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lubronbrons

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Everything posted by lubronbrons

  1. I agree the animation is super costly in Oblivion, it is handled very badly... it is not efficient at all unlike Morrowind (one file for all animations) this rendering thing is actually can be solved if somehow OR mod could upgrade that framerate feature to support line of sight -- that would be very delight :) I'm pretty sure it will help thousands Oblivion player
  2. hey this is interesting just now I test spawn 300++ NPCs in front of me and I set 600 clip view distance --> setclipdist 600 you know what ? the fps is still safe at 11 - 15 and I can still run the game just fine... so now we know that the top fps eater is 3D rendering process. the script and background script and high process actors is not the main fps eater in Oblivion
  3. all of that mesh reducer mods will cost your Oblivion visual appearance... fewer polygons in mesh, of course decreased model details are to be expected by install such mods it will lessen 3D RENDERING time process, thus will make your game could run faster with visual tradeoff as for install order actually I don't know how exactly should it placed. but I go with latter date first by comparing last updated mod dates also for UOP compatibilities, I see no significant problem until this day. because I using all of this mesh reducer mods since 2 years ago and I think it is stable. but maybe could be problem for others since the model details is downgraded. maybe my visual tolerance is too high?? Greed Vision increase recurring detection check timer by five folds, and replace it with new detection system, which IMHO it is much better than vanilla so it should make your game a bit faster when there is 5++ or 10++ NPCs around (just a little fps increase) I don't think Mesh Improvement Project is considered mesh reducer mod, that mod increase some model details rather than cut the polygons for performance if I'm not wrong ALL persistent actors in background only run about ONE time each in-game hour for AI package processing and their attached game script that's why I said --> "even if there is 10x size of vanilla NPCs the game will still run just fine with no significant lag" things that bog down your CPU and fps is all objects near player especially in front of player, all that rendering activity makes our cpu works very hard have you tried that setclipdist 300 ? go to crowded area and you'll know that rendering in Oblivion is very poor, this old age decade game occlusion is not effective nor efficient at all... *sad* :sad: if there is someone that could tell me step by step to create obse plugin maybe I could make a patch for fps booster something like that, by playing around with hide object just like that TCN command console take a note that mod with heavy Scripts and NOT streamlined code could stress out your cpu too...
  4. - the background actor is no problem, even if there is 10x size of vanilla NPCs the game will still run just fine with no significant lag, the trouble is... when you install too much NPCs, saving your game gonna take longer than usual. because ALL that PERSISTENT NPCs is saved in your savegame every time - yeah, after long time research. actor fade... I think the only thing that bog down the CPU is all that 3D vector drawing. not just actor, if there is many complex object in front of you the FPS will drop drastically just like when you facing those NPCs I just found out about this a month ago, when in-game enter console mode, type this and you see miracle of super high fps --> setclipdist 300 by that, we could see all that 3D DRAWING & animation is the top fps eater, the second place is game script I think... if there is someone that can teach me how to create Hello World for obse plugin maybe I could do something about this NPCs lag. (because I noticed latest OR mod can do custom fade actor in its framerate feature) - that mod Oblivion Script Optimization is not recommended, since it is NOT updated since long. you should trust UOP for script optimization (it is still get updated & supported till this day) this mod below may improve your game performance https://www.nexusmods.com/oblivion/mods/48244 https://www.nexusmods.com/oblivion/mods/3209 https://www.nexusmods.com/oblivion/mods/6981 https://www.nexusmods.com/oblivion/mods/36205 https://www.nexusmods.com/oblivion/mods/46593 https://www.nexusmods.com/oblivion/mods/6948 http://www.nexusmods.com/oblivion/mods/22170 --> use only Operation Optimization in here https://www.nexusmods.com/oblivion/mods/23208/
  5. you've got it wrong... I didn't say deactive all the mods, I suggest to only turn off all mods after Bashed Patch is the mod after Bashed Patch contain any custom race ? in case of load savegame, usually custom race is needed for the game can be safely loaded either pc or actors around player, if there is missing race the game is 100% ctd in loading menu (when load savegame from main menu at first screen) but nevermind congratz ! the culprit has been found~ maybe you could try MessageLogger mod to see what error it produce (maybe)
  6. the simple way to test that is by deactive all mods after Bashed Patch, then enter the game again and see if the ctd Wraith killing still there or not. if Yes, then the culprit is there but if it is Not try this super useful obse plugin --> https://www.nexusmods.com/oblivion/mods/45870 hopefully it is something that can be detected by MessageLogger mod
  7. As far as I know many mods don't support re initialization, means if you load savegame when you already load it you might experience ctd. The best way to load savegame without crash is from main menu, so if you really need to load savegame the stable & ideal safe way is by restarting your Oblivion... I don't know if there is solution for load savegame in-game, especially for overmodded setup. It's just.. Many mods bad at re initialization
  8. I see... no prob, :) my current pathfind replica is at least already working even tho there's still bugs (in my mod AoG) I think my intention and point is clear enough about that link, anyway if it need to be censored or edited that is very easy to do either by me or staffs here thx for the reminder, Moktah umm... rather than plus each components maybe you could use something like <copy src="parent()" trait="width"/> ? sorry I am wrong since I am pretty much new to this menu thingy what I noticed is while vanilla is using fixed size like this <cropx> 0 </cropx> <cropy> 64 </cropy> <width> 64 </width> <height> 64 </height> <x> 37 </x> <y> 8 </y> Darn series do it like this (maybe so the font could fit in just right) <cropx> 0 </cropx> <cropy> <copy> 64 </copy> <mul src="me()" trait="zoom" /> <div> 100 </div> </cropy> <!-- DarN 128 --> <width> <!-- DarN 64 --> <copy> 64 </copy> <mul src="me()" trait="zoom" /> <div> 100 </div> </width> <height> <copy src="me()" trait="width" /> </height> <!-- DarN 64 --> <!-- <x> 45 </x> --> <!-- DarN 37 --> <x> <copy src="parent()" trait="width" /> <sub src="me()" trait="width" /> <div> 2 </div> </x> <y> <copy src="parent()" trait="height" /> <sub src="me()" trait="height" /> <div> 2 </div> </y> <!-- DarN 8 --> <zoom> <copy> 75 </copy> <add> <copy> 15 </copy> <onlyif> <copy src="parent()" trait="mouseover" /> <eq> 1 </eq> <or> <not src="parent()" trait="target" /> </or> </onlyif> </add> </zoom> <!-- DarN add -->
  9. wow this is so math stuffs ! so confusing lol it is possible that you could reverse engineer the pathfind avoidance calculation ? I'm curious since well... I couldn't replicate it perfectly like vanilla did. I ask this of you because it seems you're more knowledgeable than me in this field, my intention is just to make the NPCs can climb obstacle (in OR mod feature called gravity make so many actors stuck with just simple stair or small step up or stones !) quote : "There are a couple menu items that need to automatically change sizes based on the fonts size. When there is a bigger font used, the words overlap and look messed up." >>> we've discussed about BIG Three menus right ? the inventory, map & spell... and... just yesterday I finished my menu tweaking (based on Darnified & simplified just like vanilla) the result is yay ! No more lag when I entering one of them :smile: but unfortunately I couldn't share it because of many reasons (one of them is because of font) while editing it I noticed Darn xml menu technique is by using height divided by 2 and plus manual offset, maybe you could align all font just like that... just like Darn series did EDIT : he also used tag <zoom> to achieve that, also this article might help --> https://www.loverslab.com/topic/53411-reading-ui-hud-xml-files/
  10. I think HUD Status Bar mod did some font manipulating by using MenuQue obse plugin maybe you could take a look at that mod esp and do something similar to that because you know... modifying font in oblivion ini is risky I think, it could lead to ctd if somebody not careful
  11. Shop Restock Display Items link --> https://streamable.com/dmwgp timeline (I may skip some features description that I already explained in previous video) - Custom Wait, in bar player use spell to fast forward time - Greed Effect, while waiting in timelapse effect the lightnings in interior automatically turned on-off based on game hour time (need to install All Natural mod for this to happen in interior) - Greed Snatcher, the Slash and Smash display items that player stole got restocked after cell reset executed (by default cell reset hour is 72 hour in-game time) -- INFINITE Thieving resources !!
  12. Welkynd Farming link --> https://streamable.com/nyemo timeline (I may skip some features description that I already explained in previous video) - Greed Law, when I accidentally hit nice NPC, I got bounty, then I kill all the witness and the bounty decreased - AoG Torch, in Sercen player use AoG Torch (more fps friendly than vanilla torch and other torch mod) - Dynamic Object Purger, items in world that not - Greed Hilight, Item Hilight green color on welkynd and blue on other is based on value price and weight ratio
  13. a simple showcase of AoG mod (the link it's in my signature..) and very short video of my gameplay Arena and Oblivion Gate link --> https://streamable.com/8h9ow feature shown in video by timeline : - Greed Quest, when talk with Owyn topic 'Offer Help' - Greed Talks, Owyn topic 'Lets Talk', notice that the vanilla persuasion minigame is disabled (can be configured) - Greed FPS, Combat Patch when enter combat auto clipping view distance and hide grass for fps performance - Greed Hilight, Hilight Combatant when in combat red for foe, blue for neutral, green for allies - Greed Hilight, Corpse Hilight color purple - Greed Arena, in arena after player win combat can loot dead combatant - Greed Vision, after teleport enemies in far away can detect player just like human / living being should - Greed Crisis, random respawnable Oblivion gate appear even though I still not done Kvatch event, also can close gate instantly and get random sigil stone
  14. Good luck ! surely you need it -- installing Oblivion is hard work trial & error for almost everyone don't hesitate if you have question regarding my mod, I would be very happy to answering such tasks :)
  15. I suggest that you try my main mod project called AoG (it's in my signature) it is very customizeable, plus you can edit many settings in-game just like that several of AoG features is not lore friendly I admit but trust me, you'll see a better world of Oblivion in different perspective~
  16. damn... it seems there is strange validation that is very annoying in this case the console message logger output printout something like this grrrrr [005AB673] [WARNING] Inventory Menu Creation Failed... Are your menu and art resources up to date? [005B382D] [WARNING] Magic Menu Creation Failed... Are your menu and art resources up to date? [005BB780] [WARNING] Map Menu Creation Failed... Are your menu and art resources up to date? EDIT : THIS is hilarious !! I just removed some things and the menu got speed up tremendously :D :D :D weird... it seems that bog down the system is additional information, oh my.... just let mod Display Status do something like this :tongue: --> https://www.nexusmods.com/oblivion/mods/31855 EDIT 2 : it seems my inventory lag menu problem is caused by Darn UI series after I changed it to other alternative such as this mod, the lag is gone almost totally for 350 items & 980 spells --> https://www.nexusmods.com/oblivion/mods/2231 as for map menu I still need to tweak it a bit myself this project is not that easy as I thought... the problem here is font compatibility since everyone probably using different fonts for theirs UI...
  17. Yeah I did aware that this mod idea need MenuQue for sure quote : "might can move everything over to the 'backpacks' 'spellbooks' at that time" >>> I'm afraid this backpack idea is not that good, like I said that many scripts from other mods is using syntax GetItemCount --> this will fail since the item is not in pc inventory another problem is there is item that has script OnAdd or OnRemove, so I think this bakcpack move back & fort will cause issues for sure to filter quest item is easy, the syntax is IsQuestItem I think my first baby step is remove the original list and see if there is difference in lag/stutter or not when pc have many items (200++) the next step is write the template slot that I will prepare for this paging system if.... this is go well, I might add search function in inventory~
  18. hmmm....... the backpack idea could solve the lag problem, I agree BUT it might cause great issues, such as -- breaking many quest. quest or event that need item validation will fail, because it is not located in player's inventory as for the spell... same as above sometimes spell is used as validation in many mods (syntax HasSpell) quote : "Bring up map, on mouseclick, retrieve markers within a certain area from where the mouse clicked">>> this idea will not solve the lag / stutter issue because it will load all of that map markers before even we get to mouseclick sequencemap markers... doh.... I don't know how to solve this one...
  19. ahh... I see that's seems like a good idea I will definitely remove those list first (so the CODE will not lag the system every time the menu is being accessed)
  20. Moktah ! I've seen your thread about tracking travel mod, you're proficient in xml :D thank you for your attention and suggestion quote : "wether xml needs all that info or not. it gathers it all and sends it on its way." >>> well I think it is possible to make compartmentalize inventory, take a look at this mod as example https://www.nexusmods.com/oblivion/mods/48027/ quote : "How bout give CODE less to pass on to XML???" >>> yeah that's what I thought, I hope I get help regarding xml. so... while I do the back end code that manage the paging, the other helper create xml to suplemen it
  21. hmm... the only easy way that I could think of is by using script move them to above or below when player is same cell with such objects EDIT : hey why don't you just use oblivion ini setting to remove the border ?? bBorderRegionsEnabled=0 bEnableBorderRegion=0
  22. this mod could be a good reference for teleport script https://www.nexusmods.com/oblivion/mods/45116
  23. what is invisible wall ? it is something like invisible object that prevent actor move to outside border in exterior ? I think TES 4 Edit is the right tool for you --> https://www.nexusmods.com/oblivion/mods/11536/ that tool can do batch edit, which could help you deleting all of them within several minutes if you use CS or CSE to delete all the invisible border it could takes a really long time and hassle,,,,,
  24. I think several MenuMode in Oblivion is trouble such as 1002 = Inventory1008 = Container, Barterboth menu is very laggy if we have item more than 200 count,every time we enter OUR OWN inventory the stutter always appear... very annoying 1022 = Magicsimilar to inventory menu, when player have many spells this menu will sutter and become very laggy 1023 = Mapthis will start lag if player discover many map marker in the game I'll be blunt hereI have decent modding skills and know a bit about menu function (but not proficient enough to realize this idea)about map menu, I don't know how to solve that map marker since paging is not a good solutionthis topic is about suggestion Paging Menu System for menu 1002, 1008 and 1022well I'm not that familiar with xml coding,but if there is somebody interest in this project AND confident in xml menu codingplease contact me soon via pm or something elseso we can start working this mod and realize it~
  25. OR has setting that can modify FOV for ENB you should consult with Bevilex, she is nice ! I use this for ayleid replacer --> http://www.nexusmods.com/oblivion/mods/41076
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