AndalayBay Posted April 3 Author Share Posted April 3 You guys might be on to something. I never had to cap my fps because I was lucky to get 30, but now I'm getting over 200. I'll check that out. We actually just discovered a bug when using OSR. It's a graphical glitch that makes buildings turn grey at certain angles. Apparently the fix is to disable OSR. Have you guys heard of this? Would you know of a setting in OSR to fix it? It happens a lot in one of our settlements and I know people are going to complain about it. We've had a lot of people look at our meshes over the years and they can't find anything wrong. I don't think people are going to be very happy if we tell them the only solution is to disable OSR. Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted April 3 Share Posted April 3 I don't use OSR. It is no longer a recommended plugin, as far as I understand it. We are talking about the Stutter Remover, yes? Link to comment Share on other sites More sharing options...
AndalayBay Posted April 4 Author Share Posted April 4 Yes. If it's no longer used, then we're good, but I still see it mentioned and there are new comments on the mod page. What should we direct people to? I don't think I'll need it anymore either. Link to comment Share on other sites More sharing options...
AndalayBay Posted April 4 Author Share Posted April 4 On 4/3/2025 at 9:25 AM, RomanR said: If it's hapenning even without mods... I remember seeing a warning somewhere that Havok can act funny with high FPS (but that was like 200+) and I always run my Oblivion at 60Hz V-Synced. It's just a wild guess though. Expand On 4/3/2025 at 12:19 PM, LenaWolfBravil said: Now that you mention it, @RomanR... I've had something similar with a wrong setting in EngineBugFixes in combination with Oblivion Display Tweaks - it was about capping FPS. They both have settings for that, plus there's a setting in Oblivion.ini. On my system I had to disable that everywhere to get normal behaviour, otherwise animations and physics acted differently at different FPS. @AndalayBay I'm not saying you have to do the same, but rather - look into it, those settings seem to conflict. Alternatively, you need to up your virgin toad sacrifices to keep the gods happy... Expand Thank you!! You guys nailed it. I enabled vsync and capped my fps at 60 and now our NPC just exclaims gaaahhh and falls to the floor. No more dramatics! It will be really interesting to see what else behaves differently. This game instance is my level 47 character that I started in July, 2010. It had mods like Living Economy, Nascosto Isles and still has Kvatch Rebuilt 2.12 because I can't upgrade. Fortunately Oblivion is a lot more tolerant to mod removal and replacement than FO3 and FO4. Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted April 4 Share Posted April 4 On 4/4/2025 at 12:33 AM, AndalayBay said: Yes. If it's no longer used, then we're good, but I still see it mentioned and there are new comments on the mod page. What should we direct people to? I don't think I'll need it anymore either. Expand I don't think we need it any longer at all. I believe that the other OBSE plugins cover whatever OSR was supposed to fix. I've never had those issues, so I never looked for a solution either, because if it ain't broke... you know... sort of like the Nexus Mods site layout... I can't remember where I read that it was no longer recommended, it was too long ago. Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted April 4 Share Posted April 4 On 4/4/2025 at 6:55 AM, AndalayBay said: Thank you!! You guys nailed it. I enabled vsync and capped my fps at 60 and now our NPC just exclaims gaaahhh and falls to the floor. No more dramatics! It will be really interesting to see what else behaves differently. Expand When I had FPS capping set wrong, I also had everything speeding up, like all NPCs and creatures move faster, fire in the grate pulsate faster, etc. Extremely annoying. And yes, physics broken with things flying around when you just look at them. It all went back to normal once I fixed the capping. Link to comment Share on other sites More sharing options...
RomanR Posted April 4 Share Posted April 4 On 4/3/2025 at 10:48 PM, AndalayBay said: You guys might be on to something. I never had to cap my fps because I was lucky to get 30, but now I'm getting over 200. I'll check that out. We actually just discovered a bug when using OSR. It's a graphical glitch that makes buildings turn grey at certain angles. Apparently the fix is to disable OSR. Have you guys heard of this? Would you know of a setting in OSR to fix it? It happens a lot in one of our settlements and I know people are going to complain about it. We've had a lot of people look at our meshes over the years and they can't find anything wrong. I don't think people are going to be very happy if we tell them the only solution is to disable OSR. Expand In fact I'm still using OSR, but I switched most of features off, as on my CPU of today there aren't much reasons to be active anymore (like disabling renderers in Critical Sections part etc.). Still running it on Win7 or even XP, but I think that ones switched on are harmless enough to try on newer ones. I also run OSR with conjuction with EngineBugFixes and similar. So I have active these things (Master section): bManageFPS = 1 ;propably useless now, but I still have it on bHookCriticalSections = 0 bHookHashtables = 0 bReplaceHeap = 1 bReplaceGetTickCount = 1 ;still it helps with stuttering in 3rd person on my comp bLogToConsole = 0 bFastExit = 1 bExtraProfiling = 0 bFlushLog = 1 iSchedulingResolution = 0 bReplaceRandom = 0 bExperimentalStuff = 0 iMainHookPoint = 1 ManageFPS section config: bInject_iFPSClamp = 1 fMaximumFPS = 61 fMinimumFPS = 10 iFPS_Report_Period = 0 ;make this zero to not clutter log with FPS reports fExtraSleepPercent =0.01 ReplaceGetTickCount config: bForceResolution = 1 bPreserveDC_Bias = 1 bPreserveHighFreqComponents = 0 bForceSync = 0 iSyncLimitMilliseconds = 50 Heap config: iHeapAlgorithm = 1 ;external BorlndMM library bEnableProfiling = 0 iHeapSize = 512 ;not in use for selected algorithm bEnableMessages = 0 bZeroAllocations = 0 Regarding grey glitch it's sometimes mentioned (most known example is a shipwreck at Mouth of the Panther), but I don't recall OSR named as direct culprit. Most mentioned reason is somewhat faulty configured nif, so I suspect that your OSR just exploits it. Link to comment Share on other sites More sharing options...
AndalayBay Posted April 4 Author Share Posted April 4 From what I found, OSR only seemed to have issues if you were running Windows 10. The problem went away when I removed OSR. It used to happen 100% of the time in one of our settlements where it was usually foggy. We'll list it as having issues and if people need something like that, we'll direct them to some of the newer solutions. Link to comment Share on other sites More sharing options...
LenaWolfBravil Posted April 4 Share Posted April 4 On 4/4/2025 at 10:07 AM, AndalayBay said: From what I found, OSR only seemed to have issues if you were running Windows 10. Expand I run Windows 10! May be that's what I read back then... don't remember exactly. It all very much depends on your setup. Link to comment Share on other sites More sharing options...
RomanR Posted April 4 Share Posted April 4 On 4/4/2025 at 10:07 AM, AndalayBay said: From what I found, OSR only seemed to have issues if you were running Windows 10. The problem went away when I removed OSR. It used to happen 100% of the time in one of our settlements where it was usually foggy. We'll list it as having issues and if people need something like that, we'll direct them to some of the newer solutions. Expand Foggy weather is often the one which triggers it yes and I found a thread which discussed it ("Why is the shipwreck glowing orange?" in Mod troubleshooting section) . Also @GamerRick posted there why it happened on a shipwreck: ***************************************************************************** The NIF of the door to the ship has a NiFogProperty in it that needs to be deleted. \Data\meshes\architecture\ships\shipwreckentrance01.nif ***************************************************************************** But if to disable OSR is all you need, that's perhaps better, as hunting all these "faulty" nifs can be time consuming. Link to comment Share on other sites More sharing options...
Recommended Posts