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A Fish Problem


A3oN95

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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.esm

IWRRetrofittedMaster.esm

EnhancedWeather.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

TamrielTravellers.esm

FCOM_Convergence.esm

Kvatch Rebuilt.esm

Better Cities Resources.esm

bookplacing.esm

HorseCombatMaster.esm

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Better Cities .esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Chance of More Enemies.esp

Francesco's Optional Leveled Guards.esp

FCOM_Francescos.esp

FCOM_FrancescosItemsAddOn.esp

FCOM_FrancescosNamedBosses.esp

LoadingScreens.esp

Natural_Habitat_by_Max_Tael.esp

EnhancedWeather.esp

Enhanced Water v2.0 HD.esp

Symphony of Violence.esp

MIS.esp

MIS New Sounds Optional Part.esp

IWRRetrofittedLights.esp

IWRRetrofittedShutters.esp

IWRRetrofittedWindows.esp

AliveWaters.esp

AliveWaters - Koi Addon.esp

AliveWaters - Slaughterfish Addon.esp

Book Jackets Oblivion - BP.esp

VanityCameraSmoother.esp

GrayFoxOutfit.esp

MiscTracker.esp

Crowded Cities 15.esp

Darkgreen Glass Armour.esp

Oblivion WarCry EV.esp

FCOM_WarCry.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

OOO-Container_Trap_Instant_Effects.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp

FCOM_Convergence.esp

FCOM_RealSwords.esp

Mart's Monster Mod - More Wilderness Life No Gates.esp

Mart's Monster Mod - More Passive Wildlife.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Less Reavers.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Farm Animals.esp

Mart's Monster Mod - Diverse WaterLife

TamrielTravellerAdvScript.esp

TamrielTravellers4OOO.esp

TamrielTravellersItemsNPC.esp

ShiveringIsleTravellers.esp

Mart's Monster Mod - Shivering Isles.esp

OOO-WaterFish.esp

BravilSeaDomes.esp

ImpeREAL Empire - Unique Forts.esp

Kvatch Rebuilt.esp

Kvatch Rebuilt - OOO Compatibility.esp

Kvatch Rebuilt - Leveled Guards - FCOM.esp

Kvatch Rebuilt Weather Patch.esp

MoreArenaSpectatorsLite.esp

xuldarkforest.esp

xulStendarrValley.esp

xulTheHeath.esp

XulEntiusGorge.esp

xulFallenLeafEverglade.esp

xulColovianHighlands_EV.esp

xulChorrolHinterland.esp

xulBeachesOfCyrodiilLostCoast.esp

xulbravilbarrowfields.esp

xulLushWoodlands.esp

xulAncientYews.esp

xulAncientRedwoods.esp

xulCloudtopMountains.esp

xulArriusCreek.esp

xulPatch_AY_AC.esp

xulRollingHills_EV.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulBrenaRiverRavine.esp

xulImperialIsle.esp

xulBlackwoodForest.esp

xulCheydinhalFalls.esp

xulAspenWood.esp

xulSkingradOutskirts.esp

xulSnowdale.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

kuerteeCustomisableHUDComponents.esp

ImmersiveHealthIndication.esp

Natural Hunger v2_1 by QF.esp

RealSleepExtended.esp

MidasSpells.esp

Deadly Reflex 5 - Timed Block with no damage or durability changes.esp

DeadlyReflex 5 - Combat Moves.esp

GalerionLeveling-v11.esp

Francesco's Slower skills x2.esp

Better Cities - Full City Defences.esp

Better Cities Full.esp

Better Cities - VWD of the IC.esp

Better Imperial City.esp

Better Imperial City FPS Patch.esp

Francesco's 10 days respawn time - 1-24 day lenght rescale.esp

Real Lava 1.3.esp

Visually Enchanted Fire 3.esp

Visually Enchanted Frost 2.esp

Visually Enchanted Shock 1.esp

Unknown mod file: [Natcalsar] ArenaSittingAreaBetter v1.esp

Bashed Patch, 0.esp

 

 

 

 

Any help/suggestion on how to fix this would be welcome. Thanks in advance.

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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.

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(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 =)

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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.

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