Why do I see horses hopping, then sinking into the ground at

Post » Sat Dec 10, 2011 6:05 pm

I've recently installed an FCOM setup, and while testing it, I coc weye then step outside the house, where I see 2 or 3 horseman walking along the road. But the horses struggle to walk sometimes. I see their hooves sinking into the road, and the horses start 'hopping' to recover (hopping might be the wrong word, it looks like they have just taken off for a jump, then stop and jump again a few times quickly in succession, without actually going forwards anywhere).
If I look up the road towards the bridge, I'll even sometimes see a horseman struggle on the road just below the archway, slightly sink, then just fall right through the ground!
Apart from this, I haven't seen any other oddities in my game so far. But then I haven't tried other places apart from tutorial dungeon, outside vilverin, inside vilverin (using god mode), and weye.
Anyone know whats up?
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Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Sun Dec 11, 2011 5:57 am

inside vilverin (using god mode)

Er... why? :blink:

Anyway, might be best if you PYLO.


edit: Post Your Load Order, sorry. :) Preferably via Wrye Bash.
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Harinder Ghag
 
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Post » Sun Dec 11, 2011 12:02 am

Usually caused by altered ugridstoload settings. If having changed the setting, go back to default (5 IIRC).
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Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Sat Dec 10, 2011 6:12 pm

Load order:
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  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  TamrielTravellers.esm  [Version 1.39c]06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm  [Version 1.1]09  Unofficial Oblivion Patch.esp  [Version 3.3.3]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  SM Plugin Refurbish - SI.esp  [Version 1.30]0D  Francesco's Optional Chance of Stronger Bosses.esp0E  Francesco's Optional Chance of Stronger Enemies.esp0F  Francesco's Optional Chance of More Enemies.esp10  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]11  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]12  Fran Armor Add-on.esp13  Fran_Lv30Item_Maltz.esp14  WindowLightingSystem.esp15  AliveWaters_nofish.esp16  FormID Finder4.esp17  DLCHorseArmor.esp18  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]19  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]1A  DLCOrrery.esp1B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]1C  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1D  DLCVileLair.esp1E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]1F  DLCMehrunesRazor.esp20  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]21  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]22  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]23  XiaNewAmuletsV1.esp24  DLCThievesDen.esp25  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]26  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]27  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]28  Slof's Oblivion Robe Trader.esp29  Bob's Armory Oblivion.esp2A  FCOM_BobsArmory.esp  [Version 0.9.9]2B  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]2C  Oblivion WarCry EV.esp  [Version 1.09]2D  FCOM_WarCry.esp  [Version 0.9.9MB5]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]2F  ArmamentariumArtifacts.esp  [Version 1.35]30  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]31  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]32  FCOM_RealSwords.esp  [Version 0.9.9]33  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]34  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  FCOM_SaferRoads.esp  [Version 0.9.9]35  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]36  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]37  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Farm Animals.esp39  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]3A  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsnpc.esp  [Version 1.39c]3B  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.40]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  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++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]3C  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.1]3D  DLCBattlehornCastle.esp3E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]3F  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]40  DLCFrostcrag.esp41  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]42  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]43  Knights.esp44  Knights - Unofficial Patch.esp  [Version 1.1]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]**  DLC_MOBS.esp45  Blood&Mud.esp46  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]47  PersonalPackGuars.esp  [Version 0.56]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]48  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]49  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]4A  RefScope.esp  [Version 2.1.2]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]4B  Bashed Patch, 0.esp


Plus I've added QTP3R meshes, topped up with Pyffied QTP3R meshes

I haven't altered any ini settings knowingly. In the oblivion directory there is only one ini called Oblivion_default.ini, with ugridstoload=5

I used godmod in vilverin as it was recommended to use it to easily check that all FCOM stuff was working correctly

Thanx for helping out guys!
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Jeff Tingler
 
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Joined: Sat Oct 13, 2007 7:55 pm

Post » Sat Dec 10, 2011 7:12 pm

Try deleting the Oblivion.ini in My Documents/My Games/Oblivion and let the game generate a new one on startup. Note that if you're using DarN's UI you'd need to edit the new ini with its font settings.
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LuCY sCoTT
 
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Joined: Sun Feb 04, 2007 8:29 am

Post » Sat Dec 10, 2011 11:48 pm

Okay I have a theory as to what happened to me.

I tried Arkngt's suggestion, and coc'ed straight to Weye after starting a new game with new oblivion.ini, and the horses were walking properly. I compared my old ini file with the regenerated one, and the differences were superficial (video and control settings mostly), so I figured the problem was something else.
When I reloaded my last save game the hopping horses were back so I thought it was some weird state saved within that save game. Going back to a saved game before I entered vilverin, then coc to weye, the problem was gone.

I mentioned earlier that I had gone through vilverin in god mode. At one stage I used the tcl console command to turn off clipping and walk through a door I couldnt open. While experimenting with no clipping (its quite novel if you haven't seen it before), I went outside of walls, and went up and down in elevation a few times, before eventually turning clipping back on and continuing normally again. I think my playing around with the clipping mode in some way altered the floor depth within the world, later causing the horses in Weye to sink their hooves into the ground, trying to jump out of the apparent hole in the ground they found themselves in, and even fall right through.

So I advise anyone who does try the tcl command, don't save your game after using it, it might cause this problem.
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helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Sat Dec 10, 2011 3:23 pm

Okay I have a theory as to what happened to me.

I tried Arkngt's suggestion, and coc'ed straight to Weye after starting a new game with new oblivion.ini, and the horses were walking properly. I compared my old ini file with the regenerated one, and the differences were superficial (video and control settings mostly), so I figured the problem was something else.
When I reloaded my last save game the hopping horses were back so I thought it was some weird state saved within that save game. Going back to a saved game before I entered vilverin, then coc to weye, the problem was gone.

I mentioned earlier that I had gone through vilverin in god mode. At one stage I used the tcl console command to turn off clipping and walk through a door I couldnt open. While experimenting with no clipping (its quite novel if you haven't seen it before), I went outside of walls, and went up and down in elevation a few times, before eventually turning clipping back on and continuing normally again. I think my playing around with the clipping mode in some way altered the floor depth within the world, later causing the horses in Weye to sink their hooves into the ground, trying to jump out of the apparent hole in the ground they found themselves in, and even fall right through.

So I advise anyone who does try the tcl command, don't save your game after using it, it might cause this problem.


Sounds similar to something I read about horses on the WIKI page concerning swimming. Thanks for the heads up.
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Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Sat Dec 10, 2011 4:56 pm

If it helps, that happened in my game once when I first started using Kuertee's Cleanup. Disabling, saving, and reenabling Kuertee's Cleanup took care of the issue, and I've had no problems since.
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Rach B
 
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Joined: Thu Mar 08, 2007 11:30 am

Post » Sat Dec 10, 2011 8:37 pm

If nothing else one should probably toggle back collision before saving. I think it's global when just toggling it via the console. At least it affects other actors in Morrowind IIRC.
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Rachel Briere
 
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