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Walx Animals & Creatures getting around 10 to 20 fps in INTERIORS!


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How did anyone manage to even play this mod when it first released?! I can run better cities at about an average of 20 to 30 frames most of the time. But the interiors of this mod (especially the arena) drag my frames all the way down to 12! Just curious if maybe anyone else who has used this mod knows if I am doing something wrong or if the mod is just that resource intensive.

 

Here is my Load Order:

 

 

 

00  Oblivion.esm
01  All Natural Base.esm  [Version 1.38]
02  Waalx Animals & Creatures.esm
03  Unofficial Oblivion Patch.esp  [Version 3.5.6]
04  Oblivion Citadel Door Fix.esp
05  DLCShiveringIsles.esp
06  Unofficial Shivering Isles Patch.esp  [Version 1.5.9]
07  All Natural.esp  [Version 1.38]
08  All Natural - SI.esp  [Version 1.38]
09  All Natural - Real Lights.esp  [Version 1.38]
0A  FOV Modifier.esp
0B  DialogTweaks.esp  [Version 1.2.1]
0C  More Effective Enchantments.esp
0D  WAC - Crowded Roads Revisited.esp  [Version 1.1]
0E  DLCHorseArmor.esp
0F  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.9]
10  DLCOrrery.esp
11  DLCOrrery - Unofficial Patch.esp  [Version 1.0.7]
12  DLCVileLair.esp
13  DLCVileLair - Unofficial Patch.esp  [Version 1.0.11]
14  DLCMehrunesRazor.esp
15  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.7]
16  DLCSpellTomes.esp
++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
17  DLCThievesDen.esp
18  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.15]
19  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.14]
1A  WAC.esp
1B  WAC - OverSpawn.esp
1C  WAC - BlackBootDungeon.esp
1D  WAC - Dead Knights.esp
1E  WAC - Player Summons.esp
1F  WAC - Birds&Insects.esp
20  WAC - Companions.esp
21  WAC - Horses.esp
22  WAC - TCOS.esp
23  WAC - TCOS Shops.esp  [Version 03]
24  WAC - 8th Gate.esp
25  WAC - Legion.esp
26  WAC - Gladiator.esp
27  WAC - Magic.esp
28  Kvatch Rebuilt.esp  [Version 3.0RC3]
29  Kvatch Rebuilt Weather Patch.esp
2A  DLCBattlehornCastle.esp
2B  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.12]
2C  DLCFrostcrag.esp
2D  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.10]
2E  Knights.esp
2F  Knights - Unofficial Patch.esp  [Version 1.1.8]
30  Oblivion Uncut.esp
31  HUD Status Bars.esp  [Version 5.3.2]
32  MMDrink100Potions.esp
33  Alternative Beginnings.esp  [Version 1.4.6]
34  Alternative Beginnings - Kvatch Intact.esp  [Version 3.0.2]
35  RefScope.esp  [Version 2.1.2]
36  More Magicka x10.esp
**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.38]
37  NoUnnecessaryFaceGen.esp
38  LegionCombatAdditions.esp
39  LegionStaminaAndMomentum.esp
3A  Bashed Patch, 0.esp

 

And here are my PC specs.

 

Graphics: AMD RX 480 8gb Stock Model

CPU: AMD Ryzen 5 1600 Six Core

Ram: 16 gb

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Are you sure WAC is the cause? Certainly the arena seems to make sense, but I have no idea why interior FPS would be impacted generally with WAC. I notice that you have the OverSpawn esp though. Getting rid of that would probably help. But also MOO will use the assets and place them itself with an empty esp. It doesn't do the NPCs, quests, etc though.

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Are you sure WAC is the cause? Certainly the arena seems to make sense, but I have no idea why interior FPS would be impacted generally with WAC. I notice that you have the OverSpawn esp though. Getting rid of that would probably help. But also MOO will use the assets and place them itself with an empty esp. It doesn't do the NPCs, quests, etc though.

Yes. Other interiors not affected by this mod are just fine. I think I might pass on this mod. I already had to uninstall the arena overhaul. Which sucks because that was the main reason I installed this mod was for the arena. Because it started to have issues with Oblivion Uncut as well. When the arena overhaul is installed and I waited inside the Battlemage School near Cheydinhal a message would pop up every hour during the waiting screen saying something about not being permitted to view arena matches from the Royal balcony. No idea how that happened.

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Are you sure WAC is the cause? Certainly the arena seems to make sense, but I have no idea why interior FPS would be impacted generally with WAC. I notice that you have the OverSpawn esp though. Getting rid of that would probably help. But also MOO will use the assets and place them itself with an empty esp. It doesn't do the NPCs, quests, etc though.

 

Read the MOO PDF, you can use a blank WAC.esp to let MOO distribute things from the ESM.

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So I read the pdf. And it sort of confused me more. It says that you can just install WAC, which I have done. But I don't see any compatibility settings in the Compatibility.ini. And not sure if this is intended but none of the actors/npcs from MOO have weapons or armor from WAC. It seems that only the certain Bandits really have stuff from WAC and even then some bandits don't seem to have anything from WAC either. Could be how it was meant to be but it seems a bit odd.

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Not sure how this thread got turned into a discussion on MOO. Maskar plainly states and it's true, has no incompatibilities as of to date. this is primarily because everything it adds to the game is via script, any new items are duplicates and the formID changed to a unique formID ... MOO<something> in this case.

WAC, which i use, has a ton of dirty edits and needs to be cleaned and rearchived (7zipped) and stored somewhere safe in case one needs to reinstall the mod. It also has a couple of flaws which a patch has already been designed for the goblin-camp crash and the arena door getting stuck.

WAC makes a huge change to the arena and the entire area, besides running umpteenth AI packages, is over-loaded w/ high rez items. fire up the CS and either start dividing cells or simply removing unnecessary items/actors. not saying to delete the npc, just the reference in the cell. over-spawning is not a problem in the arena, it's just too much bling.

MOO on the other hand creates over-spawning which when coupled w/ WAC, this can produce a huge FPS hit. either tone the spawning down ... i would also reduce the alert distance so one doesn't have the entire cell attacking them all at once, which i believe one can do in the MOO ini or go through and edit the WAC creatures w/ a more reasonable rez. personally, i've found all of the dead knights produce a huge fps hit.

whether it be inside or out, fx produces a huge hit. much of it can toned down w/o much visual eye candy.

some mods to consider adding for a better performance boost:

kuertee's cleaned-up clean up
enemies keep weapons in inventory
no glow go
low poly grass

no lights flicker

optimized distant land max
qtp3 redimized - if one uses qarls

quiet feet
ely's universal silent voices

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1) MOO doesn't create over-spawning. While you may have issues depending on your other mods and computer, you can easily reduce the number of spawns via ini settings. For many people, there is no issue with the default, though.

 

2) Cleaned-Up Clean Up may do well for many, but it most definitely should not be paired with MOO and potentially a number of other mods.

 

3) Many of the other performance mods you suggest aren't really necessary on most modern rigs. Generally speaking, performance in Oblivion is about the processor, not the graphics. Most modern graphics are more than capable of handling normal grass poly, lights, and the quiet feet mod is something I haven't found to be necessary at all, ever. Universal Silent Voice doesn't help "performance" at all, but is an essential mod nonetheless. If you want help with performance, Bevilex's mod guide has an absolutely amazing section on Stability and performance. I recommend that instead.

 

4) As for why WAC has such issues, it is in a permanent beta status. The author had some serious real life issues iirc and was never able to iron things out. You'll find most of the issues are avoided by using the MOO trick, while allowing you to enjoy the bulk of what makes WAC great - the insanely amazing creatures and items added by the mod. Many people do enjoy the Arena changes as well, but as you mention, there are a lot of issues with them. That's why it became a part of this discussion - when someone is frustrated by the bugs in WAC, but is interested in its content, MOO is the obvious alternative.

 

5) As for bugfixes, there are three or four necessary ones for WAC, I believe, including the goblin camp fix. They can be a bit difficult to track down, but I think most have wound up here on the Nexus by now. Searching for WAC should bring them up.

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