[RELZ] MartsMonsterMod37b3 Public Release 3 [RELZ]

Post » Mon Mar 28, 2011 2:25 am

Post your load order, preferably via Wrye Bash: right-click File-header > list mods > paste into post.


Here is my load order:

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
Harvest [Flora].esp
DLCHorseArmor.esp
DLCOrrery.esp
DLCBattlehornCastle.esp
DLCFrostcrag.esp
Harvest [Flora] - DLCFrostcrag.esp
DLCThievesDen.esp
DLCVileLair.esp
Harvest [Flora] - DLCVileLair.esp
DLCMehrunesRazor.esp
DLCSpellTomes.esp
Knights.esp
DLCShiveringIsles.esp
Harvest [Flora] - Shivering Isles.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Level_Stock.esp
OOO-Respawn_Two_Week.esp
OOO-Water_Weeds.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod for OOO - Knights .esp
Mart's Monster Mod - Shivering Isles.esp
Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp
Mart's Monster Mod - Slof Horses Complete.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - Less Reavers.esp
Mart's Monster Mod for OOO - LessReaversInGates.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Friendlier Factions OOO.esp
Mart's Monster Mod - DLCHorseArmor+Slofs .esp
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Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Mon Mar 28, 2011 10:32 am

Haven't played Oblivion the last 2 years but now i'm back. After testing a lot of new mods i'm back using my 2 old time favorites OOO and MMM. Everything seems to show up correctly but i have 1 problem.
Prey and Predators are in the same place without any reaction from one or both of them. For example Deer, Rabbits and Wolves are walking very close to each other without running away from each other?

Is this normal?



Here is my load order:

Oscuro's_Oblivion_Overhaul.esp

Mart's Monster Mod - Diverse WaterLife.esp

Mart's Monster Mod - Dungeons of MMM.esp


I would suggest installing Unofficial patches at least UOP 3.3.X ..and DLC Patches..

Are you using OOO 1.34Beta5 Once again MMMforOOO Requires that just to make sure..

You should not be using MMM Gems and Gems Dust with OOO..Can cause Corrupt save's to happen.Next Version should fix that..Has Both OOO and MMM will have both Geomancy and Gems and Gems Dust features..If OOO version is detected it will disable itself and MMM will be used, something like that..

else remove dungeons of MMM just a one location spot anyways...one less esp..

Make sure Waterlife is updated version in Post 3 on first page of thread..

Are you using Bash ?

Has to

Creatures not attacking other creatures or just standing still sometimes or running around in circles around each other but not doing anything else is a sign of overworked system once again. I have this happen has well even on my poor amd x2 4000 sometimes, using one of the spawn rate reducers will lower the amount that spawn and thus lower the amount of cpu overhead and free up what is needed so they react normally. My advice..Post your system specs...
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Claire Vaux
 
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Joined: Sun Aug 06, 2006 6:56 am

Post » Mon Mar 28, 2011 1:11 am

Thanks for your reply Corepc.

I will install the Unofficial patches. Already have them on my hd and used them before so no problem.

Yes, i'm using OOO 1.34 Beta 5 and also the latest MMM Waterlife.

I'm not using bash at the moment. Do i need it and with which options checked?

I will delete the gems and dust and dungeon esp's.

My system specs are:

MSI P55-GD55
Intel Core I5 760
Corsair 4GB (2X2) DDR3 1333Mhz
Asus Geforce GTX 470
OCZ Vertex 2 SATA II 3.5" SSD 120GB
Creative Soundblaster X-FI Xtreme Music

My system is well optimized and every modern game runs smooth as butter so i don't think this is the problem.
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butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Mon Mar 28, 2011 2:59 am

Hello, a few weeks ago I did a complete reinstall of Oblivion and all mods, including MMM and OOO, and started a new character.

Everything is working great with one exception. Wolf bodies are not there. This happens with all kinds of wolves, like bloodthirsty, starved, shadow, prowler even spectral. What happens is that a redish/purplish skull type shape appears but nothing else. Of course I could hit the invisible body with arrows, etc.

I installed MMM with the OBMM OMOD. It should be the latest version.

Any ideas of the problems, how to fix it, or at least diagnose it. It's not game breaking (yet) since it only happens on wolves of various types and no other problems. All other creatures I've encountered look great, except wolves.

Thanks.
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kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Mon Mar 28, 2011 2:55 am

You Should be able to use Refscope or FormIDFinder on the "Skull", make sure all your BSAs have a corrasponding ESP to luanch them...
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Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Mon Mar 28, 2011 12:59 pm

I have downloaded but not yet used Refscope or FormIDFinder to figure out my wolf problem (missing bodies, only purple skulls). I did notice that Shadow Wolves seem to be okay.

But I have another request. I see there are a lot of "no ------" esp. I use the no slimes because of clipping problems, and "no adventurers" because I hate to see them die.

But given the prevalence of the the "no ----" options, I'm surprised there is not a "no ancient gargoyle" option. At level 25 it seems like every monster dungeon has massive flocks of ancient gargoyles. I could kill them but it's a pain and a time waster and poison waster.. And it seems unrealistic to me. It seems like, since they are "ancient" they should be rare. And it seems like nothing has a chance against them. So the monster dungeons end up being nothing but Ancient Gargoyles, since they kill everything else. So there ends up being not diversity, just a grind against seemingly endless Ancient Gargoyles. I ran into some on the road north of Leyawiin, and some legionaries got there first - they had no chance (just like pretty much anything else) - and this is with safer roads. I like a challenge, I don't mind Balrogs, Werewolves, Durzogs, etc. I don't mind Gargoyles or Lesser Gargoyles. But flocks and flocks of Ancient Gargoyles where ever I go seems unbalanced and unrealistic and a bit unfun.

But maybe I'm the only person that feels that way.

Please don't take this as criticism, just a viewpoint and recommendation. MMM is a wonderful, fantastic, and amazing mod. Thanks very much for it. It really makes the game fantastic.

Unless there are constant massive flocks of Ancient Gargoyles everywhere :o
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Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Mon Mar 28, 2011 3:29 am


Works fine for me but I've noticed that it's easy to miss depending on play style. If my char rushes through a dungeon with undead it seldom or never happens - it most often happens if she stops to loot containers or something with killed undead laying around - or while going back through a dungeon.


I'm not one to hurry through a dungeon, it takes me forever. I have to compulsively check everything and everywhere, even dungeons I've been in already.

That said, I have now seen a few of them get back up (just Race Zombies and Shivering Zombie Masters so far), but the %chance seems really, really low. MMM used to have some console commands that you could use to tweak some variables, I don't suppose there's anything like that for Undead Rise?
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Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Mon Mar 28, 2011 3:05 am

Hello, a few weeks ago I did a complete reinstall of Oblivion and all mods, including MMM and OOO, and started a new character.

Everything is working great with one exception. Wolf bodies are not there. This happens with all kinds of wolves, like bloodthirsty, starved, shadow, prowler even spectral. What happens is that a redish/purplish skull type shape appears but nothing else. Of course I could hit the invisible body with arrows, etc.

I installed MMM with the OBMM OMOD. It should be the latest version.

Any ideas of the problems, how to fix it, or at least diagnose it. It's not game breaking (yet) since it only happens on wolves of various types and no other problems. All other creatures I've encountered look great, except wolves.

Thanks.


Sounds like an incomplete install of OOO. Make sure you have OOO 1.33 Complete patched to 1.34 Beta 5. Also, if using Vista don't use the the exe-version of 1.33 Complete.
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Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Sun Mar 27, 2011 10:43 pm

I
Creatures not attacking other creatures or just standing still



I have been testing my problem and yes it seems the problem is that the creatures are standing still just unactive. When i shoot an arrow they start to run away or hunt me or each other.
Since i'm having a modern system capable of running Oblivion what can be the problem of this?

Another little thing i noticed in my game is the physics force when a creature is killed. For example i killed an Uberlarva and it was flying 10 meters up in the sky before landing in the water.

Loadorder:

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
Harvest [Flora].esp
DLCHorseArmor.esp
DLCOrrery.esp
DLCBattlehornCastle.esp
DLCFrostcrag.esp
Harvest [Flora] - DLCFrostcrag.esp
DLCThievesDen.esp
DLCVileLair.esp
Harvest [Flora] - DLCVileLair.esp
DLCMehrunesRazor.esp
DLCSpellTomes.esp
Knights.esp
DLCShiveringIsles.esp
Harvest [Flora] - Shivering Isles.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Level_Stock.esp
OOO-Respawn_Two_Week.esp
OOO-Water_Weeds.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod for OOO - Knights .esp
Mart's Monster Mod - Shivering Isles.esp
Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp
Mart's Monster Mod - Slof Horses Complete.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - Less Reavers.esp
Mart's Monster Mod for OOO - LessReaversInGates.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Friendlier Factions OOO.esp
Mart's Monster Mod - DLCHorseArmor+Slofs .esp

System specs:

MSI P55-GD55
Intel Core I5 760
Corsair 4GB (2X2) DDR3 1333Mhz
Asus Geforce GTX 470
OCZ Vertex 2 SATA II 3.5" SSD 120GB
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rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Mon Mar 28, 2011 2:24 am

Reading the opening post i have a quick question.
My prior build consisted of the 355 BSA with the 373bpr esp's.I've already DL'd the 373BSA but something at the bottom of the post caught my eye.

"Please Make Sure that you have MMM 3.5.5b5 (OMOD or Full Package) Installed, Before Installing 3.7 Upgrade's or 3.6 Version"

do I need the 355 still with the 373?Or am I ok with the 373 BSA and esm/esp's with the nice ones omod converesion data?
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April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Mon Mar 28, 2011 1:06 am

Overwrite the BSA, you don't need that version anymore.

That line is simply to let you know not to install the 3.7b3 upgrade version if you have no previous MMM release installed, and to use the Full version instead.
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Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Mon Mar 28, 2011 6:49 am

Hi... first let me apologize if this question has been asked and answered... I pored over the docs and FAQ on this thread but couldn't find anything. I've just finish installing MMM for Fran's and when all is said and done I have 22 esp files in my data folder. 22! I was able to merge some into Bashed Patch and uncheck them but there are still over 15 separate esp files that Bash says can't go in the patch. I love MMM mod, I appreciate the modular composition so I can choose which things I want, please don't think I'm saying it is a bad thing... it's just simply I don't have room for 15 esps for a single mod. I wondered if it would be safe to merge some with TES4 Gecko? And if so, are there any esp which should not be merged? Even if I could just squish a few of them together it would be a help to my poor fat load order.
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oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Mon Mar 28, 2011 6:29 am

Reading the opening post i have a quick question.
but something at the bottom of the post caught my eye.

"Please Make Sure that you have MMM 3.5.5b5 (OMOD or Full Package) Installed, Before Installing 3.7 Upgrade's or 3.6 Version"


You missed the part right above it that says this

=Older Downloads= Not required for 3.7b3PR Listed above

Meaning that You should not and do not have to have older resource's installed with 3.7b3 BSA..

Hi... first let me apologize if this question has been asked and answered... I pored over the docs and FAQ on this thread but couldn't find anything. I've just finish installing MMM for Fran's and when all is said and done I have 22 esp files in my data folder. 22! I was able to merge some into Bashed Patch and uncheck them but there are still over 15 separate esp files that Bash says can't go in the patch. I love MMM mod, I appreciate the modular composition so I can choose which things I want, please don't think I'm saying it is a bad thing... it's just simply I don't have room for 15 esps for a single mod. I wondered if it would be safe to merge some with TES4 Gecko? And if so, are there any esp which should not be merged? Even if I could just squish a few of them together it would be a help to my poor fat load order.


How about your post your load order. So that we can see what 15 you are using..Only a few cannot be merged with bash once again..The ones that cannot can be merged with tes4gecko..but it depends on which one's they are has well..
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Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Mon Mar 28, 2011 12:08 pm

Overwrite the BSA, you don't need that version anymore.

That line is simply to let you know not to install the 3.7b3 upgrade version if you have no previous MMM release installed, and to use the Full version instead.

I'm going to figure to make sure I got the right one that the 373 with 398.6mb is the right one?I'm only downloading some mods and updates for a reinstall so I havent opened it yet.
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Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Mon Mar 28, 2011 10:41 am

I am playing an FCOM install and am level 23. I have encountered lesser werewolves and get werewolf fur. However, I seem to remember way back I used to get another drop from the werewolf where if I equipped it or put it on a manequin I had a werewolf suit. I do not remember how I got this but I am pretty sure it was from MMM. Is it possible I was higher level to get this? Could it be because I have the latest COBL version with the drop list beta? Or am I in the wrong thread?
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Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Mon Mar 28, 2011 2:14 pm

I'm going to figure to make sure I got the right one that the 373 with 398.6mb is the right one?I'm only downloading some mods and updates for a reinstall so I havent opened it yet.


Did you follow one of the 2 links listed as the BSA Download links in the OP? If yes, you have the correct one.
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carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Mon Mar 28, 2011 9:37 am

I am playing an FCOM install and am level 23. I have encountered lesser werewolves and get werewolf fur. However, I seem to remember way back I used to get another drop from the werewolf where if I equipped it or put it on a manequin I had a werewolf suit. I do not remember how I got this but I am pretty sure it was from MMM. Is it possible I was higher level to get this? Could it be because I have the latest COBL version with the drop list beta? Or am I in the wrong thread?


If you where able to get the suit from them then that was a bug with something else. Has they are not playable once again so it should not be happening. I would check your bash options once again first if happening. Else caused by something else once again.
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CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Mon Mar 28, 2011 8:52 am

I have been testing my problem and yes it seems the problem is that the creatures are standing still just unactive. When i shoot an arrow they start to run away or hunt me or each other.
Since i'm having a modern system capable of running Oblivion what can be the problem of this?

Another little thing i noticed in my game is the physics force when a creature is killed. For example i killed an Uberlarva and it was flying 10 meters up in the sky before landing in the water.

Loadorder:

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
Harvest [Flora].esp
DLCHorseArmor.esp
DLCOrrery.esp
DLCBattlehornCastle.esp
DLCFrostcrag.esp
Harvest [Flora] - DLCFrostcrag.esp
DLCThievesDen.esp
DLCVileLair.esp
Harvest [Flora] - DLCVileLair.esp
DLCMehrunesRazor.esp
DLCSpellTomes.esp
Knights.esp
DLCShiveringIsles.esp
Harvest [Flora] - Shivering Isles.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-Level_Stock.esp
OOO-Respawn_Two_Week.esp
OOO-Water_Weeds.esp
Mart's Monster Mod for OOO.esp
Mart's Monster Mod for OOO - Knights .esp
Mart's Monster Mod - Shivering Isles.esp
Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp
Mart's Monster Mod - Slof Horses Complete.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Looting NPCs & Creatures.esp
Mart's Monster Mod - Resized Races.esp
Mart's Monster Mod - Less Bone Loot.esp
Mart's Monster Mod - Less Rats.esp
Mart's Monster Mod - Less Reavers.esp
Mart's Monster Mod for OOO - LessReaversInGates.esp
Mart's Monster Mod - Safer Roads.esp
Mart's Monster Mod - Safer Quest Locations.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - City Defences.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Friendlier Factions OOO.esp
Mart's Monster Mod - DLCHorseArmor+Slofs .esp

System specs:

MSI P55-GD55
Intel Core I5 760
Corsair 4GB (2X2) DDR3 1333Mhz
Asus Geforce GTX 470
OCZ Vertex 2 SATA II 3.5" SSD 120GB


Really should not be happening, but, this is oblivion we are talking about, And how many are in a group per say ?

Have you tried sorting your load order with BOSS see if that helps any

Are you using High Rez Texture Replacer's aka QTP3 or Ampolx etc or Body Replacers

Tried using Quiet Feet Mod to see if sound related

Try removing WaterLife to see if not related to amount that is spawning in cell around you..

And Remove Friendlier Factions has well

Suggest Installing BASH to get it features that will intergrate MMMforOOO a littler Better..
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Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Mon Mar 28, 2011 3:40 pm

Did you follow one of the 2 links listed as the BSA Download links in the OP? If yes, you have the correct one.

Yeah I got the right one.Thanks.Didn't wanna get the update by mistake.
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Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Mon Mar 28, 2011 8:36 am

I'm noticing all craftable items such as deer skins and bear skins have no icons, is this normal?
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neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Mon Mar 28, 2011 8:03 am

I'm noticing all craftable items such as deer skins and bear skins have no icons, is this normal?


No, those should work, unless they're problematic when using small textures. Check that the MMM.bsa is renamed correctly. If that's not it, which texture size are you using?

EDIT: Saw your other thread and, yeah, it's a faulty install of MMM. Rename the MMM.bsa as described in the opening post.
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kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Mon Mar 28, 2011 9:24 am

I'm running into a similar problem as the other guy who has creatures that are inactive/unresponsive until attacked - I disabled Diverse Waterlife and it helped some. Now the mobs occasionally move, but then just stop again, and then eventually they'll move, seemingly at random. Also, when I attacked one (a bull) it did run up to me as usual, but then when it got in melee range it didn't even attack me. Any ideas? Running FCOM, here's my mod list.

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm  [Version 1.1]09  Progress.esm  [Version 2.2]0A  Cobl Races TNR.esp  [Version 1.53]0B  Cobl Races TNR SI.esp  [Version 1.53]0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  MOBS.esp  [Version 1.2.2a]12  MOBS SI.esp  [Version 1.2.2a]13  MOBS Optional Combat Settings.esp  [Version 1.2.2a]14  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  Item interchange - Extraction.esp  [Version 0.76]1A  Enhanced Economy.esp  [Version 5.1]1B  DLCHorseArmor.esp1C  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1D  DLCOrrery.esp1E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1F  DLCVileLair.esp20  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]21  DLCMehrunesRazor.esp22  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]23  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]24  DLCThievesDen.esp25  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]26  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]27  Cobl Glue.esp  [Version 1.73]28  Cobl Si.esp  [Version 1.63]29  Bob's Armory Oblivion.esp2A  FCOM_BobsArmory.esp  [Version 0.9.9]2B  Oblivion WarCry EV.esp  [Version 1.09]2C  FCOM_WarCry.esp  [Version 0.9.9MB5]2D  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2E  OMOBS.esp  [Version 1.0]2F  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]30  ArmamentariumArtifacts.esp  [Version 1.35]31  OOO 1.32-Cobl.esp  [Version 1.72]32  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]33  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]34  FCOM_RealSwords.esp  [Version 0.9.9]35  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]36  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]3B  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.73]3C  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]3D  DLCBattlehornCastle.esp3E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]3F  DLCFrostcrag.esp40  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]41  Knights.esp42  Knights - Unofficial Patch.esp  [Version 1.0.9]43  DLC_MOBS.esp44  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]45  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]46  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]47  Salmo the Baker, Cobl.esp  [Version 3.08]48  Enhanced Economy - House prices.esp  [Version 1.0]49  nGCD.esp4A  nGCD Birthsigns.esp4B  ProgressGSD.esp  [Version 2.0]4C  ProgressMBSP.esp  [Version 2.0]4D  ProgressSBSP.esp  [Version 1.0]4E  ProgressRBSP.esp  [Version 1.0]4F  ProgressRacial.esp50  ProgressArmorer.esp  [Version 1.0]51  Immediate Character Generation.esp++  Item interchange - Placement for FCOM.esp  [Version 0.77]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]52  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]53  Disable Tutorial Text.esp54  FCOM_Archery.esp  [Version 0.9.9]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]55  Cobl Silent Equip Misc.esp  [Version 01]56  Bashed Patch, 0.esp

User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Mon Mar 28, 2011 4:10 pm

I'm running into a similar problem as the other guy who has creatures that are inactive/unresponsive until attacked - I disabled Diverse Waterlife and it helped some. Now the mobs occasionally move, but then just stop again, and then eventually they'll move, seemingly at random. Also, when I attacked one (a bull) it did run up to me as usual, but then when it got in melee range it didn't even attack me. Any ideas? Running FCOM, here's my mod list.

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm  [Version 1.1]09  Progress.esm  [Version 2.2]0A  Cobl Races TNR.esp  [Version 1.53]0B  Cobl Races TNR SI.esp  [Version 1.53]0C  Unofficial Oblivion Patch.esp  [Version 3.2.0]0D  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0E  Oblivion Citadel Door Fix.esp0F  DLCShiveringIsles.esp10  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]11  MOBS.esp  [Version 1.2.2a]12  MOBS SI.esp  [Version 1.2.2a]13  MOBS Optional Combat Settings.esp  [Version 1.2.2a]14  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  Item interchange - Extraction.esp  [Version 0.76]1A  Enhanced Economy.esp  [Version 5.1]1B  DLCHorseArmor.esp1C  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1D  DLCOrrery.esp1E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1F  DLCVileLair.esp20  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]21  DLCMehrunesRazor.esp22  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]23  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]24  DLCThievesDen.esp25  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]26  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]27  Cobl Glue.esp  [Version 1.73]28  Cobl Si.esp  [Version 1.63]29  Bob's Armory Oblivion.esp2A  FCOM_BobsArmory.esp  [Version 0.9.9]2B  Oblivion WarCry EV.esp  [Version 1.09]2C  FCOM_WarCry.esp  [Version 0.9.9MB5]2D  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2E  OMOBS.esp  [Version 1.0]2F  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]30  ArmamentariumArtifacts.esp  [Version 1.35]31  OOO 1.32-Cobl.esp  [Version 1.72]32  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]33  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]34  FCOM_RealSwords.esp  [Version 0.9.9]35  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]36  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]3B  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.73]3C  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]3D  DLCBattlehornCastle.esp3E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]3F  DLCFrostcrag.esp40  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]41  Knights.esp42  Knights - Unofficial Patch.esp  [Version 1.0.9]43  DLC_MOBS.esp44  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]45  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]46  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]47  Salmo the Baker, Cobl.esp  [Version 3.08]48  Enhanced Economy - House prices.esp  [Version 1.0]49  nGCD.esp4A  nGCD Birthsigns.esp4B  ProgressGSD.esp  [Version 2.0]4C  ProgressMBSP.esp  [Version 2.0]4D  ProgressSBSP.esp  [Version 1.0]4E  ProgressRBSP.esp  [Version 1.0]4F  ProgressRacial.esp50  ProgressArmorer.esp  [Version 1.0]51  Immediate Character Generation.esp++  Item interchange - Placement for FCOM.esp  [Version 0.77]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]52  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]53  Disable Tutorial Text.esp54  FCOM_Archery.esp  [Version 0.9.9]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]55  Cobl Silent Equip Misc.esp  [Version 01]56  Bashed Patch, 0.esp




This may have been covered in a another post, but if (you and whoever has the issue with unresponsive AI) is using the AI: Max Active Actors in Combat or Combat: Max Actors tweaks in the Bash Patch, try rebuilding your patch without those -unchecked, not just lowered-, reset cells and then see if the issue persists. I had similar symptoms with those, even with the first one set to MMM default levels.

WB 290
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Mon Mar 28, 2011 7:01 am

I'm running into a similar problem as the other guy who has creatures that are inactive/unresponsive until attacked - I disabled Diverse Waterlife and it helped some. Now the mobs occasionally move, but then just stop again, and then eventually they'll move, seemingly at random. Also, when I attacked one (a bull) it did run up to me as usual, but then when it got in melee range it didn't even attack me. Any ideas? Running FCOM, here's my mod list.


Most often it is caused by AI overload so you need to lower the spawn rate with one of the optional reduced spawn rate plugins that come with FCOM. Wait for a respawn (4 days if on default) after adding it.

Also:

0A Cobl Races TNR.esp [Version 1.53] - Import NPC Faces into the Bashed Patch and keep unchecked. Otherwise it will override OOO's NPC stats.
0B Cobl Races TNR SI.esp [Version 1.53] - As above to save a slot.

0D UOP Vampire Aging & Face Fix.esp [Version 1.0.0] - Use the Bashed Patch tweak instead and save a slot.
0E Oblivion Citadel Door Fix.esp - Don't use. Only use if you notice that it's needed.

11 MOBS.esp [Version 1.2.2a] - Skip.
12 MOBS SI.esp [Version 1.2.2a] - Skip.
13 MOBS Optional Combat Settings.esp [Version 1.2.2a] - Skip.
14 MOBS SI Optional Combat Settings.esp [Version 1.2.2a] - Skip.

2E OMOBS.esp [Version 1.0] - Import stats into the Bashed Patch an keep unchecked.
2F OMOBS_SI.esp [Version 1.0] - As above.

38 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] - Don't use with OOO/FCOM.

This may have been covered in a another post, but if (you and whoever has the issue with unresponsive AI) is using the AI: Max Active Actors in Combat or Combat: Max Actors tweaks in the Bash Patch, try rebuilding your patch without those -unchecked, not just lowered-, reset cells and then see if the issue persists. I had similar symptoms with those, even with the first one set to MMM default levels.

WB 290


That's interesting and counter-intuitive. Have you posted about it in the WB thread?
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Mon Mar 28, 2011 2:15 am


Most often it is caused by AI overload so you need to lower the spawn rate with one of the optional reduced spawn rate plugins that come with FCOM. Wait for a respawn (4 days if on default) after adding it.



Ok, but the question is what is causing the AI overload?
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

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