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Very slow effect animations


ChoppedSuey

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I am having a problem that I am sure is related to some mod that I am using. Anytime that I open a door or gate (only doors that do not load you into another area), or I cast a spell that causes the "swirly cloud effect", it is taking anywhere from 15 seconds to a 1 minute for the animations to go away/door to fully open. The framerate itself APPEARS to not suffer at all when this happens....IE: NPC's are all moving at normal speeds, even when the animations of the spell are slow. Also, I've noticed that the butterflies and other small things that fly around in the environment suffer from the same slow problem...just kind of staying in a suspended spot for a few seconds, then "jumping" to another spot for a few more seconds, etc etc.

 

I don't have any core game changing mods installed, mostly just quest mods, and a select few armor/weapon mods. I started noticing this was happening when I installed the mod: VH Bloodlines...I installed the mod wrong somehow, and I was missing quite a few meshes and textures that were associated with that mod. I uninstalled and reinstalled the mod, and soleved the problem of the missing meshes and textures, but the problem with the animations continued even when I disabled the mod. I may have maybe 20-25 mods installed atm.

 

Anyone experience anything like this, or have any advice on what to do?

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What I just did, was totally uninstalled oblivion and all mods from my computer. I kept my savegames, then reinstalled oblivion/SI/KotN only. I started a new game, and of course all the doors and spell "sparklies" worked like they were supposed to. But if I load a savegame, from anytime after I started installing mods, even without the mods installed, not just unchecked in the data folder, I mean none installed whatsoever, the doors and spells go back to the slow annimation. Is there anyway to stop this from happening without starting a new game?
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What I just did, was totally uninstalled oblivion and all mods from my computer. I kept my savegames, then reinstalled oblivion/SI/KotN only. I started a new game, and of course all the doors and spell "sparklies" worked like they were supposed to. But if I load a savegame, from anytime after I started installing mods, even without the mods installed, not just unchecked in the data folder, I mean none installed whatsoever, the doors and spells go back to the slow annimation. Is there anyway to stop this from happening without starting a new game?

Your savegames may be severely bloated. Try the Wrye's Bash utility, I think it have a function to clean this kind of issue from saved games.

 

Else your savegame may be corrupted beyond recover.

 

What I repeat here (again and again) is not directed to you specifically ChoppedSuey, actually is to everyone reading this thread to be careful about the effects of uninstalling mods or even simple changes in the load order over saved games. Sometimes the second is worser than the first when issues arises (for normally being more insidious and difficult to trace down).

 

PS edit: Sometimes, worser than not having something is having the wrong thing.

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AWESOME tip about wyre's bash...I found the following info on the help page, which is exactly what is happening to me. Thanks for the reply.

 

 

 

 

Repair Abomb

 

• Fixes "Abomb" animation slowing by resetting the TesClass Abomb counter to 0x41000000 (or float 8.0).

 

• "Abomb Animation Slowing" is a slowing a of animations that typically appears around 225 hours into the game (though it may occur earlier or later). Effects are that many animations (spell effects, burning fires, opening/closing doors) have noticeably stop action effects, even while the rest of the scene is rendered normally. In fact the problem is worse in areas with high frame rates (e.g., simple interiors). This is presumably a bug with the game engine, probably something with thread prioritization for animations.

 

• The trigger for animation slowing seems to be the last four bytes of the TesClass data chunk in the save file. These bytes apparently represent a float value, which increments steadily with game play (on my machine advancing at about 2/3 of game seconds played). When the counter crosses a certain threshold (0x49000000), the animation slowing kicks in suddenly. The fix seems to be to simply reset this counter to an early value (0.0 would probably work. I use 8.0 or 0x41000000).

 

• There have been some reports of related problems with animations (dying wraiths not dropping properly) and physics collisions. Also, some have reported problems showing up before 0x49000000. However, there is clearly a substantial change as the counter crosses 0x490000, and the reported physics problems have been seen earlier in the game and so may be unrelated.

 

• For more discussion see: ESForums: Slow/Frozen Doors.

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