A3oN95 Posted August 21, 2010 Share Posted August 21, 2010 Greetings everyone. After two years without playing TES4-O (and finally with a system capable of running it properly :P), i've decided to play it again, this time with all the mods i wanted. I've never used Wrye bash before, and i had to reinstall twice to get things like FCOM working properly, but i finally got everything working together... apparently. Other then the AI bugs then happen sometimes (like NPC/enemies running against walls... really annoying, but at least it rarely happens), i'm having an issue with all the fish in the water. Half of the fish i see are on land struggling instead of being in the water (exactly like in video). I can't seem to figure out where the problem comes from, and it's a little... strange to see so many fish jumping in land and almost no fish underwater, where they should be in the first place :S Here is my mod load order (i tried to bold all the mods which i THINK change something in water/waterlife, but i have no idea if they are the cause, or if this issue is mod-related at all) Oblivion.esmIWRRetrofittedMaster.esmEnhancedWeather.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmTamrielTravellers.esmFCOM_Convergence.esmKvatch Rebuilt.esmBetter Cities Resources.esmbookplacing.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espBetter Cities .espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espLoadingScreens.espNatural_Habitat_by_Max_Tael.espEnhancedWeather.espEnhanced Water v2.0 HD.espSymphony of Violence.espMIS.espMIS New Sounds Optional Part.espIWRRetrofittedLights.espIWRRetrofittedShutters.espIWRRetrofittedWindows.espAliveWaters.espAliveWaters - Koi Addon.espAliveWaters - Slaughterfish Addon.espBook Jackets Oblivion - BP.espVanityCameraSmoother.espGrayFoxOutfit.espMiscTracker.espCrowded Cities 15.espDarkgreen Glass Armour.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espOOO-Container_Trap_Instant_Effects.espMart's Monster Mod - Additional Enemy NPC Vars.espFCOM_Convergence.espFCOM_RealSwords.espMart's Monster Mod - More Wilderness Life No Gates.espMart's Monster Mod - More Passive Wildlife.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Less Reavers.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse WaterLifeTamrielTravellerAdvScript.espTamrielTravellers4OOO.espTamrielTravellersItemsNPC.espShiveringIsleTravellers.espMart's Monster Mod - Shivering Isles.espOOO-WaterFish.espBravilSeaDomes.espImpeREAL Empire - Unique Forts.espKvatch Rebuilt.espKvatch Rebuilt - OOO Compatibility.espKvatch Rebuilt - Leveled Guards - FCOM.espKvatch Rebuilt Weather Patch.espMoreArenaSpectatorsLite.espxuldarkforest.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenLeafEverglade.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espxulbravilbarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espxulAspenWood.espxulSkingradOutskirts.espxulSnowdale.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espkuerteeCustomisableHUDComponents.espImmersiveHealthIndication.espNatural Hunger v2_1 by QF.espRealSleepExtended.espMidasSpells.espDeadly Reflex 5 - Timed Block with no damage or durability changes.espDeadlyReflex 5 - Combat Moves.espGalerionLeveling-v11.espFrancesco's Slower skills x2.espBetter Cities - Full City Defences.espBetter Cities Full.espBetter Cities - VWD of the IC.espBetter Imperial City.espBetter Imperial City FPS Patch.espFrancesco's 10 days respawn time - 1-24 day lenght rescale.espReal Lava 1.3.espVisually Enchanted Fire 3.espVisually Enchanted Frost 2.espVisually Enchanted Shock 1.espUnknown mod file: [Natcalsar] ArenaSittingAreaBetter v1.espBashed Patch, 0.esp Any help/suggestion on how to fix this would be welcome. Thanks in advance. Link to comment Share on other sites More sharing options...
DavidBudreck Posted August 21, 2010 Share Posted August 21, 2010 I had exactly the same experience, so I disabled them. There is an optional file that you can use so that there are no fish. Technically, this is not a "bug" in the classic sense. Creatures spawn in Oblivion based on a "Path Grid." Sometimes modders forget to edit the pathgrid, but more often multiple mods conflict with each other. Oblivion uses path grids to tell the actors where to go. If a path grid says it's OK to travel from point A to point B by having a link between--But, there is actually something in-game that gets in the way, then you have the actors running into walls. This is part of the reason load order is so important, but even still, unless you make a patch with Exactly all the mods that you uniquely have installed, there will always be some issue. Other people have argued that path grids don't affect creatures spawning, but I have seen evidence to the contrary. In one of the Oblivion Gate Worldspaces I had noticed Dremora frequently spawning inside rocks. I checked the Path Grid, and sure enough the Path Grid had points inside the rock, and a connection between them and points outside the rock. After I manually edited the path grid myself, I have NEVER had another problem with Dremora spawning inside rocks. To me, that evidence is pretty conclusive, but anyway, back to your question. Even though the fish are given spawn points inside water, when Oblivion goes to place them, it uses some algorithym to try to randomize the locations a little, and it doesn't always make good choices. I removed the fish mod. That is my recommendation. Link to comment Share on other sites More sharing options...
A3oN_95 Posted August 21, 2010 Share Posted August 21, 2010 (just realized i already had an account >.<) I did the same thing myself, and disabled the mod, since the issue was too awkward, breaking the immersion the mod was supposed to bring =\. It's a shame, because underwater fishes, when working, are really nice (and the last time i had oblivion installed, when i didn't have FCOM, but only OOO instead, the fish were working properly, and now they're not :() For now i only have AliveWater's Fishes enabled, which improves the underwater immersion, and only slaugtherfishes spawn on land if using it. I don't have the knowledge to manually edit the grids, so i'm stuck this way. Would be cool to have the other fish varieties (ex.: MMM ones) too though. Thanks for the reply ;). If anyone can give some solution, i (not only my apparently :P) 'd be appreciated =) Link to comment Share on other sites More sharing options...
DavidBudreck Posted August 21, 2010 Share Posted August 21, 2010 Actually, I kind of got off track and wandery. I did not mean that editing path grids would fix the fish spawing on land. Really, that won't. When placing random things from random lists, Oblivion tries to place them somewhat randomly, and uses the path grid as it's guide. Sometimes it picks places on land when it shouldn't. As you said, slaughterfish spawn on land sometimes too. I don't think there is a "Fix" for this, short of placing every individual creature by hand and never using levelled lists (which would not be a very good solution). I originally had OOO by itself, and the fish Never worked for me. I never tried it now that I'm using FCOM because, on top of everything else, they show up when casting detect life and just add to the mess. Link to comment Share on other sites More sharing options...
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