[RELZ] MartsMonsterMod37b3 Public Release 3 [RELZ]

Post » Mon Mar 28, 2011 1:52 pm

Ok, but the question is what is causing the AI overload?


Too many AI processes running for the rig to keep up with. So the solution is to have less NPCs/creatures, either by removing mods that add them or using a reduced spawn rate plugin.
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Kayla Keizer
 
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Post » Mon Mar 28, 2011 12:09 pm

Well, AI overload tends to be cause be the AI. :turned:

To be a bit more specific, the game can only process so many AI packages at a given time. Go over that limit and the game starts shutting down some AI packages so that it can process others, and you see this as NPCs who simply stand around like statues.

You can tweak how many in the Bashed Patch, but it's really better to reduce the spawn rates as Arkngt recommended. More AI packages means lower FPS in this game.

However, the best help you can give this game for the AI is a decent clock on your CPU.

EDIT: The above is also a common problem, Radiant AI hungers for processor space like a starved vampire does for blood.
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Dan Wright
 
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Post » Mon Mar 28, 2011 9:06 am

I don't think my system is the problem of the AI overload?

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

The only things i have installed at the moment for proper testing are the DLC's, OOO and MMM. No other mods or texture packs.

I use BOSS, have installed Quiet Feet but the problem is still there. Like GG88811 already said disabling Diverse Waterlife helps a little bit.

I will do some more testing this week by enabling and disabling all esp's one for one.
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Chica Cheve
 
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Joined: Sun Aug 27, 2006 10:42 pm

Post » Mon Mar 28, 2011 8:27 am

Yes, disabling Diverse Waterlife will help as it also adds to AI processes. So that points to it being AI overload in your case as well. Why not just try an MMM reduced spawn rate plugin?
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Mimi BC
 
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Post » Mon Mar 28, 2011 5:23 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.


36 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]

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

3A Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]

3B OOO-WaterFish.esp [Version 1.34]

47 Salmo the Baker, Cobl.esp [Version 3.08]


Disable Extra Wounding

You should not be using Gems and Gems Dust with OOO has it contains Geomancy..so remove G&GD and Diverse Runeskulls Loot G&GD and use Runeskull Loot OOO

Remove Farm Animals ( that can be a ai killer sometimes )

Disable OOO - Waterfish that is killer on fps has well if using with Diverse Waterlife..

You can tweak how many in the Bashed Patch, but it's really better to reduce the spawn rates as Arkngt recommended. More AI packages means lower FPS in this game.

EDIT: The above is also a common problem, Radiant AI hungers for processor space like a starved vampire does for blood.


Both OOO and MMM already contain the tweak to Increase the Amount of Npcs that allowed in combat and amount of ai that is get processed has well,

the bash tweaks came from me it was my suggestion. They are used to overwrite OOO and MMM Values and decrease if needed. or increased if needed

I don't think my system is the problem of the AI overload?

I will do some more testing this week by enabling and disabling all esp's one for one.


With a system like that No ..

Try disabling Extra Wounding and see if that make a difference.
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Charles Mckinna
 
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Post » Mon Mar 28, 2011 3:37 am

Thanks for all of the suggestions, I made the changes to my mod list you guys suggested and started using MMM's reduced spawn rate mod, all seems well now. Thanks again.
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Ludivine Dupuy
 
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Joined: Tue Mar 27, 2007 6:51 pm

Post » Mon Mar 28, 2011 3:10 pm

It would appear that a shield is lacking a texture:

http://img208.imageshack.us/img208/5213/mmmrustyshielderror2.jpg

FormID Finder gave me this:
Spoiler
Rusty Steel Shield(FF01211E) from mod FF:Created ingameBase Object Rusty Steel Shield(0500C6A8) from mod 05:Mart's Monster Mod.esmMesh: Meshes\armor\MMMWS\steel\shieldbattered.nifIcon: Textures\Menus\Icons\Armor\Steel\Shield.ddsLocation: Fanacasecul (0001663C)Postion: (-3645, 357, -796)


It should be looking for a texture, but the strange thing is... it's not even bothering.

Before you ask, yes, I have properly renamed the BSA to reflect my LO:

Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm02  All Natural Base.esm  [Version 1.0]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  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Kvatch Rebuilt.esm09  Better Cities Resources.esm  [Version 4.8.3]0A  Progress.esm  [Version 2.2]0B  Unofficial Oblivion Patch.esp  [Version 3.3.3]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Better Cities .esp10  LoadingScreens.esp11  All Natural.esp  [Version 1.1]12  All Natural - SI.esp  [Version 1.0]13  AN Scripts.esp14  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp15  MIS Low Wind.esp16  Rainbows.esp17  All Natural - Real Lights.esp  [Version 1.1]18  WindowLightingSystem.esp19  Akatosh Mount By Saiden Storm.esp++  Item interchange - Extraction.esp  [Version 0.78]1A  Enhanced Economy.esp  [Version 5.1]1B  FF_Real_Thirst.esp1C  DropLitTorchOBSE.esp  [Version 2.4]1D  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]1E  FormID Finder4.esp1F  Map Marker Overhaul.esp  [Version 3.8]20  Map Marker Overhaul - SI additions.esp  [Version 3.5]21  Enhanced Hotkeys.esp  [Version 1.4]22  DLCHorseArmor.esp23  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]24  DLCOrrery.esp25  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]26  DLCVileLair.esp27  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]28  DLCMehrunesRazor.esp29  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]2A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2B  Adonnays Elven Weaponry for NPCs.esp2C  DLCThievesDen.esp2D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]2E  Cobl Glue.esp  [Version 1.73]2F  Cobl Si.esp  [Version 1.63]30  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.73]31  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]++  Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp32  OOO 1.32-Cobl.esp  [Version 1.72]33  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]36  LoadingScreens-OOO.esp++  MMM-Cobl.esp  [Version 1.73]37  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp38  Kvatch Rebuilt Weather Patch.esp39  LetThePeopleDrink.esp  [Version 2.5]3A  The Ayleid Steps.esp  [Version 3.4]3B  TR_Stirk.esp3C  DLCBattlehornCastle.esp3D  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]3E  DLCFrostcrag.esp3F  Kvatch Rebuilt_Frostcrag Reborn.esp40  FrostcragRebornCobl.esp41  Knights.esp42  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]43  The Lost Spires.esp44  AFK_Weye.esp  [Version 2.2.COBL]45  MannimarcoRevisited.esp46  MannimarcoRevisitedOOO.esp  [Version 0.1]47  road+bridges.esp  [Version 4.5.8]48  Feldscar.esp  [Version 1.0.6]49  Vergayun.esp  [Version 1.0.6]4A  Faregyl.esp  [Version 1.0.10]4B  Molapi.esp  [Version 1.0.1]4C  xuldarkforest.esp  [Version 1.0.4]4D  LostSpires-DarkForest patch.esp4E  xulStendarrValley.esp  [Version 1.2.2]4F  xulTheHeath.esp50  XulEntiusGorge.esp51  xulFallenleafEverglade.esp  [Version 1.3.1]52  LostSpires-Everglade patch.esp  [Version 1.2]53  xulColovianHighlands_EV.esp  [Version 1.2.1]54  xulChorrolHinterland.esp  [Version 1.2.2]55  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]56  xulBravilBarrowfields.esp  [Version 1.3.2]57  xulLushWoodlands.esp  [Version 1.3.1]58  xulAncientYews.esp  [Version 1.4.3]59  xulAncientRedwoods.esp  [Version 1.6]5A  xulCloudtopMountains.esp  [Version 1.0.3]5B  xulArriusCreek.esp  [Version 1.1.3]5C  xulPatch_AY_AC.esp  [Version 1.1]5D  xulRollingHills_EV.esp  [Version 1.3.3]5E  xulPantherRiver.esp5F  xulRiverEthe.esp  [Version 1.0.2]60  xulBrenaRiverRavine.esp  [Version 1.1]61  xulImperialIsle.esp  [Version 1.6.6]62  xulBlackwoodForest.esp  [Version 1.1.0]63  xulCheydinhalFalls.esp  [Version 1.0.1]64  KvatchRebuilt-CheydinhalFalls patch.esp65  xulAspenWood.esp  [Version 1.0.2]66  xulSkingradOutskirts.esp  [Version 1.0.1]67  xulSnowdale.esp  [Version 1.0.1]68  Feldscar+Snowdale Patch.esp  [Version 1.0]69  FrostcragReborn-Snowdale patch.esp6A  SnowdaleOOOPatch.esp6B  xulCliffsOfAnvil.esp6C  OOOCliffsofAnvilPatch.esp  [Version 1.0]6D  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]6E  ImpeREAL Empire - Unique Forts.esp6F  ImpeREALForts+LostSpires Patch.esp  [Version 1.0.1]70  West Roads.esp71  Better Cities - House price patch.esp  [Version 1.0]72  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]73  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]74  HUD Status Bars.esp  [Version 2.0.1]75  kuerteeInventoryIsABackpack.esp76  Enhanced Economy - House prices.esp  [Version 1.0]77  RealisticFatigue.esp78  RealSleepExtended.esp  [Version 2.5]79  SupremeMagicka.esp  [Version 0.90]7A  SM_ShiveringIsles.esp  [Version 0.90]++  SM_DLCSpellTome.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]7B  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]7C  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]7D  Duke Patricks - Combat Archery.esp  [Version 3.6]7E  Duke Patricks - Actors Can Miss Now.esp7F  nGCD.esp80  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp81  ProgressArmorer.esp  [Version 1.0]**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - Thieves Den.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp**  Let There Be Darkness - Lost Spires.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]82  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]83  Better Cities Full.esp  [Version 4.8.3]84  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]85  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.7.0]86  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]87  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]88  Better Imperial City.esp  [Version 4.8.1]89  Better Imperial City FPS Patch.esp  [Version 4.8.1]8A  Better Cities - COBL.esp  [Version 2.1]8B  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]8C  Better Cities Full FPS Patch.esp  [Version 4.8.1]8D  Real Hunger, Cobl.esp  [Version 1.6.1]**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]8E  Bashed Patch, 0.esp8F  MergedMaps.esp90  Oblivion Graphics Extender Support.esp  [Version 0.41]91  Streamline 3.1.esp


EDIT: Found the problem. The shield was missing its normal map.

/textures/armor/mmmws/steel/shieldbattered2_n.dds should be /textures/armor/mmmws/steel/shieldbattered_n.dds
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Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Mon Mar 28, 2011 10:04 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?
this isn't a MMM bug to be sure, there are "mark all armor playable" and "mark all clothing playable" options in wrye bash, thats most likely whats causing this
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Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Mon Mar 28, 2011 5:19 pm

Hi,
My sharpened flint (sharp, flint) was showing in game with a pink texture.
FormID gave me: Model Location = meshes\clutter\mmm\sharpenedflint.nif
I extracted the Nif off the bsa and looked at it in NifSkope, it was looking for this texture:
Textures\creatures\frostatronach\rockgolem.dds
back to the MMM bsa, it had a texture with similar name:
textures\creatures\frostatronach\rockgolemm_mmm.dss

makes any sense?

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.35]0A  Progress.esm  [Version 2.2]0B  VASE - core.esm++  Cobl Races Ren Names Fix.esp**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0C  No helms, only hopes.esp0D  Unofficial Oblivion Patch.esp  [Version 3.3.3]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Quests-SI only.esp14  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]15  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]16  Fran Armor Add-on.esp17  Fran_Lv30Item_Maltz.esp18  All Natural.esp  [Version 1.1]19  All Natural - SI.esp  [Version 1.0]1A  All Natural - SI Mania NIW Support.esp1B  All Natural - SI Dementia NIW Support.esp1C  AN Script Fix.esp1D  Immersive Interiors.esp  [Version 0.7]1E  Immersive Interiors - Lights Addon.esp  [Version 0.7]1F  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.2]**  Real Lava 1.3.esp++  ln.esp20  PCSoundInnocent.esp  [Version 2.6]21  All Natural - Real Lights.esp  [Version 1.1]22  WindowLightingSystem.esp23  Book Jackets Oblivion.esp24  diversegrasses.esp25  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]26  P1DanywhereSittable.esp++  VA_BetterGold.esp27  Enhanced Economy.esp  [Version 5.1]28  FormID Finder4.esp29  P1DmenuEscape.esp2A  Streamline 3.1.esp2B  DLCHorseArmor.esp2C  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]2D  DLCOrrery.esp2E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]**  DLCOrrery Vwalk.esp2F  DLCVileLair.esp30  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]31  DLCMehrunesRazor.esp32  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]**  DLCMehrunesRazor Vwalk UOP.esp33  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp34  Adonnays Elven Weaponry for NPCs.esp35  Slof's Boners! v5.esp36  DLCThievesDen.esp37  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]**  DLCThievesDen Vwalk UOP.esp38  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]39  Slof's Oblivion Robe Trader.esp3A  Cobl Glue.esp  [Version 1.73]3B  Cobl Si.esp  [Version 1.63]3C  Bob's Armory Oblivion.esp3D  FCOM_BobsArmory.esp  [Version 0.9.9]3E  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3F  Oblivion WarCry EV.esp  [Version 1.09]++  Shivering WarCry.esp40  FCOM_WarCry.esp  [Version 0.9.9MB5]41  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  Oscuro's_Oblivion_Overhaul Vwalk.esp**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]++  Adonnays Elven Weaponry for NPCs - Armamentarium piggyback.esp42  OOO 1.32-Cobl.esp  [Version 1.72]43  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]44  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]45  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  VASE - Cyrodiil for MMM.esp++  VASE - Vanilla SI.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]4A  TamrielTravellers4OOO.esp  [Version 1.39c]**  TamrielTravellers4OOO Vwalk.esp++  TamrielTravellersItemsNPC.esp  [Version 1.39c]4B  TamrielTravellersItemsCobl.esp  [Version 1.39c]4C  ShiveringIsleTravellers.esp  [Version 1.39c]**  ShiveringIsleTravellers Vwalk.esp++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.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]**  Fransfemale.esp4D  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.73]**  EVE_StockEquipmentReplacer4FCOM.esp4E  Plate Armor Plus - OOO_FCOM_version.esp4F  SkingradBridgeLights.esp50  DLCBattlehornCastle.esp51  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]52  DLCFrostcrag.esp53  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]**  DLCFrostcrag Vwalk.esp54  Knights.esp55  Knights - Unofficial Patch.esp  [Version 1.1]**  Knights Vwalk UOP.esp**  EVE_KnightsoftheNine.esp56  SM Plugin Refurbish(Merged).esp  [Version 1.30]**  DLC_MOBS.esp57  The Lost Spires.esp58  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]59  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]5A  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]5B  EVE_ShiveringIslesEasterEggs.esp5C  Enhanced Vegetation [150%].esp5D  Toggleable Quantity Prompt.esp  [Version 3.2.0]5E  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.esp5F  nGCD.esp60  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp61  ProgressGSD.esp  [Version 2.0]62  ProgressMBSP.esp  [Version 2.0]63  ProgressSBSP.esp  [Version 1.0]64  ProgressRBSP.esp  [Version 1.0]65  ProgressRacial.esp66  ProgressArmorer.esp  [Version 1.0]++  Immediate Character Generation.esp67  Mayu's Animation Overhaul.esp**  Woman's Move.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp++  Slof's Oblivion Better Beasts.esp68  Cobl Races.esp  [Version 1.52]**  TamrielTravellers Cosmetics Cobl or RBP.esp69  bgMagicEV.esp  [Version 1.7EV]++  Cobl Races - Balanced.esp  [Version 1.52]++  Disable Tutorial Text.esp++  Life Detected - Orbit - Medium - 1.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]6A  Ronin's Puppet.esp6B  Bashed Patch, 0.esp

User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Mon Mar 28, 2011 7:04 am

Hi,
My sharpened flint (sharp, flint) was showing in game with a pink texture.
FormID gave me: Model Location = meshes\clutter\mmm\sharpenedflint.nif

I extracted the Nif off the bsa and looked at it in NifSkope, it was looking for this texture:
Textures\creatures\frostatronach\rockgolem.dds

back to the MMM bsa, it had a texture with similar name:
textures\creatures\frostatronach\rockgolemm_mmm.dss

makes any sense?


Nice Catch

The Nif is pointing to the use the old texture name still.

The Nif should be using rockgolemm_mmm.dds

You can extract the nif and point it use the correct texture once again and place in

data\meshes\clutter\mmm\sharpenedflint.nif to overwrite the one in MMM.bsa once again..

Otherwise it is fixed on my end now for the Next BSA Release
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Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Mon Mar 28, 2011 8:05 am

Where can I find MMM_Runeskull_Rebalance_BETA2.esp? I've seen it on a few load orders, but I can't seem to find a download for it anywhere.
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Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Mon Mar 28, 2011 7:04 am

Going through the readme trying to find out exactly what it is the More Passive Wildlife plugin does and why it's bugged but can't find it anywhere...could someone fill me in please?
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Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Mon Mar 28, 2011 4:08 pm

Where can I find MMM_Runeskull_Rebalance_BETA2.esp? I've seen it on a few load orders, but I can't seem to find a download for it anywhere.


http://www.gamesas.com/index.php?/topic/1045358-wip-runeskull-update-for-fcom-beta2/page__view__findpost__p__15161049

or

http://www.mediafire.com/?zbr0wmwmynm
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Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Mon Mar 28, 2011 5:38 am

Going through the readme trying to find out exactly what it is the More Passive Wildlife plugin does and why it's bugged but can't find it anywhere...could someone fill me in please?


I never used it but would assume by the description that wildlife is not as aggresive toward the player as normal. However, I am too confused, as does wildlife include creatures like wolves and bears. If it referred to what I would think wildlife to be in terms of oblivion would be rabbits, chickens, foxes, etc. which I do not think are part of Oblivion. So I then further conclude it must mean creatures that would be considered wildlife in real life like wolves and bears and with this plugin every one of them does not attack you on sight. Or it could refer to wildlife fighting amongst each other.

Or I could be totally wrong. :)
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Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Mon Mar 28, 2011 8:53 pm

Going through the readme trying to find out exactly what it is the More Passive Wildlife plugin does and why it's bugged but can't find it anywhere...could someone fill me in please?


It changes wildlife spawn points to use leveledlists with more passive creatures, so where you normally would come upon, say, Wolfs and Ogres you instead get Deer, Sheep and Goats. Must have missed that it would be problematic, though, but then I might as I've never used it so don't pay that much attention.
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Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Mon Mar 28, 2011 3:30 pm

I wasn't aware that plugin was bugged. What's the problem with it? Where was the report?

Vac
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Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Mon Mar 28, 2011 6:11 pm

so will the issue with npcs constantly healing themselves be fixed in the upcoming version?

I thought it was caused by extra wounding, but it turns out it's actually due to MMM changing magicka, health and fatigue of actors via modav instead of the safer modav2 :)
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Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Mon Mar 28, 2011 3:54 pm

so will the issue with npcs constantly healing themselves be fixed in the upcoming version?

I thought it was caused by extra wounding, but it turns out it's actually due to MMM changing magicka, health and fatigue of actors via modav instead of the safer modav2 :)


It's a vanilla issue, so nothing to fix in EW.

EDIT: Searching for a post by Eloise, it turned out it was you who asked the question the last time as well... Also, "it turns out", "I've heard" etc. isn't really helpful as it doesn't indicate how reliable the info is. Might be info from a 13-year old mod newbie on an obscure forum somewhere or whatever.

I have it happening very seldom BTW. During this game (220 h) I think I've only seen it with Goblin Shamans a couple of times.

That's not an EW problem, and it's certainly nothing to do with OOO...

It's a vanilla problem. What is happening is the NPC has two values - 'maxhealth', which is specific to that particular NPC instance (reference), and 'basehealth', which is shared by the base NPC defined in the CS (baseID). Whenever the NPC's current health is lower than their basehealth, they will attempt to heal themselves if they are capable of doing so. Various mods, including MMM, modify the maxhealth of individual NPCs to add some variety; however, these mods can't change the basehealth, as that would affect all instances of that base NPC. So you get the situation where MMM or another mod changes an NPC's maxhealth to be lower than their basehealth, resulting in them continually attempting to heal themselves. Yes, it's less than ideal, but so's storing the basehealth with the baseID rather than the reference...

Eloise


http://www.gamesas.com/index.php?/topic/1119240-relz-oscuros-oblivion-overhaul-133/page__view__findpost__p__16991438
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NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Mon Mar 28, 2011 8:36 pm

sorry for causing confusion :)

the info I got was gathered from this discussion: http://www.gamesas.com/index.php?/topic/1140643-please-help-me-not-again-a-100-reproducable-ctd-with-a-fresh-install/

in which CorePC was also active.

once they figure out the CTD caused by power exhaustion, kuertee joins in and they also discuss MMM fatigue, magicka and health adjustments to NPCs and how they can cause this issue. kuertee has a mod that disables those, therefore fixing the issue.

however, reading through it again I'm not sure if this behaviour is simply unavoidable, or merely caused by mod conflicts? indeed extra wounding has nothing to do with it at all.

by reading Eloise's post, it seems that with MMM, actors capable of healing that happen to get their health decreased by the script will ALWAYS exhibit this behaviour? perhaps someone can figure out a clever way to avoid the issue if this is what's going on :)

maybe CorePC can clarify matters a bit better?

thanx in advance for the support to all of you :)
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rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Mon Mar 28, 2011 7:17 pm

I wasn't aware that plugin was bugged. What's the problem with it? Where was the report?

Vac

What he said!

And is it actually bugged enough that BOSS's recommendation to not use it should be followed or can you get away with it?
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Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Mon Mar 28, 2011 7:16 am

And is it actually bugged enough that BOSS's recommendation to not use it should be followed or can you get away with it?


Right, this was up a month or so ago. BOSS says:

>Mart's Monster Mod - More Passive Wildlife.esp
>? Not recommended, has bugs


Corepc or someone else must take this as I have no idea. Seems a bit odd that it would be problematic as it just switches wildlife leveledlists to passive wildlife leveledlists so not sure what can go wrong there. :unsure:

sorry for causing confusion :)

the info I got was gathered from this discussion: http://www.gamesas.com/index.php?/topic/1140643-please-help-me-not-again-a-100-reproducable-ctd-with-a-fresh-install/

in which CorePC was also active.

once they figure out the CTD caused by power exhaustion, kuertee joins in and they also discuss MMM fatigue, magicka and health adjustments to NPCs and how they can cause this issue. kuertee has a mod that disables those, therefore fixing the issue.

however, reading through it again I'm not sure if this behaviour is simply unavoidable, or merely caused by mod conflicts? indeed extra wounding has nothing to do with it at all.

by reading Eloise's post, it seems that with MMM, actors capable of healing that happen to get their health decreased by the script will ALWAYS exhibit this behaviour? perhaps someone can figure out a clever way to avoid the issue if this is what's going on :)

maybe CorePC can clarify matters a bit better?

thanx in advance for the support to all of you :)


To me it almost seems like a non-issue in practice as it always never happens and when it does with Goblin spellcasters it looks rather cute actually (as in them showing off their shamanistic prowess for the tribe).
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David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Mon Mar 28, 2011 9:30 pm

allright then, thanx for answering :)

I remember seeing it happen with my old fcom install, but that was before UFCOM and might have been exhacerbated ( is that even a real word in english? :D ) by mod conflicts.

can't wait for the new version :)
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Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Mon Mar 28, 2011 7:20 am

by reading Eloise's post, it seems that with MMM, actors capable of healing that happen to get their health decreased by the script will ALWAYS exhibit this behaviour? perhaps someone can figure out a clever way to avoid the issue if this is what's going on :)

Yes, this is exactly what will happen. However, there can be quite a low chance that MMM will decrease an NPC's health (as opposed to increasing it). I haven't got the actual figures to hand, though. And in any case, the problem is only seen when MMM randomisation reduces the health of an NPC that has both restoration skill and a restoration spell. That's more or less limited to mage-types (bandit hedge-wizards, marauder battlemages, etc.). So that reduces the chance that you will see it even more.

If there is a way to fool Oblivion into thinking an NPC's base health is lower than it actually is, so that they stop trying to heal themselves when they can't, I'm all ears.

Eloise
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jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Mon Mar 28, 2011 6:23 pm

Arguably, a better design (a bit late to change everything in MMM at this point, but...) would be to have a system whereby every actor's base health was essentially the very lowest you might want it, and then add bonus health on top of that. Sticking some numbers on that, rather than give an actor 70 health and then either subtracting or adding up to 10 for an end value between 60 and 80, better to give the actor the low value of 60 and then add a value between 0 and 20 for an end value between 60 and 80. The numbers are arbitrary, but the principle would seem to be a better way to do it.

As I said, it's a bit late to go through and change everything in MMM anyway, but in a few months there's Skyrim, and there's no harm in thinking of better ways of doing things beforehand.

Vac
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Lily
 
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Joined: Mon Aug 28, 2006 10:32 am

Post » Mon Mar 28, 2011 4:46 pm

.
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Brentleah Jeffs
 
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