FCOM/Strange AI behavior

Post » Tue May 17, 2011 1:17 am

I recently installed FCOM for the first time as well as a handful of other mods. Everything seems to be working perfectly, except the AI is a bit...strange. I see people constantly just walking into walls, trying to ride horses into houses, etc. Anyone else have this problem, or know what the problem could be? My load order it below.

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  FCOM_Convergence.esm  [Version 0.9.9a7]06  Armamentarium.esm  [Version 1.35]07  Artifacts.esm  [Version 1.1]08  Kvatch Rebuilt.esm**  TNR ALL RACES FINAL.esp09  DLCShiveringIsles.esp0A  Francesco's Optional Chance of Stronger Bosses.esp0B  Francesco's Optional Chance of Stronger Enemies.esp0C  Francesco's Optional Chance of More Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]0D  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  oc_darker_nights.esp++  Better_Water-1830.esp0E  WindowLightingSystem.esp0F  Oblivion Collectible Cards.esp10  Map Marker Overhaul.esp  [Version 3.4]11  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]12  DLCHorseArmor.esp13  DLCOrrery.esp14  DLCVileLair.esp15  DLCMehrunesRazor.esp16  DLCSpellTomes.esp17  DLCThievesDen.esp18  Bob's Armory Oblivion.esp19  FCOM_BobsArmory.esp  [Version 0.9.9]1A  Oblivion WarCry EV.esp1B  FCOM_WarCry.esp  [Version 0.9.9]1C  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.35]1D  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]1E  FCOM_Convergence.esp  [Version 0.9.9]1F  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]20  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]22  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]23  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]24  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp25  Kvatch Rebuilt - Leveled Guards - FCOM.esp26  DLCBattlehornCastle.esp27  DLCFrostcrag.esp28  Knights.esp29  The Lost Spires.esp++  FCOM_Knights.esp  [Version 0.9.9]2A  ElsweyrAnequina.esp2B  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]2C  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]++  Border Removal.esp2D  Alternative Start by Robert Evrae.esp2E  StealthOverhaul.esp2F  bgBalancingEVCore.esp  [Version 10.52EV-D]30  bgMagicEV.esp  [Version 1.7EV]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]31  bgIntegrationEV.esp  [Version 0.993]++  bgMagicShaderLifeDetect.esp  [Version 1.68]32  Bashed Patch, 0.esp33  Colored Map for Elsweyr 1.1.esp

User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Mon May 16, 2011 10:59 pm

My guess is your CPU is not keeping up, and the AI lags.


Try Oblivion Stutter Remover, it makes Oblivion run more fluidly, which should also help with CPU related issues. :)
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Tue May 17, 2011 2:37 pm

Replace this with the update from the MMM thread

22 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]

If you're anywhere near water, that'll be your problem.
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Tue May 17, 2011 10:11 am

Replace this with the update from the MMM thread

22 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]

If you're anywhere near water, that'll be your problem.


That's gotta be it! I've only noticed it happen in Anvil and Waterfront District, plus all the fist end up dead some how; thank you!
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Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Tue May 17, 2011 5:58 am

Shouldn't he also remove

20 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]


as its incompatible with OOO's Geomancy?
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Tue May 17, 2011 1:57 pm


05 FCOM_Convergence.esm [Version 0.9.9a7]


And Update FCOM to UFCOM required since using MMM 3.7b3.
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Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Tue May 17, 2011 4:27 am

I never outright recommend that unless someone actually complains. (edit: referring to G&GD, not UFCOM....UFCOM is a requirement)

There is a way to turn off Geomancy in OOO, which reduces the conflict, and in most cases the only conflict is inconsistent behaviour between gems from different sources. Though some do have crashes resulting from it.

If someone reports a problem with gems or grinding gems, then I recommend removing that one and perhaps trying the OBSE version instead.
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Tue May 17, 2011 6:08 am

Where would I find the OBSE version of the Gem Dust mod? I did just update to uFCOM as well. The waterlife update worked like a charm. Thanks for all your help persons!

Nevermind, I found the OBSE version of OOO Gem Dust/Geomancy, installed it, and removed the MMM version. And rebuilt bash patch. I should be good; thanks everyone for their quick assistance!
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Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm


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