(RELz) FCOM Convergence

Post » Thu May 03, 2012 5:03 am

Hope everyone got the bsa, because Megaupload is dead and all those links.

Working on solution..

Good to see you back corepc! Have a great 2012 ahead :)

Yup, heard about megaupload's demise earlier today. Why not post on nexus/ alliance?
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loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Thu May 03, 2012 8:47 am

I am in Oblivion Mod Mode for a few days,

I am uploading the BSA;s to tesnexus here in a little bit
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Kelly Upshall
 
Posts: 3475
Joined: Sat Oct 28, 2006 6:26 pm

Post » Thu May 03, 2012 4:59 am

FCOM link on tesnexus going into hiding for a while..

While I upload the BSA and update the readme..
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Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Thu May 03, 2012 7:27 am

FCOM Unhide,

BSA Uploaded..

Tesnexus Entry is same has first post here..nice..


Edit: Unhide All Links are working now or they should be ..
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P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Thu May 03, 2012 6:14 am

Wonderful. And when is the next release coming out for MMM, FCOM etc.? :)
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Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Thu May 03, 2012 8:17 am

Wonderful. And when is the next release coming out for MMM, FCOM etc.? :smile:
Same question.
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rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Thu May 03, 2012 3:58 am

Heya, Im having some problems with the mod. or infact just ONE problem. game works fine and doesnt even crash so much but NPCs sometimes cause annoying problem. Namely, when there are 6+ enemies in my FOV the FPS drops from 60 (Max FPS set to this by stutter remover ini) to about 3!! and as you can guess FPS 3 aint really playable. Been trying to fix it by ini tweaks and such but nothing seems to work for this. And it really only seems to happen with Hostile NPCs (using Better cities with no problems so far). So my guesting is, has someone experienced and fixed problem like this?
EDIT. Seems to be happening with Humans and most likely ONLY with humans. maybe some facegen problem?

Also, Im using the new Francescos 5.0 BAIN installation instead of the old 4.5 one. Could this cause problems? Like should I check all Francescos options in Wrye bashed patch or must I leave some of them out, e.g Import NPC faces - Francesco's Level creatures-Items Mod.esm?

Here is My load order, just in case (sorted By BOSS). Sorry accidentaly used OBMM load order first, didnt show up all mods

Active Mod Files:
Spoiler
00  Oblivion.esm01  All Natural Base.esm  [Version 1.3.2]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 5.0]03  Francesco's Optional New Items Add-On.esm  [Version 5.0]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  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Better Cities Resources.esm  [Version 5.1.2]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0A  Unofficial Oblivion Patch.esp  [Version 3.4.1]0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.5.0]0D  Better Cities .esp  [Version 4.7.0]0E  Francesco's Creatures and Items Resources.esp  [Version 5.0]0F  Francesco's Optional Chance of Stronger Bosses.esp  [Version 5.0]10  Francesco's Optional Chance of Stronger Enemies.esp  [Version 5.0]11  Francesco's Optional Chance of More Enemies.esp  [Version 5.0]12  Francesco's Optional Leveled Guards.esp  [Version 5.0]++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]14  Atmospheric Loading Screens - Random Quotes.esp15  All Natural.esp  [Version 1.33]16  All Natural - SI.esp  [Version 1.3.2]++  All Natural - MMM Patch.esp  [Version 1.3]17  Storms & Sound.esp18  All Natural - Real Lights.esp  [Version 1.3.2]19  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.78]1A  Enhanced Economy.esp  [Version 5.4.3]1B  New Frostmourne Sword by Jojjo v1_0.esp++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]1C  Cobl Glue.esp  [Version 1.73]1D  Cobl Si.esp  [Version 1.63]1E  Bob's Armory Oblivion.esp1F  FCOM_BobsArmory.esp  [Version 0.9.9]20  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]21  Oblivion WarCry EV.esp  [Version 1.09]22  FCOM_WarCry.esp  [Version 0.9.9MB5]23  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]**  OMOBS_SI.esp  [Version 2.0]++  ArmamentariumLLVendors.esp  [Version 1.35]24  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]25  OOO 1.32-Cobl.esp  [Version 1.72]26  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]27  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]28  FCOM_RealSwords.esp  [Version 0.9.9]29  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]2A  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]2B  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 Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.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]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]30  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]31  FCOM_MoreRandomItems.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]32  OOO-WaterFish.esp  [Version 1.34]33  Scribe Supplies.esp34  Knights.esp35  Knights - Unofficial Patch.esp  [Version 1.1.2]++  FCOM_Knights.esp  [Version 0.9.9Mb3]36  xuldarkforest.esp  [Version 1.0.5]37  xulStendarrValley.esp  [Version 1.2.2]38  xulTheHeath.esp39  XulEntiusGorge.esp3A  xulFallenleafEverglade.esp  [Version 1.3.1]3B  xulColovianHighlands_EV.esp  [Version 1.2.1]3C  xulChorrolHinterland.esp  [Version 1.2.2]3D  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]3E  xulBravilBarrowfields.esp  [Version 1.3.3]3F  xulLushWoodlands.esp  [Version 1.3.1]40  xulAncientYews.esp  [Version 1.4.3]41  xulAncientRedwoods.esp  [Version 1.6]42  xulCloudtopMountains.esp  [Version 1.0.3]43  xulArriusCreek.esp  [Version 1.1.3]44  xulPatch_AY_AC.esp  [Version 1.1]45  xulRollingHills_EV.esp  [Version 1.3.3]46  xulPantherRiver.esp47  xulRiverEthe.esp  [Version 1.0.2]48  xulBrenaRiverRavine.esp  [Version 1.1.1]49  xulImperialIsle.esp  [Version 1.6.7]4A  xulBlackwoodForest.esp  [Version 1.1.0]4B  xulCheydinhalFalls.esp  [Version 1.0.1]4C  xulAspenWood.esp  [Version 1.0.2]4D  xulSkingradOutskirts.esp  [Version 1.0.1]4E  xulSnowdale.esp  [Version 1.0.4]4F  xulCliffsOfAnvil.esp  [Version 1.12]50  xulSilverfishRiverValley.esp  [Version 1.0.2]51  xulJerallGlacier.esp  [Version 1.0.0]52  xulTheEasternPeaks.esp  [Version 1.0]53  Better Cities - House price patch.esp  [Version 1.0]54  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]55  Jhaerik's Dungeon Fog Remover.esp56  FF7 Swords 1-5 combined.esp57  P1DkeyChain.esp  [Version 5.00]58  Storms & Sound - Better Cities.esp59  Quest Award Leveller.esp  [Version 2.0.1]5A  Alternative Start by Robert Evrae.esp5B  SupremeMagicka.esp  [Version 0.90b]5C  SM_ShiveringIsles.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]5D  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]5E  No psychic guards v1.2.esp++  kuertee MMM OnLoadCS disabled hmf effects.esp5F  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]60  Duke Patricks - Actors Can Miss Now.esp61  All+5AttributeModifiers.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]62  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]63  Better Cities Full.esp  [Version 5.1.2]64  Better Imperial City.esp  [Version 5.1.2]65  Better Cities Full FPS Patch.esp  [Version 5.0.7]66  Better Cities - Unique Landscape Barrowfields.esp  [Version 5.1.2]67  Better Cities B&M - Unique Landscape Barrowfields.esp  [Version 5.1.2]68  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 5.1.0]69  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 5.0.0]6A  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 5.1.0]6B  Better Imperial City FPS Patch.esp  [Version 5.0.0]6C  Better Cities - COBL.esp  [Version 2.1]6D  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3.2]6E  Bashed Patch, 0.esp
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Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Wed May 02, 2012 11:55 pm

@Corepc is the update going to be released in these days? I'm going to install oblivion mods again but ,since I'll have to update all the fcom mods translations,I'd like to know something more regardin the next release ^_^ Also,are we going to see DLC OMOBS 2.0a included/released?
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Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Thu May 03, 2012 10:13 am

Heya, Im having some problems with the mod. or infact just ONE problem. game works fine and doesnt even crash so much but NPCs sometimes cause annoying problem. Namely, when there are 6+ enemies in my FOV the FPS drops

Try adding in one of the optional reduced spawn rate plug-ins.

If your unsure of the bashed patch options for Frans details of these and others which extend way beyond FCOM needs can be found in your Mopy folder that came with the Wrye Bash download. All FCOM and related mods are properly tagged already but there isn't a better guide for building your bashed patch.


@FatalIllusion
Out of interest which mod site(s) do you translate for?
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Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Thu May 03, 2012 11:24 am

@FatalIllusion
Out of interest which mod site(s) do you translate for?
It is not really a mod site.It's one if not the biggest italian rpg games site/forum.It is called RPGITALIA. It also hosts a lot of oblivion mods along with their translations.We have now created a skyrim mod/guides translation group but I'm still maintaining all my oblivion translations!
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josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Thu May 03, 2012 3:49 am

Sorry, accidentaly used OBMM load order which doesnt show merged mods in the list.. now the full list from wrye is there and so is the Hide thingy :smile: And as you can see from it Im using one of the reduced spawn rate plugins already. adn the thing is, I had 14 white skin goblins on the screen at the same time and it didnt cause such an massive drop but when I aggroed some outlaws/amazons (two different battles) and lured them near city so guards could kill them for me there was about 6 to 7 characters on screen and the FPS went down to 3, on both times :ohmy: So as I said earlier its somehow caused by human NPCs only, and Im hoping that some else has had this same problem and gotten around it and is willing to share his solution with me

Edit: More notes of this annoying uber lag. Ifthere is lets say 10 Human NPCs fighting it might be that only one of them causes the lag, tested in many different scenarios by looking around and noticing that the lag is "focused" to one or two NPCs. When I or some other NPCs manages to kill those NPCs the lag magically disappears! FPS goes straight back to steady 60

Edit2: I THINK I FOUND THE CULPRIT!! It is caused by carried Lanterns! noticed that all NPC that had lanterns were super laggy, first noticed this when one laggy NPC switched his sword and lantern to 2-handedsword and by doing that "disabled" the lag. tested this by equiping the lantern myself and cheking myself in the tab menu. And as you might have guessed it was laggy, FPS was around 15 in the menu when lanters on and steady 60 when I took it off. So now I just have to find the way to remove this lag from lanterns. Any suggestions? Should I look for lantern itself or the light? All help welcome!

Edit3: bad news.. Seems that they arent the only cause or werent the cause to begin with, as now I encountered couple outlaws that didnt have lanterns but made my Game FPS drop near 0. .So far, Breton Bard, Outlaw(s) and some adventurer type character have caused this major lag. Totally lost in this.. Please someone help. Also for more info of this problem, only happens in closed places (5 times in a cave, once inside house)

Edit4: Even more info from the problem. Everytime the lag has occured there have been x number of different factions fighting, either right at that moment or very recently (e.g enter a cave where outlaws attack marauders) and usually in the same area . And Battle MUST been going on for this to happen. For example just couple minutes ago sneaked near 2 outlaw hedge wizards and there was no lag when looking at them. but when the fight started and one of them started casting spells the lag started. Curiously the other wizard didnt cause lag as he didnt manage to cast anything before I had killed him, but the other one started lagging me immediately as he started casting fireball. And after that one spell the lag just continued as long as I looked at him and he was alive.

Conclusion:
all enemies causing this have been human(oid)s.
All enemies causing this have had somekind of light source on them (fireball, lantern).
All enemies were from MMM or OOO (cheked using FormID Finder).
Lag only happens in fights.
Lag stops instanly as the character causing it dies.

= Lights are the problem(?????)

Here is my Current updated Load order:

Spoiler
00  Oblivion.esm01  All Natural Base.esm  [Version 1.3.2]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 5.0]03  Francesco's Optional New Items Add-On.esm  [Version 5.0]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  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Better Cities Resources.esm  [Version 5.1.2]0A  DA Run Fatigue.esm++  HrmnsOblivionScriptOptimizationv1.0.esp**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0B  Unofficial Oblivion Patch.esp  [Version 3.4.1]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.5.0]0E  Better Cities .esp  [Version 4.7.0]0F  Francesco's Creatures and Items Resources.esp  [Version 5.0]10  Francesco's Optional Chance of Stronger Bosses.esp  [Version 5.0]11  Francesco's Optional Chance of Stronger Enemies.esp  [Version 5.0]12  Francesco's Optional Chance of More Enemies.esp  [Version 5.0]13  Francesco's Optional Leveled Guards.esp  [Version 5.0]++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Atmospheric Loading Screens - Random Quotes.esp16  All Natural.esp  [Version 1.33]17  All Natural - SI.esp  [Version 1.3.2]++  All Natural - MMM Patch.esp  [Version 1.3]18  Storms & Sound.esp19  All Natural - Real Lights.esp  [Version 1.3.2]1A  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.78]1B  Enhanced Economy.esp  [Version 5.4.3]1C  FormID Finder4.esp1D  Improved Hotkeys.esp  [Version 1.1]1E  New Frostmourne Sword by Jojjo v1_0.esp++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]1F  Cobl Glue.esp  [Version 1.73]20  Cobl Si.esp  [Version 1.63]21  Bob's Armory Oblivion.esp22  FCOM_BobsArmory.esp  [Version 0.9.9]23  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]24  Oblivion WarCry EV.esp  [Version 1.09]25  FCOM_WarCry.esp  [Version 0.9.9MB5]26  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]**  OMOBS_SI.esp  [Version 2.0]++  ArmamentariumLLVendors.esp  [Version 1.35]27  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]28  OOO 1.32-Cobl.esp  [Version 1.72]29  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2A  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]2B  FCOM_RealSwords.esp  [Version 0.9.9]2C  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]2D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]2E  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 Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.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]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]33  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]34  FCOM_MoreRandomItems.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]35  OOO-WaterFish.esp  [Version 1.34]36  GlenvarCastle.esp37  Scribe Supplies.esp38  Knights.esp39  Knights - Unofficial Patch.esp  [Version 1.1.2]++  FCOM_Knights.esp  [Version 0.9.9Mb3]3A  xuldarkforest.esp  [Version 1.0.5]3B  xulStendarrValley.esp  [Version 1.2.2]3C  xulTheHeath.esp3D  XulEntiusGorge.esp3E  xulFallenleafEverglade.esp  [Version 1.3.1]3F  xulColovianHighlands_EV.esp  [Version 1.2.1]40  xulChorrolHinterland.esp  [Version 1.2.2]41  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]42  xulBravilBarrowfields.esp  [Version 1.3.3]43  xulLushWoodlands.esp  [Version 1.3.1]44  xulAncientYews.esp  [Version 1.4.3]45  xulAncientRedwoods.esp  [Version 1.6]46  xulCloudtopMountains.esp  [Version 1.0.3]47  xulArriusCreek.esp  [Version 1.1.3]48  xulPatch_AY_AC.esp  [Version 1.1]49  xulRollingHills_EV.esp  [Version 1.3.3]4A  xulPantherRiver.esp4B  xulRiverEthe.esp  [Version 1.0.2]4C  xulBrenaRiverRavine.esp  [Version 1.1.1]4D  xulImperialIsle.esp  [Version 1.6.7]4E  xulBlackwoodForest.esp  [Version 1.1.0]4F  xulCheydinhalFalls.esp  [Version 1.0.1]50  xulAspenWood.esp  [Version 1.0.2]51  xulSkingradOutskirts.esp  [Version 1.0.1]52  xulSnowdale.esp  [Version 1.0.4]53  OOO-Snowdale patch.esp  [Version 1.1]54  xulCliffsOfAnvil.esp  [Version 1.12]55  OOO-CliffsOfAnvil patch.esp  [Version 1.2]56  MMMDungeons-CliffsOfAnvil patch.esp  [Version 1.0]57  xulSilverfishRiverValley.esp  [Version 1.0.2]58  xulJerallGlacier.esp  [Version 1.0.0]59  OOO-JerallGlacier patch.esp  [Version 1.0]5A  xulTheEasternPeaks.esp  [Version 1.0]5B  Better Cities - House price patch.esp  [Version 1.0]5C  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]5D  Jhaerik's Dungeon Fog Remover.esp5E  FF7 Swords 1-5 combined.esp5F  P1DkeyChain.esp  [Version 5.00]60  Storms & Sound - Better Cities.esp61  Quest Award Leveller.esp  [Version 2.0.1]62  Alternative Start by Robert Evrae.esp++  DA ReducedBackwardsRunningSpeed.esp63  DA Sprint.esp64  SupremeMagicka.esp  [Version 0.90b]65  SM_ShiveringIsles.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]66  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]67  MigLockpicking.esp  [Version 1.7]68  No psychic guards v1.2.esp++  kuertee MMM OnLoadCS disabled hmf effects.esp69  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]6A  Duke Patricks - Actors Can Miss Now.esp6B  All+5AttributeModifiers.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]6C  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]6D  Better Cities Full.esp  [Version 5.1.2]6E  Better Imperial City.esp  [Version 5.1.2]6F  Better Cities Full FPS Patch.esp  [Version 5.0.7]70  Better Cities - Unique Landscape Barrowfields.esp  [Version 5.1.2]71  Better Cities B&M - Unique Landscape Barrowfields.esp  [Version 5.1.2]72  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 5.1.0]73  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 5.0.0]74  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 5.1.0]75  Better Imperial City FPS Patch.esp  [Version 5.0.0]76  Better Cities - COBL.esp  [Version 2.1]77  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]++  Duke Patricks - BASIC Script Effect Silencer.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3.2]78  Bashed Patch, 0.esp




PS.Sorry for the Many edits but I really really wanna get this problem solved as soon as possible.
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Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Thu May 03, 2012 9:09 am

Does anyone know how to correct the issue where certain diseases which are supposed to reduce speed actually end up increasing speed to 100? I think this is an OOO issue but I am not entirely sure.
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yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Thu May 03, 2012 9:57 am

Does anyone know how to correct the issue where certain diseases which are supposed to reduce speed actually end up increasing speed to 100? I think this is an OOO issue but I am not entirely sure.
Not an OOO issue. Something off in your install.
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Taylah Illies
 
Posts: 3369
Joined: Fri Feb 09, 2007 7:13 am

Post » Thu May 03, 2012 8:09 am

= Lights are the problem(?????)
Yes, light from torches and lanterns is a problem. It's well known issue, and there is no fix for it other than extinguishing / getting rid of most or all lanterns and torches. :shrug:

It's really a game limitation. Depending on the computer you have (the fast the CPU the better) the issue hits harder or less so. Problem does get aggravated if engine has to simultaneously process a lot of NPC's because all of them are running scripts. One possible help you may get is from using the Bashed Patch tweak for MaxActors setting (could be somewhat different name but look in Tweaks for something to this regard). There you can limit the number of actors that are being processed at the same time.
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Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Thu May 03, 2012 6:35 am

Well i have i5 2500k, Asus GTX 560 Ti DC II TOP, 8 GBs of 1600Mhz RAM, game installed to Samsung F3 1000GB HDD. So its not TOO slow or old PC... And I have infact already lowered the MaxActors settings to try to counter this but it doesnt help as usually only ONE of the NPC cause it, there might be 10 others in the same screen trying to attack me and causing almost no lag (after I've killed that ONE superlag NPC). Furthermore, only Lanterns/spells might cause this. torches do not lag at all. So if I could just somehow disable lanterns from the game it would be awesome
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Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Wed May 02, 2012 8:46 pm

Not sure, but isn't there an optional MMM plugin for "No Lanterns"? I could be wrong though.
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Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Thu May 03, 2012 1:02 am

Was that a joke? As it would be too awesome if there is such a file :D Gotta check when I get back home, hehe
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Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Thu May 03, 2012 6:20 am

Yes MMM has a No Lanterns.esp. You can also try WB's No Light Flicker tweak if that isn't enough.
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Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Thu May 03, 2012 1:47 am

Finally at home. And as you said there infact is a esp for it. gonna start using it right away! hopefully this fixes the problem or atleast part of it, which would be better than nothing..!
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Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Thu May 03, 2012 9:50 am

I've reduced some default ini settings:

fLightLOD2=1500.0000
fLightLOD1=1000.0000

I've reduced them by 500 each, and find a lot of increase in FPS. Try at your own peril. See some more discussion http://www.gamesas.com/topic/1297299-processor-speed-and-performance/page__view__findpost__p__19624304 for other recommended flightlod settings.
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Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Thu May 03, 2012 6:36 am

Does anyone notice strange spawn behavior when you clear a cell of all bandits / goblins, then you leave the cell and return, and more spawns appear? I'm using FCOM_SpawnRatesStronger.esp.
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Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Thu May 03, 2012 6:16 am

I think it is one of the MMM features that you find a few more spawns in an area after you return from the inner caves/ruins. Makes it so much realistic, as I think of it as stragglers returning and you can never relax ;)
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daniel royle
 
Posts: 3439
Joined: Thu May 17, 2007 8:44 am

Post » Wed May 02, 2012 9:41 pm

@Vini I can confirm anithinks words. thats how MMM works :) and sometimes MMM wants to spawn more creatures to area (e.g cave) than it can "support" so they all cannot be there, alive, at the same time. So after you have killed those 40 bandits and went deeper to the cave (to another area) there might be 10 new bandits in the area on your return trip to surface.
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Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Thu May 03, 2012 8:44 am

urgh. Bugs and glitches just keep pestering me! Had that infamous tretching clannfear and Daedoroth head thing, glad it was easily fixed (deleted their skeleton NIFs as UOP messes em up if using FCOM).
Also noticed that some adventurer type NPC still use lanterns and cause me to lag even though I disabled em with that MMM esp. (Might just need to wait 4 days to reset cells to remove em all??)
and afterwards noticed that while no lanterns were there some spells/lights still caused problems. this hopefully got fixed by donwloading "initial Glow" and "Effect drain shader initial glow only" mods.
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Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Thu May 03, 2012 4:41 am

Might just need to wait 4 days to reset cells to remove em all??
Yes,
if you activated the No Lanterns when already being in an area where adventures spawned with lanterns, the No lanterns has no effect then. Only after a new cell reset there will be No Lanterns anymore.
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Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

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