Is there a common reason for why the AI will just stand stil

Post » Tue Dec 06, 2011 6:28 pm

Its not game breaking or anything but often I will come across NPCs and creatures just being completely still. Like deer, slughterfish, and other NPCs especially in towns. They won't do anything until I attack them. Is it just a system overload or something or can I "reset" their AI packages with wyre bash or something? Thank you.
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Tue Dec 06, 2011 4:54 pm

AI overload, CPU has too much to process. Either cut down on mods that add NPCs and creatures, or use a spawn reducer option, if one is available. Tailor your game to make sure you are running within your specs. It will keep your system healthier, longer.
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Tue Dec 06, 2011 4:46 pm

I turned off Francesco's Optional Chance of More Enemies.esp and slept 3 days and they are still just standing there and they are actually even worse now than before, I have to talk to bandits to get them to attack me.



Here's my load order if you see anything that may be causing a big problem.

Active Mod Files:00  Oblivion.esm01  Windfall.esm02  ScreenEffects.esm03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  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 0.9.9a7]09  Better Cities Resources.esm0A  CM Partners.esm0B  Toaster Says Share v3.esm0C  HorseCombatMaster.esm0D  DLCShiveringIsles.esp0E  Better Cities .esp0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Leveled Guards.esp12  FCOM_Francescos.esp  [Version 0.9.9]13  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  LoadingScreens.esp16  LoadingScreensAddOn.esp17  Natural_Weather_HDR_by_Max_Tael.esp18  Natural_Habitat_by_Max_Tael.esp19  Natural_Water_by_Max_Tael.esp1A  WindowLightingSystem.esp1B  Display Stats.esp  [Version 1.2]1C  ExnemRuneskulls.esp1D  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]1E  Slof's Oblivion Robe Trader.esp1F  Bob's Armory Oblivion.esp20  FCOM_BobsArmory.esp  [Version 0.9.9]21  Loth's Blunt Weapons for Npcs.esp22  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]23  Oblivion WarCry EV.esp24  FCOM_WarCry.esp  [Version 0.9.9]25  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]26  FCOM_Convergence.esp  [Version 0.9.9]27  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]28  FCOM_RealSwords.esp  [Version 0.9.9]29  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]2A  FCOM_LessRats.esp  [Version 0.9.9]2B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]32  TamrielTravellerAdvscript.esp  [Version 1.39c]33  TamrielTravellers4OOO.esp  [Version 1.39c]34  TamrielTravellersItemsnpc.esp  [Version 1.39c]35  ShiveringIsleTravellers.esp  [Version 1.39c]36  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]37  FCOM_TamrielTravelers.esp  [Version 0.9.9]38  FCOM_Archery.esp  [Version 0.9.9]39  FCOM_FriendlierFactions.esp  [Version 0.9.9]3A  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]3B  OOO-WaterFish.esp  [Version 1.34]3C  Cyrodiil transportation network.esp3D  CastleWestWeald.esp3E  Insanity's Pet Shop.esp3F  JQ-AssassinQuest.esp40  Mercenaries.esp41  DBContinuedBeta 0.7.esp42  Windfall.esp43  Knights.esp44  EVE_KnightsoftheNine.esp45  FCOM_Knights.esp  [Version 0.9.9]46  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]47  Natural_Vegetation_by_Max_Tael.esp48  Harvest [Flora].esp  [Version 3.0.0]49  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]4A  EVE_ShiveringIslesEasterEggs.esp4B  P1DkeyChain.esp  [Version 5.00]4C  FearsomeMagicka.esp4D  SM Combat Hide.esp  [Version 1.2]4E  SM Bounty.esp  [Version 1.22c]4F  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp50  DeadlyReflex 5 - Combat Moves.esp51  Oblivion XP.esp  [Version 4.1.5]52  EVE_KhajiitFix.esp53  _Ren_BeautyPack_full.esp54  Toaster Says Share Faction Recruitment.esp55  CM Partners.esp56  CM Partners NPC.esp57  CM Partners More NPCs NE.esp58  CM Partners Extra NPCs.esp59  bgMagicEV.esp  [Version 1.7EV]5A  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]5B  bgMagicEVAddEnVar.esp  [Version 1.68EV]5C  Better Cities - Full City Defences.esp5D  Better Cities Full.esp5E  Better Cities - VWD of the IC.esp5F  Better Imperial City.esp60  Better Imperial City FPS Patch.esp61  Better Cities Full FPS Patch.esp62  Better Cities - No LEYAWIIN Flooding.esp63  bgMagicEVShader.esp  [Version 1.7EV]64  bgMagicLightningbolt.esp65  ScreenControls.esp66  NinjaMask_by_Vergel.esp67  UnLocateCities.esp68  Streamline 2.0.esp69  Bashed Patch, 0.esp

User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Tue Dec 06, 2011 10:08 pm

2C Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] <-- remove

3B OOO-WaterFish.esp [Version 1.34] <-- remove

68 Streamline 2.0.esp <-- Upgrade to 3.1b patched

Francesco's Optional Chance of More Enemies.esp <-- This is required. Put it back.


Dude, seriously, you have a full FCOM setup, with MMM add-ons and everything. You've even thrown in TT, More Wilderness Life and OOO WaterFish, all of which and add a number of NPCs onto the full FCOM setup. Use FCOM's reduced Spawn Rates and Safer Roads add-ons to counter-balance some of this. The safe roads will help since you've added new NPCs to the roads with the mods I've pointed out, and reduced spawn rates is the plugin that you should have first tried adding to off load some of whatever is bogging down your system.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Tue Dec 06, 2011 9:14 pm

Don't mind me, just curious, what's this: UnLocateCities.esp ?
User avatar
Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Wed Dec 07, 2011 12:51 am

2C Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] <-- remove

3B OOO-WaterFish.esp [Version 1.34] <-- remove

68 Streamline 2.0.esp <-- Upgrade to 3.1b patched

Francesco's Optional Chance of More Enemies.esp <-- This is required. Put it back.


Dude, seriously, you have a full FCOM setup, with MMM add-ons and everything. You've even thrown in TT, More Wilderness Life and OOO WaterFish, all of which and add a number of NPCs onto the full FCOM setup. Use FCOM's reduced Spawn Rates and Safer Roads add-ons to counter-balance some of this. The safe roads will help since you've added new NPCs to the roads with the mods I've pointed out, and reduced spawn rates is the plugin that you should have first tried adding to off load some of whatever is bogging down your system.



thanks man, and sorry I thought you meant remove the .esps that add more spanws by "reduced spawn". I didn't know there was a FCOM esp
User avatar
meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Wed Dec 07, 2011 4:15 am

Don't mind me, just curious, what's this: UnLocateCities.esp ?



It makes you have to discover towns before you can fast travel to them
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Tue Dec 06, 2011 4:48 pm

It makes you have to discover towns before you can fast travel to them

Doesn't OOO do that already? I thought one of the mods I used did that...huh...
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Wed Dec 07, 2011 2:15 am

OOO does that already, yes. So that one should, preferably, go too.
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Wed Dec 07, 2011 2:41 am

I could still fast travel to the towns when I first played before installing that mod, but I got rid of those .esp's and got the new streamline so I'll go from there and start taking more away if it doesn't work. Thank you all for the help.
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Tue Dec 06, 2011 10:19 pm

Everything works fine now, and it seems I never had streamline installed in the first place. The game is soooo much smoother. Thank you all again, I really appreciate it.
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Tue Dec 06, 2011 11:42 pm

1C ExnemRuneskulls.esp <-- merged into MMM 3.7b3, use MMM Diverse Runeskulls Loot OOO instead
1D FCOM_ExnemRuneskulls.esp [Version 0.9.9]
User avatar
Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Tue Dec 06, 2011 5:42 pm

OOO does that already, yes. So that one should, preferably, go too.


Or better yet, get Map Marker Overhaul. It will do that as well and much, much more. It's a must have mod as far as I'm concerned.
User avatar
Alan Whiston
 
Posts: 3358
Joined: Sun May 06, 2007 4:07 pm

Post » Wed Dec 07, 2011 6:58 am

2C Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] <-- remove

@Tomlong75210
Just noticed your comment. What is the problem/issue with MMM-Looting NPCs & Creatures?
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Wed Dec 07, 2011 6:47 am

@Tomlong75210
Just noticed your comment. What is the problem/issue with MMM-Looting NPCs & Creatures?

I do not know that there are any "problems" with it, per-say, but it adds more work for the CPU, generated by every NPC involved in a battle. If your performance is fine without removing it, or removing it makes no difference, leave it. Otherwise, nope, I have not heard of any "issues" with it.
User avatar
Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am


Return to IV - Oblivion