ShiaNekoChan Posted April 12, 2014 Posted April 12, 2014 I finally decided to try to play a little Oblivion this morning, then I remembered a particularly annoying bug that I never found out how to fix. This only happens if I use dynamic leveled lists. If I enable it, then enemies will take like 10 seconds to finally stop standing around and staring at me and try to fight back. If I disable it, enemies immediately start fighting as soon as I enter the area. I already tried making a bashed patch that increases the amount of actors in combat and active actors, but they still do it. What else might there be? What am I missing? I couldn't just not use Dynamic leveled lists. Oblivion has way too few enemies for me to stay interested when I have it disabled.
gregathit Posted April 12, 2014 Posted April 12, 2014 I remember "some" of the discussion about that plugin and what I do remember is that it was buggy as hell. I think there was just too many errors or perhaps it was just trying to do too much and caused more issues than it solved. You might try paring down some of the scripting and check the others to see what may be causing the slow down.
varenne Posted April 28, 2014 Posted April 28, 2014 Never tried Dynamic Lists, is it this one DLL - Dynamic Leveled Lists by Leviathan1753? Is the main goal/purpose for using to increase the number of enemies and their difficulty? Have you tried Adrenaline Oblivion? A bit of a warning though. In certain areas it will stress test your current Oblivion build and can have a major impact on FPS. This was one of the drivers for me to pursue Oblivion optimization. Quickly looking over the read me for DLL (Troubleshooting section) I see it is totally customized, in that you run a Java application to then generate the .ESP 'patch', based on which MODs are installed. (No idea if it differentiates between Active/Not Active, Merge/NoMerge, or Import from WB) That is going to make helping anyone using it very challenging, IMO. As noted above, I have not used it, but maybe try disabling some MODs before running the DynamicLeveledLists.jar to generate your ESP for it. Tedious at best but only way I can think of to try and still make use of it. I'd also review my total MOD list in first, OBMM for conflicts, then TES4EDIT for ITMs, etc, then Wrye Bash for delinquent masters and any other issues and address those first, before generating the ESP file. I also agree with gregathit in progressively minimizing the number of active MODs running scripts as another way of potentially identifying the root cause. Lately these have been my main source of in-game issues and problems.
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