chaospearl Posted August 2, 2010 Share Posted August 2, 2010 Soo... I have a pretty damn good gaming rig built, and my FPS is still below acceptable levels particularly in cities. I know it's because my CPU can't handle all the mods I'm running, but I'm not sure which ones have the most effect. Just last night I ditched five large quest mods and my game didn't change in the slightest. I thought the issue was that running lots of AI-adding quest mods would add more for my CPU to choke on, but either that's wrong, or I just chose the wrong ones to uninstall. I got rid of:Integration: Stranded LightFeudal Empire 300Mighty UmbraGates to AsegaardDungeons of IvellonLost Sword of the AyleidsWindfallCybiades: Daggerfall MemoriesSovVM No change whatsoever to FPS. I'm a little annoyed because I know at least a few of those are huge giant quest mods and I THOUGHT that kinda thing is what was sucking all my CPU power and causing the low framerates. Now I'm not so sure. I'm still running:Tears of the FiendOrigins of the Mages GuildThe Elder CouncilLost SpiresAyleid StepsMalevolentVerona House: Bloodlines I'm wondering if getting rid of a few more quest mods will help any. If so, which ones? Or am I just doomed to have 10 FPS in cities unless I get rid of RAEVWD and Better Cities? (Those two are not subject to debate; I'm keeping them even if my FPS suffers for it.) Specs: ATI Radeon 5870 with 2GB VRAM, Intel i7 2.8GHz, 8GB RAM, Win 7 Home Premium Load Order: Active Mod Files: 00 Oblivion.esm 01 TR_OoT_Main.esm 02 Jog_X_Mod.esm 03 EnhancedWeather.esm [Version 1.4.1] 04 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI] 05 Francesco's Optional New Items Add-On.esm [Version 4.5bSI] 06 Francesco's Optional New Creatures Add-On.esm [Version 4.5bSI] 07 Cobl Main.esm [Version 1.72] 08 Qarls_Harvest.esm 09 Mart's Monster Mod.esm [Version 3.7b3p3] 0A CyrodiilUpgradeResourcePack.esm 0B TamrielTravellers.esm [Version 1.39c] 0C Kvatch Rebuilt.esm 0D Better Cities Resources.esm 0E BetterMusicSystem.esm 0F bookplacing.esm [Version 1] 10 CURP_Controller.esm 11 CM Partners.esm 12 Merged Books.esp ** TNR ALL RACES FINAL.esp ** TNR - ShiveringIsles.esp 13 Merged Tweak.esp 14 Unofficial Oblivion Patch.esp [Version 3.2.8] 15 TEC_4ERA_Dialog_Filter.esp 16 DLCShiveringIsles.esp 17 Better Cities .esp ** LoadingScreens.esp 18 Merged Lights Waters.esp 19 EnhancedWeather.esp [Version 1.3.5] ++ EnhancedWeather - Darker Nights, 50.esp [Version Final] 1A Enhanced Weather - Across-The-Borders Mods Patch.esp [Version Final] 1B All Natural - Real Lights.esp [Version 0.9.9] 1C MIS Low Wind.esp 1D MIS New Sounds Optional Part.esp 1E Atmospheric Oblivion.esp 1F Storms & Sound.esp 20 Rainbows.esp 21 CampfireBehavior.esp [Version 2.1] 22 WindowLightingSystem.esp 23 Merged Alchemy Magic.esp 24 Jewelry Names.esp 25 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp ++ CM_Better Wine.esp 26 Horse Whistle.esp ++ Item interchange - Extraction.esp [Version 0.76] 27 BetterMusicSystem(SI).esp [Version 1.0] 28 P1DseeYouSleep.esp 29 Portable Campsite - Quickstart.esp 2A Qarls_Harvest.esp ++ Ride Wild Horses.esp 2B RAEVWD New Sheoth.esp [Version 1.5] 2C SigilStonesExpanded1.5.esp 2D Tamika Sells Wines.esp 2E Harvest[Containers].esp 2F Harvest[Containers] - Player Home Add-on.esp 30 Harvest[Containers] - Flat-Top Barrels Add-on.esp 31 Harvest[Containers] - Havok Crates Add-on.esp 32 Merged Immersion.esp 33 Merged Clothes Jewelry.esp 34 Crowded Roads Revisited.esp [Version 1.1] 35 Map Marker Overhaul.esp [Version 3.4] 36 Map Marker Overhaul - SI additions.esp [Version 3.0.2] 37 DLCHorseArmor.esp 38 DLCOrrery.esp 39 DLCVileLair.esp 3A DLCMehrunesRazor.esp 3B DLCSpellTomes.esp ++ MaleBodyReplacerV4.esp ++ TFF_FantasyFigures_Base.esp ++ EVE_StockEquipmentReplacer.esp ++ HGEC_special_armor_repl.esp 3C Kafei's Circlets Reforged.esp 3D Scarves!.esp 3E kuerteeHorseCommands.esp 3F Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp [Version 1.0] 40 DLCThievesDen.esp 41 Francesco's Optional Chance of Stronger Bosses.esp 42 Francesco's Optional Chance of Stronger Enemies.esp 43 Francesco's Optional Files 1.esp 44 Francesco's Optional Files 2.esp 45 Francesco's Optional Files 4.esp 46 Cobl Glue.esp [Version 1.72] 47 Cobl Si.esp [Version 1.63] 48 FF_Real_Thirst, Cobl.esp ++ Cobl Tweaks.esp [Version 1.44] 49 Mart's Monster Mod for Fran.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] 4A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Diverse Imperial Armor.esp [Version 3.7b3p] 4B Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] 4C Mart's Monster Mod - Durability & Damage.esp [Version 3.7b3p3] 4D Mart's Monster Mod - Fran's leveled quests.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Safer Roads.esp [Version 3.7b3p3] ++ Mart's Monster Mod - No Blood.esp [Version 3.7b3p3] ++ Mart's Monster Mod - No Slimes.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp [Version 3.7b3p3] 4E Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3] 4F Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] ++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3] 50 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] 51 TamrielTravellers4MMM.esp [Version 1.39c] 52 TamrielTravellersItemsCobl.esp [Version 1.39c] 53 ShiveringIsleTravellers.esp [Version 1.39c] ++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c] ++ PersuasionOverhaul_MMM.esp [Version 1.2] ++ MMM-Cobl.esp [Version 1.69] ++ EVE_StockEquipmentReplacer4MMM.esp 54 Amajor7 Imperial Furniture.esp 55 Anvil_MorningGloryBetterCities_Mixed.esp 56 Better Benirus Manor.esp 57 BeyondCyrodiil-Camps.esp 58 BHC_Expanded.esp [Version 1.2] 59 Delivery Job - BC.esp 5A DragonHouse.esp 5B HeartOftheDead.esp [Version 6.0] 5C JolardHome.esp 5D Kvatch Rebuilt.esp 5E EiAmod.esp [Version 1.1] ++ EiAmod_ShiveringIsles.esp 5F OldCrowInn.esp [Version 1.5] 60 GlenvarCastle.esp 61 LetThePeopleDrink.esp [Version 2.5] 62 Skingrad Market 1.0.esp [Version 1.00] 63 The Ayleid Steps.esp [Version 3.3] 64 TheElderCouncil.esp 65 thievery.esp 66 VaultsofCyrodiil.esp 67 VaultsofCyrodiilBC.esp 68 VHBloodlines 1.2.esp [Version 1.4] 69 Apachii_Goddess_Store.esp 6A Woodcutters_Cabin_COBL.esp 6B za_bankmod.esp 6C Merged Commercial.esp 6D Merged Homes.esp 6E Merged Treasure Maps.esp 6F Merged Quests.esp 70 DLCBattlehornCastle.esp 71 DLCFrostcrag.esp 72 Knights.esp ++ EVE_KnightsoftheNine.esp ++ Mart's Monster Mod - Knights.esp [Version 3.7b3p3] ++ KotN Wayshrine Fix.esp 73 TOTF.esp 74 TOTF-EiAE Patch.esp 75 The Lost Spires.esp 76 AFK_Weye.esp [Version 2.0.COBL] 77 Blood&Mud.esp 78 Origin of the Mages Guild.esp [Version 6] 79 Unofficial Patches & Refurbish - ALL.esp 7A ElsweyrAnequina.esp 7B BetterMusicSystem(Elsweyr).esp [Version 1.1] 7C road+bridges.esp [Version 4.5.4] 7D Feldscar.esp [Version 1.0.4] 7E Vergayun.esp [Version 1.0.4] 7F Faregyl.esp [Version 1.0.10] 80 Faregyl+Anequina Patch.esp 81 xuldarkforest.esp [Version 1.0.5] 82 LostSpires-DarkForest patch.esp 83 xulStendarrValley.esp [Version 1.2.2] 84 xulTheHeath.esp 85 MMMMWL-TheHeath patch.esp 86 XulEntiusGorge.esp 87 xulFallenleafEverglade.esp [Version 1.3.1] 88 LostSpires-Everglade patch.esp [Version 1.2] 89 TheElderCouncil-FallenleafEverglade patch.esp [Version 1.2] 8A Anequina-Fallenleaf-Patch.esp 8B xulColovianHighlands_EV.esp [Version 1.2.1] 8C xulChorrolHinterland.esp [Version 1.2.2] 8D mythsandlegends.esp 8E xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4] 8F SkingradMarket-LostCoast patch.esp 90 xulBravilBarrowfields.esp [Version 1.3.2] 91 xulLushWoodlands.esp [Version 1.3] 92 xulAncientYews.esp [Version 1.4.2] 93 xulAncientRedwoods.esp [Version 1.6] 94 xulCloudtopMountains.esp [Version 1.0.3] 95 xulArriusCreek.esp [Version 1.1.3] 96 xulPatch_AY_AC.esp [Version 1.1] 97 HeartoftheDead-ArriusCreek patch.esp 98 xulRollingHills_EV.esp [Version 1.3.2] 99 MMMMWL-RollingHills patch.esp 9A xulPantherRiver.esp 9B Blood&Mud-PantherRiver patch.esp 9C xulRiverEthe.esp [Version 1.0.2] 9D xulBrenaRiverRavine.esp [Version 1.0.2] 9E xulBlackwoodForest.esp 9F xulCheydinhalFalls.esp [Version 1.0.1] A0 Blood&Mud-CheydinhalFalls patch.esp A1 TearsOfTheFiend-CheydinhalFalls patch.esp A2 KvatchRebuilt-CheydinhalFalls patch.esp A3 xulAspenWood.esp [Version 1.0.1] A4 xulSkingradOutskirts.esp A5 NRB4+LtPD Patch.esp [Version 3.0] A6 EtInArkay-UniqueLandscapes Merged patch.esp A7 West Roads.esp A8 Harvest [Flora].esp [Version 3.0.0] ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] A9 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] ++ Ranokoas Realistic Item Prices.esp AA Ayelid Wells.esp AB DS Storage Sacks.esp [Version 1.21] AC Kyoma's Journal Mod.esp [Version 3.2.0] AD PersuasionOverhaul.esp [Version 1.43] AE kuerteeGoldIsAnInventoryItem.esp AF Salmo the Baker, Cobl.esp [Version 3.08] B0 Storms and Sound Patches.esp B1 Quest Award Leveller.esp [Version 2.0.1] B2 Quest Award Leveller - Vile Lair.esp [Version 2.1.0] ++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0] B3 Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0] B4 Alternative Start by Robert Evrae.esp B5 More Realistic Encumbrance.esp B6 Natural Hunger v2_1 by QF.esp B7 RealSleepExtended.esp [Version 2.3.4] B8 SupremeMagicka.esp [Version 0.88] B9 SM_ShiveringIsles.esp [Version 0.86] ++ SM_DLCSpellTome.esp [Version 0.80] ++ SM_MMM.esp [Version 0.82] ++ SM_COBL.esp [Version 0.86] BA SM_Misc.esp BB AudaciousMagery.esp BC Vector.esp [Version 0.1] BD RenGuardOverhaul.esp BE RenGuardOverhaulShiveringIsles.esp ++ Francesco's Slower skills x1.5.esp ** Dark Dungeons - SI.esp [Version 1.0] ++ Item interchange - Placement.esp [Version 0.76] ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] BF CM Partners.esp C0 nt_CompanionForceEquip.esp C1 CM Linly.esp C2 Cobl Races.esp [Version 1.52] ** Cobl Races TNR.esp [Version 1.53] ** Cobl Races TNR SI.esp [Version 1.53] ++ Cobl Races - Balanced.esp [Version 1.52] C3 Better Cities Full - B&M Edition.esp C4 BCBravilB&MFULL-Barrowfields patch.esp C5 Better Cities - Unique Landscape Barrowfields.esp C6 Better Cities - Unique Landscape Chorrol Hinterland.esp C7 Better Cities - Tears of the Fiend.esp C8 BCCheydinhalFULLB&M-CheydinhalFalls patch.esp C9 BCSkingrad-SkingradOutskirts patch.esp CA Better Cities - Unique Landscape Skingrad Outskirts.esp CB Better Cities - Thievery.esp CC Better Cities - VHBloodlines.esp CD Better Cities Full - B&M Edition FPS Patch.esp CE Better Imperial City.esp CF Better Imperial City FPS Patch.esp D0 Better Cities - Old Crow Inn.esp D1 Better Cities - COBL.esp [Version 2] D2 Portrait Painter for Better Cities.esp ++ P1DshieldNoGlow.esp ++ Life Detected - OMOD.esp D3 Get Wet.esp D4 FuseSnailRacing.esp D5 Hemingweys Capes.esp [Version 2.00] D6 NRB4 Standard Road Record.esp ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] D7 Cobl Silent Equip Misc.esp [Version 01] D8 Bashed Patch, 0.esp D9 Streamline 3.1.esp Edit: I'm already running Streamline and OSR, and using the RAM booster. Not using QTP. Link to comment Share on other sites More sharing options...
BFG99 Posted August 2, 2010 Share Posted August 2, 2010 RAEVWD and Better Cities is a deadly combination for FPS, I'm afraid. Uninstalling your remaining mods won't help that much. (Typically, major quest mods don't sap that much CPU power...it's the graphical overhauls and the "effect changers", such as my mod that constantly changes armor or weapon enchantment strength based on their health, that are the real sappers). If RAEVWD and Better Cities are non-negotiable, then all I can suggest is trying some tweaks in your Oblivion.ini file, and also installing other efficiency improvers such as Kuertee's Cleanup. On Oblivion.ini, one of the biggest things that can make a difference is lowering the uGridDistant settings, which causes Oblivion to load less distant detail. (Don't change uGridstoLoad though - doing so can break your map.) Good luck! Edit: Overhaul mods like FCOM, OOO and MMM can also be framerate killers. For example, even the best systems can struggle with MMM if you have 15 Reavers on screen at once! Lowering spawn rates can help. Link to comment Share on other sites More sharing options...
Hickory Posted August 2, 2010 Share Posted August 2, 2010 Yep, no matter what rig you have -- it's NOT the rig, it's the Oblivion engine -- the combination of RAEVWD and BC is gonna kill your FPS, even worse if you have QTP. I have a kind of similar mod list to you, less MMM, which screws with OOO, and Francesco's as the main big ones. Now, the thing is, I only have a moderate to low rig, and I can run EVERYTHING fine, until I install RAEVWD, especially in the IC, Waterfront and Bruma. If you really want to thin your mods out, ignoring the above two, go for mods that use scripts heavily. Badly written scripts (lots of 'Begin GameMode's) will impact FPS as surely as HR textures. Link to comment Share on other sites More sharing options...
chaospearl Posted August 2, 2010 Author Share Posted August 2, 2010 Hehe, thank you for the advice. In a way it's actually good news. If there's nothing to be done about my lousy city FPS, that means I can put all the quest mods back into place and I won't have to get rid of any others. As is obvious from my load order I really do love to pack on the quests and additional content, new lands, etc. My gaming machine is new; I'd been playing on a laptop for over a year, and the main reason I spent a year's savings on the upgrade for gaming is that I badly wanted to use Better Cities, Unique Landscapes, and RAEVWD. Now that I can, I'm so happy with them that I feel the reduced FPS is an acceptable price to pay. I'd been hoping that I could pick it up a bit by compromising on the quest mods, but if that's not going to help, then there's no reason not to use all the mods I love. I'm a little disappointed that that I won't be able to fix the FPS without losing RAEVWD or BC, but it's good to know that for a certainty, at least. And I do get great FPS in dungeons and interiors -- usually 60+ or better. I don't care much for combat so I'm using the Extra Reduced Spawn Rates plugin for MMM. Do you think it'd help any if I ditched my CM Partner? One less NPC on the screen, at least. Also, I'm not sure which if any of my mods would qualify as effect changers... am I running anything like that? Link to comment Share on other sites More sharing options...
Hickory Posted August 2, 2010 Share Posted August 2, 2010 Getting rid of your CM partner will have absolutely no effect on a rig like yours -- now if you had twelve parners following you! Effect changers: You are running Enhanced Weather but only Real Lights from All Natural, and also WindowLightingSystem. I think a better bet would be the full All Natural and Animated Window Lighting System. Remember, if you are using high resolution textures for TFF, EVE, HGEC, that's going to have an impact, too. I really don't see the need (unless you like spiders and slimes) to have MMM and Francesco's running at the same time as OOO -- all except the slimes and spiders are already in OOO, which also has quests. I'm thinking along the lines that you mention you don't care much for combat. Never forget what I mentioned before: lots of quest mods with lots of (badly written) scripts running will have a REAL impact on your FPS. It can be a pain, I know, but disabling quest mods that you aren't involved in presently can help in those circumstances. Link to comment Share on other sites More sharing options...
chaospearl Posted August 3, 2010 Author Share Posted August 3, 2010 Hrm. Okay, it seems like there's not much I can do, then. Thanks again for answering the questions! I use Enhanced Weather because All Natural's weather system is just too buggy for me. I tried it out for about a week and couldn't deal with the various issues. I started using the lights module because... let me think. Because I had been using a different lights mod - I want to say Real Lights? Or maybe Cities Alive at Night? Something like that. And one day after running BOSS I was skimming through the report it generates and noticed that next to my lights mod BOSS informed me that the mod was out of date\buggy\inefficient and that I ought to use the lights module from All Natural instead. So I switched and have been using AN's lights ever since. As for what you said here...I really don't see the need (unless you like spiders and slimes) to have MMM and Francesco's running at the same time as OOO -- all except the slimes and spiders are already in OOO, which also has quests. I'm thinking along the lines that you mention you don't care much for combat. I'm afraid I don't understand what you mean. I don't use OOO at all, only Fran's and MMM. I don't think it's actually possible to run all three simultaneously unless you go the FCOM route, which is more hassle than I want to deal with at this time. I prefer Fran's over OOO because OOO changes the leveling system, which I know a lot of people hate but I happen to like it. When I go into an unknown dungeon I don't want to have absolutely no idea whether the enemies are 1st level or 50th. I like the fact that Fran's keeps most of the bad guys at a roughly similar level to my own, but it eliminates the things that kill immersion -- like bandits wearing Daedric armor once you reach a certain level. In any case, the Frans vs OOO decision is a personal one and I happen to prefer Fran's. MMM... well, I use that mainly for its various modules, not so much for the extra monsters. I really like the Safer Roads plugin, for example. I played vanilla for a long time on my PS3 before switching to PC Oblivion and I'd say the number one thing that annoyed me (maybe number two, since those Daedric armor bandits were probably the worst annoyance) was not being able to walk from Bravil to Leyawiin without being accosted by eight minotaurs along the road. Like I said, I don't play this game for the combat and if I wanted to hunt monsters I'd go explore a dark hole somewhere, or at least wander through the woods away from civilization. What the hell are all those Imperial Legion guys getting paid for if they aren't keeping the roads safe, anyway? That's also why I use the Extra Reduced Spawn Rates plugin from MMM. I also really like the diverse Imperial armor, the gem dust, the additional passive wildlife (deer and rabbits and such), and the extra wounding + extra durability plugins so my fights go faster. I used to use the hunting & crafting stuff too, but ended up ditching those modules after I realized that you can't make anything better than what you can buy\find after level 10 or so. Anyway. That's why I chose the Fran's \ MMM combo instead of OOO or FCOM. As for the badly scripted quests... hrm. Hrm, hrm. I'm able to write decent scripts in the CS, I guess, allowing for much trial and error (mostly the latter) but I would not recognize a badly-written script if it bit me in the butt. Most of my own scripts probably are the badly-written variety! If I successfully make something work as intended and it doesn't blow up the game, I don't tend to examine it looking for more efficient ways to execute the same concept. What I'm saying is: How do I know if any of my smaller quest mods are poorly scripted? The thing about disabling quests I'm not in the middle of is that I haven't played through any of them yet, so I have no idea what they're adding to my game. I don't like to add stuff mid-game that wasn't there before -- talk about immersion killer. That's why I tend to start a new game with all the quests I intend to play already active. It depends on what it adds, though. I mean, if a small quest mod adds a dungeon and a bandit camp in the middle of nowhere, then I don't give a rat's ass if those things weren't there the last time I passed through. Tamriel's a big place and my borders are turned off, so I'm not gonna remember each and every bandit camp I see. That being said, when it's something like Verona House that adds a whole damn village which is visible from the Imperial City (thank you RAEVWD), it is fairly obvious when said village suddenly pops into existence due to me enabling the mod after having played for 50 hours already. That's why I have VH:B enabled from the start of the game even though I know there's no point until after I've finished the main quest. The thing is, since I've never played through any of the small quest mods, I don't KNOW what they add and whether or not it's important enough that I'm going to notice if I suddenly enable the mod midway through my game. See what I'm saying? I generally try not to examine quest mods in too much detail before playing them because I like the feeling of stumbling across a cabin in the wilderness and having no idea if it's from the vanilla game, or a mod, and if so, which one and who lives there. I really need to stop talking, don't I. Heh. 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Hickory Posted August 3, 2010 Share Posted August 3, 2010 Ok, and I need to read mod lists more thoroughly! Truly, I thought I saw OOO in your list -- now I feel like a chump! :whistling: I hear what you're saying about the mods, and regarding spotting badly scripted mods, there is no easy way, unfortunately. But anything that uses a lot of 'Begin GameMode', which runs the whole time, is eating up CPU time. Better to only use GameMode when absolutely necessary. An example of, not necessarly badly written, but mods whose scripts have an impact on FPS is levelling system overhauls, which have to continually monitor everything you do -- no names. Anyway, if I can run 237 mods on my lowly machine, you'll be OK. :) Link to comment Share on other sites More sharing options...
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