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Strange enemy movements


Kyren

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Good afternoon :)

 

Well, i've got a strange problem with my oblivion. Some certain kinds of enemies, so far i've noticed it on skeletons and zombies seem to hobble, or limp. (I don't know the correct word you use for this, and I don't think you'd understand much if i use the german expression..)

 

I wouldn't mind this hobbling/limping, but it seems to slow down their speed quite a lot, and so this is also bad for my playing experience :/

 

I'm playing with the 9.9 version of FCOM, unique landscapes and two quest mods - and Oblivion XP, on a steam-version of Oblivion. But none of this should affect the movement of such enemies? Does anyone have a idea what could cause that problem, or has anyone experienced the same?

 

<- Here you can have a look on that thing. I'm sorry for the bad video quality, well, i'm sorry for the whole video - But this was the only working converter i found :/ (Other's refused their work because of HD quality.) If needed, i'll try to upload a better video.

 

Thanks beforehand!

 

Edit: Okay, i've played a bit further and came across a wolf. He had the same problem as the skeletons - But with the wolf it was easier to see. He ran - then he was stuck for a moment - and then he ran again.

 

Edit 2: And further, i've encountered some NPC Bandits who had the same problem - And other NPC Bandits who didn't have it, as well as one wolf who ran normal..

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That sounds like AI overload. There are too many AI packages being processed for either the game's engine, or your processor. If you post your load order, I can recommend modules you can remove to relieve your system of this burden. FCOM is AI-intensive, and some "extra" plugins add more to that than others. It would be nice to know your system specs as well. Please, post your load order with Wrye Bash. (Right-click on the File tab and choose List Mods.)
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Thanks for your reply!

 

Here's my mod list:

 

00 Francesco's Optional New Items Add-On.esm

----> Delinquent MASTER: Oblivion.esm

----> Delinquent MASTER: Francesco's Leveled Creatures-Items Mod.esm

01 Francesco's Leveled Creatures-Items Mod.esm

----> Delinquent MASTER: Oblivion.esm

02 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]

----> Delinquent MASTER: Oblivion.esm

03 Mart's Monster Mod.esm [Version 3.7b3p3]

----> Delinquent MASTER: Oblivion.esm

04 Oblivion.esm

05 FCOM_Convergence.esm [Version 0.9.9a7]

06 Francesco's Optional Chance of Stronger Bosses.esp

07 Francesco's Optional Chance of Stronger Enemies.esp

08 Francesco's Optional Leveled Guards.esp

09 Francesco's Optional Chance of More Enemies.esp

0A Fra.esp

0B Unique Landscapes - Dark Forest DV.esp

0C Unique Landscapes - Stendarr Valley DV.esp [Version 1.2.2]

0D Unique Landscapes - Entius Gorge DV.esp

0E Unique Landscapes - Fallenleaf Everglade DV.esp [Version 1.3.1]

0F Unique Landscapes - ColovianHighlands DV.esp

10 Unique Landscapes - ChorrolHinterland DV.esp [Version 1.2.2]

11 Unique Landscapes - Beaches of Cyrodiil DV.esp [Version 1.6.4]

12 Unique Landscapes - Bravil Barrowfields DV.esp [Version 1.3.3]

13 Unique Landscapes - Lush Woodlands DV.esp [Version 1.3]

14 Unique Landscapes - AncientYews DV.esp [Version 1.4.2]

15 Unique Landscapes - Ancient Redwoods DV.esp [Version 1.6]

16 Unique Landscapes - Cloudtop Mountains DV.esp [Version 1.0.3]

17 Unique Landscapes - ArriusCreek DV.esp [Version 1.1.3]

18 Unique Landscapes - Rolling Hills DV.esp

19 Unique Landscapes - River Ethe DV.esp [Version 1.0.2]

1A Unique Landscapes - Brena River Ravine DV.esp [Version 1.0.2]

1B Unique Landscapes - Imperial Isle DV.esp

1C Unique Landscapes - Blackwood Forest DV.esp

1D Unique Landscapes - Cheydinhal Falls DV.esp [Version 1.0.1]

1E Unique Landscapes - Aspen Wood DV.esp [Version 1.0]

1F Unique Landscapes - Panther River DV.esp [Version 1.1]

20 OrdenULPatchBravilBarrowfields.esp

----> Delinquent MASTER: Der Orden.esp

21 OrdenULPatchBeachesOfCyrodiil.esp

----> Delinquent MASTER: Der Orden.esp

22 Der Orden.esp [Version 1.0]

23 KvatchAftermath.esp

24 Oblivion XP.esp [Version 4.1.5]

25 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]

26 DLCShiveringIsles.esp

27 FCOM_Francescos.esp [Version 0.9.9]

28 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]

29 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]

2A Bob's Armory Oblivion.esp [Version 0.9.9]

2B FCOM_BobsArmory.esp [Version 0.9.9]

2C Oblivion WarCry.esp [Version 1.085a]

2D FCOM_WarCry.esp [Version 0.9.9]

2E FCOM_Convergence.esp [Version 0.9.9]

2F Bashed Patch, 0.esp

 

The two quest mods i've mentioned above are "Der Orden", and "Kvatch Afternath". Well, i guess you could understand the second one's name :)

 

And here are my system specs:

 

Processor: IntelCore 2Quad CPU Q6600 @ 2,4 GHZ (4 CPUs)

RAM: 3072 MB

Grafics: Geforce 9600 GT, 512 MB

 

And thanks beforehand!

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Your load order could really use some work. All of the Delinquent Master errors are confusing me, so get your LO sorted, and then I'll take another look at it.

 

Load Ordering - http://sites.google.com/site/oblivionpoinfo/finishinstall/loadorder <-- Grab and run BOSS, and use the template on this page to place plugins that BOSS does not recognize (if there are any) in appropriate locations.

Finishing the Installation - http://sites.google.com/site/oblivionpoinfo/finishinstall <-- Do not skip anything.

 

FYI: The latest versions of FCOM do not support FCOM_Francescos. Also, you are missing the Arrius Creek + Ancient Yews patch: http://www.tesnexus.com/downloads/file.php?id=16818 <-- under "Optional Files"

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Re: Load order. Oblivion.esm must always be the first in the list. That is what we are modifying with the mods. If you apply the mod first, then load Oblivion.esm later, it will overwrite the mod and give strange results if it doesn't crash right away.

 

Also, any mod that changes anything in a master MUST come after the mod or esm that it modifies - same reason

 

All esm must be loaded before any esp

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Hey!

 

I'm sorry to keep you waiting, I didn't find/have the time yet to do everything you advised me to, but, as sorting the load order with BOSS works fast i've managed it to do that.

(Well, and i already had BOSS here, as it was mentioned in the FCOM Installation Guide. My mod-order was mixed up when i runned Wrye Bash afterwards, I don't remember the message that set my mod order back, i'll check it these days, with some luck tomorrow.) Anyways, the new load order seems to have solved my problems (as far as i can say after 1 hour testing time, looking for the monsters with which i had that problem).

 

Oh, and i'm running the 6.9 Version of Kvatch Afternath.

 

Again, sorry to keep you waiting - Hopefully I'll edit my thread here tomorrow again, after finishing the/your Finishing the Installation guide!

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Hey!

 

I'm sorry to keep you waiting, I didn't find/have the time yet to do everything you advised me to, but, as sorting the load order with BOSS works fast i've managed it to do that.

(Well, and i already had BOSS here, as it was mentioned in the FCOM Installation Guide. My mod-order was mixed up when i runned Wrye Bash afterwards, I don't remember the message that set my mod order back, i'll check it these days, with some luck tomorrow.) Anyways, the new load order seems to have solved my problems (as far as i can say after 1 hour testing time, looking for the monsters with which i had that problem).

 

Oh, and i'm running the 6.9 Version of Kvatch Afternath.

 

Again, sorry to keep you waiting - Hopefully I'll edit my thread here tomorrow again, after finishing the/your Finishing the Installation guide!

sounds good, no rush

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I've had a much similar problem with most humanoid NPCs, but they'd stagger so much they can't even move forward. It could be an AI glitch. It happens a lot when I'm trying to trick and hide from enemy NPCs.
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I've had a much similar problem with most humanoid NPCs, but they'd stagger so much they can't even move forward. It could be an AI glitch. It happens a lot when I'm trying to trick and hide from enemy NPCs.

This is definitely AI overload. The source of your problem could be the same. I do not even know what would classify as an "AI glitch." AI overload is very common with modified Oblivion, however. The cause is the combination of the engine upon which Oblivion is built, hardware limitations, processors mainly, and the addition of AI-intensive mods.

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