Strange BUG

Post » Mon Mar 14, 2011 6:13 pm

So far it has happened 4 or 5 tmes in different locations around Cyrodill. Only problem is a fps hit near it/facing it (from 30 to 12, and it with streamline min fps set to 12 and OSR set to 10). My textures are low for my card, so the hit can't be because of it (GTS250 500mb).

For those who have not experienced it: look like a constante ray, always chancing its position + - one feet in the screen in both height and horizontaly around it's axis, like a tug-of-war.

from lateral
http://img708.imageshack.us/img708/92/bug1c.jpg
http://img24.imageshack.us/img24/766/bug2mq.jpg

intercepting the bug (continue behind PC)
http://img11.imageshack.us/img11/4997/bug3mr.jpg

my load order, if it matter

= Check ModsThis is a report on your currently active/merged mods.=== Active Mod Files:* 00  Oblivion.esm* 01  GTAesgaard_2.esm* 02  All Natural Base.esm  [Version 0.9.9]* 03  Francesco's Leveled Creatures-Items Mod.esm* 04  Francesco's Optional New Items Add-On.esm* 05  Cobl Main.esm  [Version 1.72]* 06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]* 07  Mart's Monster Mod.esm  [Version 3.7b3p3]* 08  VASE - core.esm* 09  TamrielTravellers.esm  [Version 1.39c]* 0A  FCOM_Convergence.esm  [Version 0.9.9MB3]* 0B  Armamentarium.esm  [Version 1.35]* 0C  Better Cities Resources.esm* 0D  BetterMusicSystem.esm* 0E  CM Partners.esm* 0F  HorseCombatMaster.esm* ++  HrmnsOblivionScriptOptimizationv1.0.esp* **  TNR ALL RACES FINAL.esp* **  TNR - ShiveringIsles no helms.esp* 10  Unofficial Oblivion Patch.esp  [Version 3.2.4]* 11  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]* 12  Oblivion Citadel Door Fix.esp* 13  DLCShiveringIsles.esp* 14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 15  Better Cities .esp* 16  Francesco's Optional Chance of Stronger Bosses.esp* 17  Francesco's Optional Chance of Stronger Enemies.esp* 18  Francesco's Optional Chance of More Enemies.esp* 19  Francesco's Optional Leveled Quests-SI only.esp* 1A  Francesco's Optional Leveled Guards.esp* ++  FCOM_Francescos.esp  [Version 0.9.9]* ++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]* 1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]* 1C  Fran Armor Add-on.esp* 1D  Fran_Lv30Item_Maltz.esp* 1E  Natural_Habitat_by_Max_Tael.esp* 1F  All Natural - Real Lights.esp  [Version 0.9.9]* 20  All Natural.esp  [Version 0.9.9]* 21  All Natural - SI.esp  [Version 0.9.9]* ++  All Natural - EW + NW + AWS.esp  [Version Final]* ++  Improved Water.esp* ++  ln.esp* 22  AmbientTownSounds.esp* 23  MIS.esp* 24  MIS New Sounds Optional Part.esp* 25  PCSoundInnocent.esp  [Version 2.6]* 26  Storms & Sound.esp* 27  Rainbows.esp* 28  WindowLightingSystem.esp* 29  AliveWaters_nofish.esp* **  Book Jackets Oblivion.esp* 2A  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp* 2B  DID3_DoubleTrouble.esp* 2C  Days&Months.esp* 2D  diversegrasses.esp* ++  Item interchange - Extraction.esp  [Version 0.76]* 2E  Luchaire's Neck Seam Concealer.esp* 2F  BetterMusicSystem(SI).esp* 30  personality_idles4_nopc.esp* 31  RAEVWD New Sheoth.esp  [Version 1.5]* ++  VA_BetterGold.esp* 32  Cutthroat Merchants.esp* 33  Enhanced Economy.esp  [Version 3.3.4]* 34  Crowded Roads.esp  [Version 2.0]* 35  Landmarks, w Wells.esp  [Version 1.11]* 36  HotkeyCasting.esp* **  Book Jackets DLC.esp* ++  MaleBodyReplacerV4.esp* ++  HGEC_special_armor_repl.esp* 37  Blackheart and Gizmodian ECRobes.esp* **  Armamentium female.esp* 38  ExnemRuneskulls.esp* ++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]* 39  Cobl Glue.esp  [Version 1.72]* 3A  Cobl Si.esp  [Version 1.63]* ++  FCOM_Cobl.esp  [Version 0.9.9]* 3B  Bob's Armory Oblivion.esp* 3C  FCOM_BobsArmory.esp  [Version 0.9.9]* 3D  Oblivion WarCry EV.esp* 3E  FCOM_WarCry.esp  [Version 0.9.9MB3]* 3F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]* 40  OOO-No_Guild_Ownership.esp  [Version 1.33]* ++  ArmamentariumLLVendors.esp  [Version 1.35]* 41  FCOM_Convergence.esp  [Version 0.9.9Mb3]* ++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]* 42  FCOM_RealSwords.esp  [Version 0.9.9]* ++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]* 43  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]* ++  FCOM_LessRats.esp  [Version 0.9.9]* ++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]* 44  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]* 45  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]* ++  VASE - Cyrodiil for MMM.esp* ++  VASE - Vanilla SI.esp* ++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]* ++  TamrielTravellerAdvscript.esp  [Version 1.39c]* 46  TamrielTravellers4OOO.esp  [Version 1.39c]* 47  TamrielTravellersItemsnpc.esp* 48  TamrielTravellersItemsVendor.esp  [Version 1.39c]* 49  ShiveringIsleTravellers.esp  [Version 1.39c]* ++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]* ++  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]* ++  FCOM_FriendlierFactions.esp  [Version 0.9.9]* 4A  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]* 4B  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]* ++  Fransfemale.esp* **  EVE_StockEquipmentReplacer4FCOM.esp* 4C  Ivellon.esp  [Version 1.8]* 4D  GTAesgaard.esp* 4E  GTAesgaard_2.esp* 4F  Gates To Aesgaard 2 Delayer.esp  [Version 1.0]* 50  HeartOftheDead.esp  [Version 6.0.1]* 51  LetThePeopleDrink.esp  [Version 2.5]* 52  The Ayleid Steps.esp  [Version 3.2]* 53  VaultsofCyrodiilBC.esp* 54  za_bankmod.esp* 55  24HrArenaAliveV2Towers.esp* 56  Knights.esp* 57  Knights - Unofficial Patch.esp  [Version 1.0.9]* ++  EVE_KnightsoftheNine.esp* 58  TOTF.esp* ++  TOTF Delayer.esp* 59  The Lost Spires.esp* ++  FCOM_Knights.esp  [Version 0.9.9Mb3]* 5A  xuldarkforest.esp  [Version 1.0.4]* 5B  LostSpires-DarkForest patch.esp* 5C  xulStendarrValley.esp  [Version 1.2.1]* 5D  xulTheHeath.esp* 5E  XulEntiusGorge.esp* 5F  xulFallenleafEverglade.esp  [Version 1.3.1]* 60  LostSpires-Everglade patch.esp  [Version 1.2]* 61  xulColovianHighlands_EV.esp  [Version 1.2.1]* 62  xulChorrolHinterland.esp  [Version 1.2.2]* 63  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]* 64  xulBravilBarrowfields.esp  [Version 1.3.2]* 65  xulLushWoodlands.esp  [Version 1.3]* 66  xulAncientYews.esp  [Version 1.4.2]* 67  xulAncientRedwoods.esp  [Version 1.6]* 68  xulCloudtopMountains.esp  [Version 1.0.3]* 69  xulArriusCreek.esp  [Version 1.1.3]* 6A  xulPatch_AY_AC.esp  [Version 1.1]* 6B  HeartoftheDead-ArriusCreek patch.esp* 6C  xulRollingHills_EV.esp  [Version 1.3.2]* 6D  xulPantherRiver.esp* 6E  xulRiverEthe.esp  [Version 1.0.2]* 6F  xulBrenaRiverRavine.esp  [Version 1.0.2]* 70  xulImperialIsle.esp  [Version 1.6.3]* 71  xulBlackwoodForest.esp* 72  xulCheydinhalFalls.esp  [Version 1.0.1]* 73  TearsOfTheFiend-CheydinhalFalls patch.esp* 74  xulAspenWood.esp  [Version 1.0.1]* 75  xulSkingradOutskirts.esp* 76  JQ-Fighters_Guild_United.esp* ++  FCOM_FighterGUnited.esp* ++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]* 77  Harvest [Flora].esp  [Version 3.0.0]* ++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]* 78  Ayelid Wells.esp* 79  DropLitTorchOBSE.esp  [Version 2.1]* 7A  EVE_ShiveringIslesEasterEggs.esp* 7B  Dungeon Actors Have Torches 1.6 DT.esp* ++  ScriptIcon_Replacer.esp* 7C  Storms & Sound - Bank of Cyrodiil.esp* 7D  Storms & Sound - The Lost Spires.esp* 7E  Storms & Sound - Better Cities.esp* 7F  talkwithyourhands PI4.esp* 80  Toggleable Quantity Prompt.esp  [Version 3.1.1]* 81  Quest Award Leveller.esp  [Version 2.0.1]* 82  haz_encumbrance_x1.5.esp* 83  RealisticForceMedium.esp* 84  RealisticMagicForceMedium.esp* 85  EnchantmentRestore.esp* ++  EnchantmentRestore_Wells.esp* 86  No psychic guards v1.2.esp* 87  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp* 88  DeadlyReflex 5 - Combat Moves.esp* 89  All+5AttributeModifiers.esp* **  immersive_caves_auto.esp* **  Dark Dungeons -  SI.esp* ++  Item interchange - Placement for FCOM.esp  [Version 0.76]* ++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]* ++  Better Redguard v2.esp* 8A  SoulgemSalvation.esp* 8B  bgBalancingEVCore.esp  [Version 10.52EV-D]* 8C  bgMagicEV.esp  [Version 1.7EV]* ++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]* ++  bgMagicItemSigil.esp  [Version 1.68EV]* ++  bgMagicEVStartspells.esp  [Version 1.68EV]* 8D  bgMagicBonus.esp  [Version 1.7EV]* ++  bgMagicEVAddEnVar.esp  [Version 1.68EV]* 8E  bgMagicEVPaperChase.esp  [Version 1.68EV]* 8F  bgMagicAlchemy.esp  [Version 1.57]* 90  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]* 91  qazSpellbook.esp  [Version 0.1]* ++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]* ++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]* ++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]* **  bgBalancingEVOptionalNPCDiversity, Beautification Better Redguards.esp  [Version 10.0EV-D]* ++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]* 92  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]* ++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]* **  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]* ++  EVE_KhajiitFix.esp* **  Better Cities - Full City Defences.esp* 93  Better Cities Full.esp* 94  BCBravilFULL-Barrowfields patch.esp* 95  Better Cities - Unique Landscape Barrowfields.esp* **  Better Cities - Unique Landscape Chorrol Hinterland.esp* 96  Better Cities - Tears of the Fiend.esp* 97  BCCheydinhalFULL-CheydinhalFalls patch.esp* **  Better Cities - Unique Landscape Cheydinhal Falls.esp* **  Better Cities - Unique Landscape Skingrad Outskirts.esp* 98  Better Cities - VWD of the IC.esp* 99  Better Imperial City.esp* 9A  Better Imperial City FPS Patch.esp* 9B  Better Cities - COBL.esp  [Version 2]* 9C  Better Cities Full FPS Patch.esp* ++  MagicEffectDim.esp* ++  [GFX]_Initial_Glow-self.esp* **  bgMagicEVShader.esp  [Version 1.7EV]* ++  bgMagicShaderLifeDetect.esp  [Version 1.68]* 9D  Get Wet - just droplets.esp* ++  Visually Realistic Deadly Lava.esp* 9E  Duke Patricks - Magic you can believe in.esp* 9F  Shining Creatures.esp* ++  CoreRandmonClothing4Npcs.esp* ++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]* A0  Cobl Silent Equip Misc.esp  [Version 01]* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]* A1  Bashed Patch, 0.esp* ++  Duke Patricks - BASIC Script Effect Silencer.esp* A2  Streamline 3.1.esp

User avatar
Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Mon Mar 14, 2011 7:19 pm

Its from the skeleton included in

* 83 RealisticForceMedium.esp
* 84 RealisticMagicForceMedium.esp

I forget the exact reason why it does this, something to do with (iirc clothing) meshes in some mods.
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Mon Mar 14, 2011 11:54 pm

Its from the skeleton included in

* 83 RealisticForceMedium.esp
* 84 RealisticMagicForceMedium.esp

I forget the exact reason why it does this, something to do with (iirc clothing) meshes in some mods.


Thanks, disabling it bug vanish - but is there any fix to continue with the mod/alternatives? Or everyone just ignore it and keep using?
User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Tue Mar 15, 2011 5:21 am

Look just disable the body via console and all you're troubles will go away
These glitches just happen, i had the same problem myself but it will disappear after a short while
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Tue Mar 15, 2011 12:45 am

Look just disable the body via console and all you're troubles will go away
These glitches just happen, i had the same problem myself but it will disappear after a short while

Sorry, could not figure what you mean by disabling...
This "BUG" start in landscapes and end in landscapes, not a single atached body/npc/tree to it. Can't remember the earlier, have not searched close enough, this was cruzing a road, so could not avoid. Sorry for noob question... but you mean disabling the bug itself?
Well, anyway looks like it will keep appearing eventually , and will just have to live with that. As they say: no harm, no pain.
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Tue Mar 15, 2011 12:10 am

Look its really simple the mesh is coming out of the body texture or mesh whatever that happens a lot
open the console click on the body and write disable and thats it don't forget to press enter

Anyways i never had this problems when using realistic force mod
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Mon Mar 14, 2011 4:38 pm

If you are using Wrye Bash, try turning on the NPC skeleton fix option.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Mon Mar 14, 2011 4:14 pm

If you are using Wrye Bash, try turning on the NPC skeleton fix option.

...in the bashed patch.
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Tue Mar 15, 2011 4:41 am

...in the bashed patch.


WRYE 279 running, skeleton fix ativated.
But as stated before, there is no one linked to the bug... looked from a extremity to another, both ending below land. If the image 3 where it was to the mid of the screen are causing confusion, I just posicioned the PC there to have a diferent perspective... it's not linked to it.

OBS: right now I'm in work, will be another 08 hours before can try anything again. But I think that will only disable the mod realistic force...
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Mon Mar 14, 2011 6:04 pm

WRYE 279 running, skeleton fix ativated.
But as stated before, there is no one linked to the bug... looked from a extremity to another, both ending below land. If the image 3 where it was to the mid of the screen are causing confusion, I just posicioned the PC there to have a diferent perspective... it's not linked to it.

OBS: right now I'm in work, will be another 08 hours before can try anything again. But I think that will only disable the mod realistic force...

Realistic Force uses a different skeleton, so the bash fix should work. If it does not, you could try installing RF's skeleton on top of your setup manually.
User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Mon Mar 14, 2011 11:26 pm

Looking at the 2nd screenshot the body lying on the ground yells "custom race" to me. Perhaps it's the demon race, maybe coming from Cobl or at least from RBP I know it's in. This race comes with a special custom skeleton. Installing any other mods with their own skeletons afterwards will "kill" it. Then you'll end up with custom races running around with demon wings rigged to skeletal bones which aren't present anymore... thus they'll "stretch into infinity".

Maybe it's just me and I'm misinterpreting the combination of screenshots and mods in your load order, but maybe I'm right and this is the cause. :shrug:
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Tue Mar 15, 2011 1:30 am

Looking at the 2nd screenshot the body lying on the ground yells "custom race" to me. Perhaps it's the demon race, maybe coming from Cobl or at least from RBP I know it's in. This race comes with a special custom skeleton. Installing any other mods with their own skeletons afterwards will "kill" it. Then you'll end up with custom races running around with demon wings rigged to skeletal bones which aren't present anymore... thus they'll "stretch into infinity".

Maybe it's just me and I'm misinterpreting the combination of screenshots and mods in your load order, but maybe I'm right and this is the cause. :shrug:

Indeed running RBP. You point that maybe it's not compatible with the custom skeletons of realistic force? Indeed with realistic force off it go alway. But keep in mind that the bug was in there before I ever killed that NPC (and many others in slow motion because of the bug :( ), was just coincidency that it fell next to the bug - soooo the bug isn't a part of him stretching. And the bug doesn't touch or end next to him.

PS: had to review SS to see your point. Can't tell exact where it end now, the angle was aleatory and isn't helping - but don't end in it, I would note because searched for the two ends. Will repost in 6 hours, when will be back home.
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Mon Mar 14, 2011 1:21 pm

You tried reloading or coming back later?
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Mon Mar 14, 2011 5:42 pm

You tried reloading or coming back later?


As it's not the first time it happen, I know that it's still in there if I reload any save inside the same worldspace/cell, even earlier saves next to it. Have not tried going back days before... too much work to replay for some recurring bug that eventually will appear again, in another time and place.

The others earlier bugs I just ignored and have turned away from it; coming back many ingame days nothing remained from the bug (not that I remembered them by the time, so it's a good thing I guess, like it's temporary).
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Tue Mar 15, 2011 3:37 am

I did not notice this issue running RBP and RF...I had an issue with one of the Robert's Fem meshes being bad once. However, I use a number of Slof's mods which also use a different skeletal mesh, maybe the same one as RF. You could just uninstall RF's skeletal mesh and only use RBP's. The skeletal NIF is not required for Realistic Force and Realistic Magic Force. RF just contains a bunch of NIFs that can make certain bodies easier to carry or more rigid or something. Do not use that part of the mod if it is causing an issue.
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Mon Mar 14, 2011 11:50 pm

It wasn't a connection to the body which made me guess this. The coloring of this stretchy polygon-mess simply reminds me of the texture of the demon wings too strong to ignore it. The stretching polygones of clothing items or body meshes which are missing their bones often don't appear "connected" to the body or item they're originating from.
If you somehow "lure" such an NPC into a building and then move into a different cell, if then the issue only occurs when the NPC is in the same cell, then it's very likely the NPC or something he wears is involved in causing the issue. A different mod replacing the "skeleton.nif" and "skeletonbeast.nif" files from RBP is the most likely cause then. If reinstalling said files remedies the issue, then it was.

Unfortunately there are quite some mods coming with their own custom modified skeleton files. None of them can always be used together without trickery or work-arounds. The last-installed one will always win, the others just die.
(That's why I'm so glad my project won't have to mess with existing skeletons anymore.)
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Tue Mar 15, 2011 4:44 am

It wasn't a connection to the body which made me guess this. The coloring of this stretchy polygon-mess simply reminds me of the texture of the demon wings too strong to ignore it. The stretching polygones of clothing items or body meshes which are missing their bones often don't appear "connected" to the body or item they're originating from.
If you somehow "lure" such an NPC into a building and then move into a different cell, if then the issue only occurs when the NPC is in the same cell, then it's very likely the NPC or something he wears is involved in causing the issue. A different mod replacing the "skeleton.nif" and "skeletonbeast.nif" files from RBP is the most likely cause then. If reinstalling said files remedies the issue, then it was.

Unfortunately there are quite some mods coming with their own custom modified skeleton files. None of them can always be used together without trickery or work-arounds. The last-installed one will always win, the others just die.
(That's why I'm so glad my project won't have to mess with existing skeletons anymore.)

Is the mesh with the wings installed by default with RBP? I have RBP installed last in BAIN, so it would win any skeleton NIF battles anyway. I may not have ever had the chance to notice. Although...It looks like I have Roberts' mods overwriting RBP, so never mind that last thought. Yeah, I was looking at the color too, and it does not match that of my problem, with the bad Rob Fem shoe mesh. The color was lighter.
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Mon Mar 14, 2011 11:04 pm

I used to get this issue with Khajiits' tails. I knew it was their tails because I recognized the stretched out textures. I forget how I fixed the issue. I might not have fixed it at all and just erased it with a complete reinstall.

However, I can confirm that this looks exactly like a skeleton problem.
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Tue Mar 15, 2011 5:12 am

Home sweet home, back to testing again.

To my surprise the same savegame had no bug anymore. Going one before (holy streamsave!) reached the point with it. Look like it was there since the very principle of the "atack" because I arrived with already some bodies in the place.

Making a real save game for future reference and further testing, disabled the two .esp from realisticforces and the bug this time was still in there - there goes the teory of quick fix. Searching around, here goes something that I found this time. Grabbed it high to better vision:

http://img338.imageshack.us/img338/1817/screenshot37l.jpg

Know not what it is, but look like the unconnected thing said above by Drake the Dragon...

soooo the fix is to reinstall all the meshes of RBP? Will be easy as still have then all. Or there is something else to be worried about?

A note about my meshes: robert v5 male, HGEC female, RBP, and then Realistic force V3 SI was the sequence instaled.
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Tue Mar 15, 2011 3:54 am

I have Robert's bodies (M and F) installed on top of RBP and RBP installed on top of RF. You should install HGEC where I installed Robert's Fem, so that should be installed last (or after Robert's male body.)

Edit: If that does not work, try installing RBP last as Drake the Dragon suggested. If that works for you, I need to update my install order as well...I would appreciate hearing how it goes.
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Tue Mar 15, 2011 12:51 am

Last feedback then end.

Just reinstalled the meshes from RBP on top of everything I already had, and tested - worked, can now see the wings in some deads NPCs around. Look like some of they were daedra seducers.

The strange is that the NPC from http://img338.images...reenshot37l.jpg had no wings, but someone next to him (should be 4-6m distance) had. Why was on him that the bug appeared?... :confused: Only the Nine knows...

Why did I not tried to reistall the complete Robert and HGEC? Full laziness, yes, but mainly because the RBP did not touch then - not that I could see. If the RBP had not worked, would try something else.

End, but not least - THANKS TO YOU ALL that directed me to the answer. Til the next.
User avatar
Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Mon Mar 14, 2011 5:29 pm

Last feedback then end.

Just reinstalled the meshes from RBP on top of everything I already had, and tested - worked, can now see the wings in some deads NPCs around. Look like some of they were daedra seducers.

The strange is that the NPC from http://img338.images...reenshot37l.jpg had no wings, but someone next to him (should be 4-6m distance) had. Why was on him that the bug appeared?... :confused: Only the Nine knows...

Why did I not tried to reistall the complete Robert and HGEC? Full laziness, yes, but mainly because the RBP did not touch then - not that I could see. If the RBP had not worked, would try something else.

End, but not least - THANKS TO YOU ALL that directed me to the answer. Til the next.

RBP and HGEC and Roberts should not overlap much. Only texture files might overlap, which is why I install Robert's after. RBP already supports Robert's mods, so that would not be a source of real conflict.


Happy Gaming!
- Tomlong75210
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Tue Mar 15, 2011 4:11 am

Yes, body mods don't come with a replacement skeleton usually. Those can't cause such a conflict. Quite likely it was installing the realistic force mod with wingless skeleton files over the winged ones coming with RBP for those special winged races. It was just a file that was lost, or two, by getting replaced by another.

As for the seeming "connection" between the wing-distortion and the NPC that turned out didn't even have wings to begin with, just keep in mind these vertices are stretching into "infinity". There are no rules for into which direction, if only into one, or about the whole world. It's just coincidence that the never-ending ray of mesh-salad went from the NPC 6 meters away right past the one you were watching. It didn't even have to be visually connected to the NPC with the wings either. As long as one is in the same cell as you, this stretchy mess will by there... somewhere.

And as for the Khajiit with similar issues on the tails, that's usually caused by plugins using the non-beast skeleton for their beast NPCs. Their tails won't have any bones to stick to even though the files themselves aren't missing. Mods altering ALL Vanilla Khajiit NPCs are the worst in this scenario.
I for one always kept using one and the same file, the beast skeleton, for both types (simply using a copy of the one to replace the other by renaming). When a non-beast actor has tail bones but no meshes making use of them, nothing bad will happen. But when again some mod author forgot to assign the proper skeleton to beast NPCs, they will still use the proper skeleton, or at least the skeleton they will then be using will have the proper bones they need. But I've heard Wrye Bash can fix these flawed plugins now anyways, so my way wouldn't necessarily be the first choice anymore.

I'm glad you got it sorted out. Have fun!
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Mon Mar 14, 2011 9:01 pm

MIS.esp and MIS optional esp don't go together you should just activate one...with MIS optional you will probably expirience a lot of "lags" in the sounds with MIS lowwind version the chance of that will be less however MIS has a problem when a few sounds clash you probably wont be able to hear much like me..
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Mon Mar 14, 2011 6:22 pm

MIS: What? You SHOULD use the optional ESP if you want ALL of the sounds, and MIS might only cause lag for a setup with onboard sound. MIS is a light-weight compared to some other mods you could use... If you really notice lag with MIS, you're system is too weak. Drop it.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm


Return to IV - Oblivion