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Dropped items fall through the ground


Tinien

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Well, the subject is explained in topic's name. I play with OOO and try to collect as many loot as I can take with me (within my weight limit), because at the earlier levels it is rather difficult to save money. So I have to loot every corpse of killed bandit, marauder, imperial guard etc. to further sell their gear and weapon. But since I have rather small weight limit (200) so I have to often fast travel from battlefield to the most paying and rich merchant (Rowley Eardwulf and Aurelinwae). But in order to better find left loot (weapon) I grab every weapon and gather it in one place on the ground - where there is not grass and piled weapon contrast with the ground's color so as to easier sight it. Well there is where problem starts. When I next time come to my loot's place I often find that part of gathered weapons vanished. Following search with 'tcl' command show that vanished weapons fell through the ground and "hung" under it. But sometimes weapons disappear completely and even "underground" there is no sign of them. Also sometimes such things happen right away, when I release grabbed item and it falls on the ground and disappears at once. Is there something that can be done to avoid or prevent such glitch? Maybe some mod or settings in oblivion.ini or something else. Thank you in advance.

 

Here is my mod order:

00  Oblivion.esm
01  Open Cities Resources.esm  [Version 4.1.7]
02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.5.7]
03  Unofficial Oblivion Patch.esp  [Version 3.5.5]
04  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]
05  Oblivion Citadel Door Fix.esp
06  DLCShiveringIsles.esp
07  Unofficial Shivering Isles Patch.esp  [Version 1.5.9]
08  FormID Finder4.esp
09  DLCHorseArmor.esp
0A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.9]
0B  DLCOrrery.esp
0C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.7]
0D  DLCVileLair.esp
0E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.11]
0F  DLCMehrunesRazor.esp
10  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.7]
11  DLCSpellTomes.esp
++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
12  DLCThievesDen.esp
13  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.15]
14  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.14]
15  Oscuro's_Oblivion_Overhaul.esp  [Version 1.5.7]
16  OOO-No_Guild_Ownership.esp  [Version 1.33]
17  DLCBattlehornCastle.esp
18  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.12]
19  DLCFrostcrag.esp
1A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.10]
1B  OCOD+FrostcragSpire Patch.esp
1C  Knights.esp
1D  Knights - Unofficial Patch.esp  [Version 1.1.8]
1E  OCC-KOTN-Patch.esp  [Version 3.1]
++  Oscuro's_Oblivion_Overhaul - Knights of Nine.esp
1F  Open Cities New Sheoth.esp  [Version 2.0.2]
20  Open Cities Classic.esp  [Version 4.1.7]
21  Open Cities Outer Districts.esp  [Version 4.1.7]
22  OCC-OOO-Patch.esp  [Version 3.0]
23  Harvest [Flora].esp  [Version 3.0.0]
++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]
24  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]
25  Toggleable Quantity Prompt.esp  [Version 3.2.0]
26  OOOShiveringIsles.esp
27  OOOSIArcheryPatch.esp
28  Bashed Patch, 0.esp

Edited by Tinien
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  • 1 month later...

It is an inherit engine limitation in all 3d games, It has to do with the mathematics of millions of iterations of the calculation of "is there a surface?" and "is there an intersection of surfaces?".

The probability is sometimes inversely proportional the the number of vertices and polygons in meshes, but adding more vertices and thus polygons slows performance on the graphics card. If you have have a powerful system, using high resolution mesh mods may reduce the amount of glitching through surfaces.

 

here is a youtube video describing the problem

 

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