Animation issue

Post » Tue Jun 29, 2010 10:55 pm

The trees in my game are whipping around like they're in a storm and the clouds race across the sky...the game seems to be playing their animations too fast. I seem to remember reading once (long ago) someone having the same problem, but either my search-fu is weak or there's been a forum pruning since then. IIRC there is a console command that can slow down animation cycles or there was an .ini setting or something like that. Anyone able to help me out with this? Also, I'm missing some meshes...NPCs without torsos, wolves without bodies, etc. What's the best/easiest way to go about finding and fixing this error? I've tried scouring the ArchiveInvalidated thingy but couldn't find a line in meshes or textures that mentioned wolves...but, then, that wall o' text makes my brain hurt.

Thanks in advance for any assistance anyone is willing to give.
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Loane
 
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Joined: Wed Apr 04, 2007 6:35 am

Post » Wed Jun 30, 2010 7:28 am

The trees in my game are whipping around like they're in a storm and the clouds race across the sky...the game seems to be playing their animations too fast. I seem to remember reading once (long ago) someone having the same problem, but either my search-fu is weak or there's been a forum pruning since then. IIRC there is a console command that can slow down animation cycles or there was an .ini setting or something like that. Anyone able to help me out with this? Also, I'm missing some meshes...NPCs without torsos, wolves without bodies, etc. What's the best/easiest way to go about finding and fixing this error? I've tried scouring the ArchiveInvalidated thingy but couldn't find a line in meshes or textures that mentioned wolves...but, then, that wall o' text makes my brain hurt.

Thanks in advance for any assistance anyone is willing to give.

Ok friend :D try that by posting us your load order you know the data files you have, well a list of them and how they are loaded?
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Dezzeh
 
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Post » Wed Jun 30, 2010 1:57 am

For missing meshes/textures, I suggest to use FormID Finder, as long as you're using OBSE.

For those swift trees and sky... are you sure that the TimeScale global value isn't set to some big value (another sign of that would be a shorter day)?
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Genevieve
 
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Post » Tue Jun 29, 2010 10:29 pm

For missing meshes/textures, I suggest to use FormID Finder, as long as you're using OBSE.

For those swift trees and sky... are you sure that the TimeScale global value isn't set to some big value (another sign of that would be a shorter day)?

Yeah wanted to ask the same
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Myles
 
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Post » Wed Jun 30, 2010 4:53 am

Yeah wanted to ask the same



Totally unrelated to timescale. I've set it to various values between 1 and 30, usually play at 10. Nothing else moves super speed...it's just the trees and the clouds in the sky. Clouds could be weather mod, and I can ignore it, but those trees are really distracting.

= Check ModsThis is a report on your currently active/merged mods.=== Active Mod Files:* 00  Oblivion.esm* 01  Francesco's Leveled Creatures-Items Mod.esm* 02  Francesco's Optional New Items Add-On.esm* 03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]* 04  Mart's Monster Mod.esm  [Version 3.7b3p3]* 05  Cobl Main.esm  [Version 1.73]* 06  FCOM_Convergence.esm  [Version 0.9.9a7]* 07  All Natural Base.esm  [Version 0.9.9.5]* 08  IWRRetroFittedMaster.esm* 09  Qarls_Harvest.esm* 0A  Unofficial Oblivion Patch.esp  [Version 3.2.0]* 0B  Oblivion Citadel Door Fix.esp* 0C  Cobl Glue.esp  [Version 1.73]* 0D  Francesco's Optional Chance of Stronger Bosses.esp* 0E  Francesco's Optional Chance of Stronger Enemies.esp* 0F  Francesco's Optional Chance of More Enemies.esp* 10  Francesco's Optional Leveled Guards.esp* 11  Francesco's Optional New Adventurers.esp* 12  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp* 13  Francesco's Optional Dungeon Chest Loot.esp* 14  Francesco's Optional House Chest Loot.esp* ++  Francesco's Optional Vendor Tweaks.esp* ++  FCOM_Francescos.esp  [Version 0.9.9]* ++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]* 15  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]* 16  All Natural.esp  [Version 0.9.9.5]* 17  All Natural - Real Lights.esp  [Version 0.9.9.5]* 18  Cities Alive At Night.esp* 19  Side's EAX Control.esp* 1A  Oblivion WarCry EV.esp  [Version .]* 1B  FCOM_WarCry.esp  [Version 0.9.9MB3]* 1C  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]* 1D  FCOM_Convergence.esp  [Version 0.9.9]* 1E  FCOM_RealSwords.esp  [Version 0.9.9]* 1F  Cobl Races.esp  [Version 1.52]* 20  Tabaxi Race 2.0.esp  [Version 2.0]* 21  StockClothingArmor-forExnems.esp* 22  ExnemEyeCandy.esp* 23  Beautiful People.esp* 24  ElaborateEyes-RensBeautyPackFull.esp* 25  ElaborateEyes.esp* ++  Cobl Races - Balanced.esp  [Version 1.52]* ++  FCOM_SaferRoads.esp  [Version 0.9.9]* 26  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]* ++  FCOM_LessRats.esp  [Version 0.9.9]* ++  FCOM_LessReaversInGates.esp  [Version 0.9.9]* ++  FCOM_Archery.esp  [Version 0.9.9]* 27  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]* 28  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]* 29  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]* 2A  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]* 2B  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]* 2C  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]* 2D  FCOM_MoreRandomItems.esp  [Version 0.9.9]* 2E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]* 2F  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]* 30  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]* 31  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]* 32  OOO-WaterFish.esp  [Version 1.34]* 33  Slof's Horses Base.esp* 34  Slof's Extra Horses.esp* 35  Salmo the Baker, Cobl.esp  [Version 3.08]* 36  Harvest [Flora].esp  [Version 3.0.0]* 37  Qarls_Harvest.esp* 38  Harvest[Containers].esp* 39  Crowded Roads.esp  [Version 2.0]* 3A  Immersive Travelers.esp* ++  MaleBodyReplacerV4.esp* ++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]* 3B  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]* 3C  Dungeon Actors Have Torches 1.6 DT.esp* 3D  Exterior Actors Have Torches 1.3 DT.esp* 3E  AFLevelMod.esp* 3F  bgBalancingEVCore.esp  [Version 10.0EV-L]* ++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]* 40  Quest Award Leveller.esp  [Version 2.1.0]* 41  Visually Enchanted SoulTrap 1.esp* ++  Visually Enchanted Frost 1.esp* ++  Visually Enchanted Shock 1.esp* ++  Visually Enchanted Fire 1.esp* ++  [GFX]_Initial_Glow-all.esp* 42  immersive_caves_auto.esp* 43  P1DkeyChain.esp  [Version 5.00]* 44  IWRRetroFittedWindows.esp* 45  IWRRetroFittedLights.esp* 46  IWRRetroFittedShutters.esp* 47  Streamline 3.1.esp* 48  Bashed Patch, 0.esp* 49  RAEVWD Imperial City.esp  [Version 1.8]* 4A  RAEVWD Cities.esp  [Version 1.8]


Load order as requested. I have that FormID Finder, but don't really know how to use it...after all the FCOM readmes and hacking my way through understanding Wrye Bash, I just haven't gotten around to it. I'm thinking though that I just misinstalled some replacer.
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Killer McCracken
 
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Post » Wed Jun 30, 2010 3:57 am

All Natural has 2 same esp's loaded the real lights esp is unnecessary I think, Citadel door fix I don't understand what does that fix, Fran's level guards I think they aren't supposed to be used, use FCOM Diverse Guard Unity instead, Do not use Fran's respawn 10 days instead use bashed patch feature for cell respawn, Fran's dung and house loot be careful about using that or any other fran's plug-ins, Beautiful people instead try using TNR I think that mod you are using is old?
COBL doesn't work with Elaborate Eyes I think well It might conflict but wrye might take care of it, I don't know anything about Exnems but you have a lot of suspicious mods
MMM - Additional enemy npc Vars I think that's incompatible
OOO - Waterfish is unnecessary
MMM - Slof horses full is compatibility for Slof's Horses?
Harvest Containers is already included in OOO I think]
Exnem's and Robert's are compatible? ( You are using Exnem's female and Roberts male right? )
RAEWVD place it above Streamline!!

Most of the mods in the list are unnecessary but that's just my opinion this is why I don't use FCOM anymore
Most of the mods should have a huge impact on your FPS

I think the problem lies in RAEWVD where you placed it or it should be All Natural
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Multi Multi
 
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Post » Wed Jun 30, 2010 3:31 am

All Natural has 2 same esp's loaded the real lights esp is unnecessary I think, Citadel door fix I don't understand what does that fix, Fran's level guards I think they aren't supposed to be used, use FCOM Diverse Guard Unity instead, Do not use Fran's respawn 10 days instead use bashed patch feature for cell respawn, Fran's dung and house loot be careful about using that or any other fran's plug-ins, Beautiful people instead try using TNR I think that mod you are using is old?
COBL doesn't work with Elaborate Eyes I think well It might conflict but wrye might take care of it, I don't know anything about Exnems but you have a lot of suspicious mods
MMM - Additional enemy npc Vars I think that's incompatible
OOO - Waterfish is unnecessary
MMM - Slof horses full is compatibility for Slof's Horses?
Harvest Containers is already included in OOO I think]
Exnem's and Robert's are compatible? ( You are using Exnem's female and Roberts male right? )
RAEWVD place it above Streamline!!

Most of the mods in the list are unnecessary but that's just my opinion this is why I don't use FCOM anymore
Most of the mods should have a huge impact on your FPS

I think the problem lies in RAEWVD where you placed it or it should be All Natural


That is one of the patches ...even I know that after just getting the game nearly 3 weeks ago.

BTW I have noticed a "wind speed" increase myself but since I haven't really gotten anywhere yet I don't know when it would have started.

I installed a mod that affects vegetation but it has nothing to do with the clouds racing across the sky.
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matt oneil
 
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Post » Wed Jun 30, 2010 3:01 am

That is one of the patches ...even I know that after just getting the game nearly 3 weeks ago.

BTW I have noticed a "wind speed" increase myself but since I haven't really gotten anywhere yet I don't know when it would have started.

I installed a mod that affects vegetation but it has nothing to do with the clouds racing across the sky.

I know its from the unofficial patches but I never noticed that those doors have problems :laugh:

You spoke too soon freshmen I'm gonna help you at the other topic
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lucile davignon
 
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Post » Wed Jun 30, 2010 10:19 am

Every weather defines a wind speed that affects various things, including the degree of tree sway and the speed at which clouds move across the sky. If you're not happy with an All Natural weather, then use my http://www.4shared.com/file/SOyJSOyg/Weather_Debug_Ring.html to find which weather it is, and let me know and I can take a look.
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Mistress trades Melissa
 
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Post » Wed Jun 30, 2010 8:20 am

All Natural has 2 same esp's loaded the real lights esp is unnecessary I think,


All Natural.esp (description): Contains interior cell changes for All Natural.
REQUIRED.

All Natural - Real Lights.esp (description): Real Lights updated and made compatible with All Natural.
OPTIONAL.

If I read the readme correctly, the first is indoor weather effects and the second is external lighting of LOD objects.

Citadel door just fixes a misplaced sound trigger.

Fran's level guards I think they aren't supposed to be used, use FCOM Diverse Guard Unity instead,


From the http://devnull.sweetdanger.net/fcomloadorder.html :
[x] FCOM_Convergence.esm (Required!)
[x] Francesco's optional chance of stronger bosses.esp
[x] Francesco's optional chance of stronger enemies.esp
[x] Francesco's optional chance of more enemies.esp
[x] Francesco's optional leveled guards.esp
[X] FCOM_Francescos.esp (Required ONLY if using Fran's!)
[X] FCOM_FrancescosItemsAddOn.esp (Required ONLY if using Fran's optional new items add-on.esm!)
[X] FCOM_FrancescosNamedBosses.esp

Do not use Fran's respawn 10 days instead use bashed patch feature for cell respawn,


Yer prolly right, thinking about what it does, I've turned it off...I'll see how the respawn time feels.

COBL doesn't work with Elaborate Eyes I think well It might conflict but wrye might take care of it, I don't know anything about Exnems but you have a lot of suspicious mods


Suspicious how and which mods exactly? They're all fairly well used and supported mods as far as I'm aware, and I've used most all of these mods on previous installs.

MMM - Slof horses full is compatibility for Slof's Horses?


I'll unmerge it and just use Slof's cause I don't think the MMM version has the Nightmare horse or the Unicorn.

Harvest Containers is already included in OOO I think


Hmmm...don't remember reading about any incompatabilities. I'll have to triple check what OOO includes then and see if I have to disable Harvest.

Yes I'm using Robert's Male and Exnem's Female and they're compatable...I've also gotten full Vanilla texture replacers for each.

RAEWVD place it above Streamline!!


Not according to the http://spreadsheets.google.com/pub?key=pb7X4kMdvelbqrwmeFgmsEA&gid=0 from the FCOM page.
All the way at the bottom, it shows Streamline, then the Bashed Patch, then RAEVWD

Most of the mods in the list are unnecessary but that's just my opinion this is why I don't use FCOM anymore
Most of the mods should have a huge impact on your FPS


My FPS is just fine with all these mods. Feels pretty smooth playing to me. I'm happy with all my mods...just trying to iron out the last few details.

I think the problem lies in RAEWVD where you placed it or it should be All Natural


I'll have to do some searching to see if these two conflict in some way, but I'm pretty sure they do two different things, so there shouldn't be any compatibility issues. Some of the other stuff is just cosmetics and isn't an issue for the meshes I'm using...I think I just misinstalled a replacer somewhere or got a corrupted file download from the Nexus. I've done a lot of reading and I'm pretty confident in my load order...but I'll definitely be looking at a few of your suggestions. Thanks! :)
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Courtney Foren
 
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Post » Wed Jun 30, 2010 4:38 am

All Natural.esp (description): Contains interior cell changes for All Natural.
REQUIRED.

All Natural - Real Lights.esp (description): Real Lights updated and made compatible with All Natural.
OPTIONAL.

If I read the readme correctly, the first is indoor weather effects and the second is external lighting of LOD objects.

Citadel door just fixes a misplaced sound trigger.



From the http://devnull.sweetdanger.net/fcomloadorder.html :
[x] FCOM_Convergence.esm (Required!)
[x] Francesco's optional chance of stronger bosses.esp
[x] Francesco's optional chance of stronger enemies.esp
[x] Francesco's optional chance of more enemies.esp
[x] Francesco's optional leveled guards.esp
[X] FCOM_Francescos.esp (Required ONLY if using Fran's!)
[X] FCOM_FrancescosItemsAddOn.esp (Required ONLY if using Fran's optional new items add-on.esm!)
[X] FCOM_FrancescosNamedBosses.esp



Yer prolly right, thinking about what it does, I've turned it off...I'll see how the respawn time feels.



Suspicious how and which mods exactly? They're all fairly well used and supported mods as far as I'm aware, and I've used most all of these mods on previous installs.



I'll unmerge it and just use Slof's cause I don't think the MMM version has the Nightmare horse or the Unicorn.



Hmmm...don't remember reading about any incompatabilities. I'll have to triple check what OOO includes then and see if I have to disable Harvest.

Yes I'm using Robert's Male and Exnem's Female and they're compatable...I've also gotten full Vanilla texture replacers for each.



Not according to the http://spreadsheets.google.com/pub?key=pb7X4kMdvelbqrwmeFgmsEA&gid=0 from the FCOM page.
All the way at the bottom, it shows Streamline, then the Bashed Patch, then RAEVWD



My FPS is just fine with all these mods. Feels pretty smooth playing to me. I'm happy with all my mods...just trying to iron out the last few details.



I'll have to do some searching to see if these two conflict in some way, but I'm pretty sure they do two different things, so there shouldn't be any compatibility issues. Some of the other stuff is just cosmetics and isn't an issue for the meshes I'm using...I think I just misinstalled a replacer somewhere or got a corrupted file download from the Nexus. I've done a lot of reading and I'm pretty confident in my load order...but I'll definitely be looking at a few of your suggestions. Thanks! :)


Hi, I do have a similar problem. But instead of tree and sky animation, it is the water animation moving to fast. The animation speed seems to be changing, depening on the direction im a looking in.
Anyway, I've tracked the problem down to tes4lodgen. Whenever I generate lod with 1 or more active mods I get this problem ( Works fine with vanilla ). The only way I could get rid of that glitch was by replacing the generated lod folder with the vanilla one. So I would sugest that you try to delete your lod folder to see if it the same problem as mine.
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Jason White
 
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