Kyren Posted May 15, 2010 Share Posted May 15, 2010 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.. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 16, 2010 Share Posted May 16, 2010 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.) Link to comment Share on other sites More sharing options...
Kyren Posted May 16, 2010 Author Share Posted May 16, 2010 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.esm01 Francesco's Leveled Creatures-Items Mod.esm----> Delinquent MASTER: Oblivion.esm02 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]----> Delinquent MASTER: Oblivion.esm03 Mart's Monster Mod.esm [Version 3.7b3p3]----> Delinquent MASTER: Oblivion.esm04 Oblivion.esm05 FCOM_Convergence.esm [Version 0.9.9a7]06 Francesco's Optional Chance of Stronger Bosses.esp07 Francesco's Optional Chance of Stronger Enemies.esp08 Francesco's Optional Leveled Guards.esp09 Francesco's Optional Chance of More Enemies.esp0A Fra.esp0B Unique Landscapes - Dark Forest DV.esp0C Unique Landscapes - Stendarr Valley DV.esp [Version 1.2.2]0D Unique Landscapes - Entius Gorge DV.esp0E Unique Landscapes - Fallenleaf Everglade DV.esp [Version 1.3.1]0F Unique Landscapes - ColovianHighlands DV.esp10 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.esp19 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.esp1C Unique Landscapes - Blackwood Forest DV.esp1D 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.esp21 OrdenULPatchBeachesOfCyrodiil.esp----> Delinquent MASTER: Der Orden.esp22 Der Orden.esp [Version 1.0]23 KvatchAftermath.esp24 Oblivion XP.esp [Version 4.1.5]25 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]26 DLCShiveringIsles.esp27 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 MBGrafics: Geforce 9600 GT, 512 MB And thanks beforehand! Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 17, 2010 Share Posted May 17, 2010 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" Link to comment Share on other sites More sharing options...
bben46 Posted May 17, 2010 Share Posted May 17, 2010 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 Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 17, 2010 Share Posted May 17, 2010 What version of KA are you using? Link to comment Share on other sites More sharing options...
Kyren Posted May 18, 2010 Author Share Posted May 18, 2010 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! Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 18, 2010 Share Posted May 18, 2010 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 Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted May 19, 2010 Share Posted May 19, 2010 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. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted May 19, 2010 Share Posted May 19, 2010 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. Link to comment Share on other sites More sharing options...
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