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Disabling OOO's animal behavior changes.


Anthony477

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Hi guys, simply put, nothing in oblivion, with Quarls Texture Pack, 1680x1080 resolution, and ultra high spec lags my computer, EXCEPT for a pack of wolves, or other common forest animals, that were scripted by OOO to do things like run away or some other minor (But very cool) behaviors. Long story short, I want to turn that off, without disabling OOO because its the best mod ever...

 

I dont know why they lag my computer, i dont know if anybody else has this problem, but I can have 10-20 guards on me with no lag, but 5 wolves or anything effected by OOO will lag it up.

 

My PC specs are as follows:

 

Windows XP SP3

3GB DDR2 RAM

nVidia 9800GTX w/ 512MB memory

Intel Core 2 Quad 2.5GHz

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Yeah, scripts may lag it all a lot, and OOO is heavily scripted. To "revert" that changes open the mod in the CS, go to the Objects/creatures list, open them each one at once and remove the script they probably would have attached (unmark it, select none, etc, I don't remember the exact option).

 

Oh now that I remember, OOO it's an esm... well I hope it's the same than with an esp, perhaps it's not. Good luck!

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You'll need to download and install the TES Construction Set (CS), wich is the program used to make every mod out there, then learn a bit about it here or somewhere else just to get used to it's menus and interfaces and finaly do what I said above, but that's really it's simple, here's a pic that tells everything you need to do:

 

http://img683.imageshack.us/img683/5802/35988542.jpg

 

 

First you need to load oblivion.esm and Obscuro.esm. Go to Data and mark the box for both then ok. Next expand Objects tree to find the animals and then enter the first one. On the right side appears a list with all the animals of that kind. Expand that right screen so you could see the 'Script' column telling wich ones are scripted and wich ones are not (if there's a name it means that animal has a script). Then open the first having a script (double-click on it's name); that will prompt that window you see there. Choose from the Script box and select NONE, then hit ok. Once you're done with all them hit save, give your mod a name and that's all.

 

Just a last thought, don't unattach scripts from every creature, look at their names and guess if they're OOO-related or not, in case of doubt then better don't un-select the script.

 

Good luck with it!

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