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Pop-in and stuttering


Crisb92

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Hey, after recently getting a new comp, which can actually play Oblivion on high between 30-100+fps, I have noticed that there is a lot of graphical 'pop-in.' That is, scenery not appearing until the last moment, which causes stuttering when wandering around outside, and also kills any sense of immersion. I just wanted to know if this was to do with Oblivion itself or if it could be caused by a mod. I do use a fair few, mostly just texture mods and fixes, with a few quests as well.

 

System:

4870

e8400

4GB DDR2

ASUS p5q pro

250GB HDD

 

I've already tried system cleanups/ defrags etc.

 

Mods:

Eagle Eye Archery

Arthur Natural Environments

Attack and hide

Clocks of Cyrodiil

Denock Arrows

Shivering Isles

Enhanced Water

Oblivion Script Optimisation

Knights of the Nine

Kvatch Rebuilt

Leviathan Soul Gems

Living Economy

Key Chain

Quest Award Leveller

Real Lava

Realistic Force (combat and magic)

Ren's Hair

Robert's Khajiit Texture Fix

RT Female Replacer

Ruined Tail's Tale

The Lost Spires

Tears of the Fiend

Unofficial Oblivion Patch

Unofficial Shivering Isles Patch

VA Better Gold

Unique Landscapes Compilation

Polygone

QTP3

 

 

Also, I have noticed missing blocks of land in a couple opf places, as well as missing lights (I think) in cathedrals. Any idea what could cause this? (I'm thinking the poly mods and Unique Landscapes. I'll have to do some testing.)

 

Thanks a lot,

Chris.

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General Load-Order Guidelines

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

 

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

................

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Thanks a lot for that. By reinstalling, and reading the readmes etc. thoroughly I've managed to get rid of any missing meshes. And streamline seems to have helped with the stuttering. I'll get onto reordering my mods, as all I've ever done is group some of them together, or put conflicting ones before or after each other.
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If you are using Streamline, I can't recommend the newest version, 3.1b that one is a beta. It has some bugs still. And as the author seems to have abandoned Oblivion - at least for now, we probably won't be seeing it fixed any time soon.

 

When I tried it I had some interesting anomalies, such as sections of landscape appearing as a blank wall looking mass until getting close. And some stuttering when it was making its adjustments. I did have the problem of enemies suddenly appearing close and of objects and NPCs fading as the number of objects increased.

 

example: I was seeing a group of enemies in the mid distance. I conjured up a skeleton and called a companion. The enemies vanished when the 2 new objects appeared. Then reappeared much closer attacking. They were already too close for a ranged attack.

 

The previous version 3.0 does work better though.

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Thanks for that, I use the hotfix that was also available to download. But if the issues are present in that as well, I think I'll move back to 3.0

 

Thanks for all the help,

Chris.

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