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

Post » Tue Feb 22, 2011 10:49 am

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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Dalley hussain
 
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Post » Tue Feb 22, 2011 7:34 pm

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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Dean
 
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Post » Tue Feb 22, 2011 11:12 pm

Usually caused by altered ugridstoload settings. If having changed the setting, go back to default (5 IIRC).
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Cagla Cali
 
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Post » Tue Feb 22, 2011 2:57 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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JD FROM HELL
 
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Post » Tue Feb 22, 2011 1:11 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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Alyce Argabright
 
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Post » Tue Feb 22, 2011 10:58 am

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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Far'ed K.G.h.m
 
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Joined: Sat Jul 14, 2007 11:03 pm

Post » Tue Feb 22, 2011 9:53 am

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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GPMG
 
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Joined: Sat Sep 15, 2007 10:55 am

Post » Tue Feb 22, 2011 7:50 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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lucy chadwick
 
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Joined: Mon Jul 10, 2006 2:43 am

Post » Wed Feb 23, 2011 1:44 am

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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CSar L
 
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