). So it turned out there were 2 thugs, just not at the same time.204.108.237.194 13:04, 31 July 2009 (UTC)Marcus
There are always two. One may wander off at some times, but there are always two. Guaranteed. –rpehTCE 16:10, 2 August 2009 (UTC)

Pages[edit]

shouldnt there be a page for the camonna tong thugs containing why there at the camp and there dealings with the orcs...id make the page but i dont hav a pic of them-LuciusZelgius

Yup. Now done. –RpehTCE 03:23, 16 November 2008 (EST)

Respawning?[edit]

Do the two thugs respawn?204.108.237.194 13:07, 31 July 2009 (UTC)Marcus

Almost every enemy in oblivion respawns, as for the thugs, on Their page it says they both do, so yes. It takes 3 days IIRC RandomTime 14:16, 31 July 2009 (UTC)
Yes - Randomtime has it right. Both thugs respawn and it takes around 72 hours. –rpehTCE 16:10, 2 August 2009 (UTC)
Thanks.71.224.13.163 18:18, 2 August 2009 (UTC)Marcus