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Jun 4, 2006, 01:34 AM
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#1
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DriverHeaven Granddaddy
Join Date: May 2002
Location: Georgia, USA
Posts: 12,340
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OBLIVION: Fix for Slow Doors/Gates and Spell Animations
After pulling out almost all of what hair I have left, someone finally came up with a solution that works....for me anyway. It also seems to work for most others.
THE PROBLEM:
After logging over 200 hours of gameplay (usually the upper 200s) for some unknown reason the doors and gates would stop responding immediately and the spell casts animations would become slow and halting.
The following changes to the OBLIVION.INI file appear to work best in fixing this problem. (OBLIVION.INI is found in the My Documents\My Games\Oblivion directory if you installed to the default.)
Look for and make these changes:
AnimationMult=2.0000
uInterior Cell Buffer=9
uExterior Cell Buffer=108
bUseThreadedBlood=1
bUseThreadedMorpher=1
bBackgroundPathing=1
iNumHavokThreads=5
bForceFullLOD=1
bBackgroundLoadLipFiles=1
bLoadBackgroundFaceGen=1
iMinGrassSize=120
iThreads=9
Please post your results here.
Good luck!
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Jun 4, 2006, 05:26 AM
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#2
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Burned
Join Date: May 2002
Posts: 29,782
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any ideas why this happens in the first place? is it a documented bug or just something that can occur on some systems?
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Jun 4, 2006, 05:39 AM
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#3
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DriverHeaven Senior Member
Join Date: Jul 2005
Posts: 933
Rep Power: 0
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Only thing in those settings that he changed I would think effects anything greatly would be the iNumHavokThreads which changes how the Havok phsysics engine works. The cell buffers just tell Oblivion how many cells outside of the one the player is in to load...
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Jun 4, 2006, 05:46 AM
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#4
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DriverHeaven Granddaddy
Join Date: May 2002
Location: Georgia, USA
Posts: 12,340
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Quote:
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Originally Posted by Zardon
any ideas why this happens in the first place? is it a documented bug or just something that can occur on some systems?
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All of us that have been involved in posting and tracking this are still at a loss as to why it starts happening. Those who are reporting it say that it developes for some reason after 200+ hours of gameplay. Mine started at around 280 hours. A few didn't see it until just after 300 hours.
Someone did post a link to a statement from Bethesda saying that a patch is on the way. I think, however, that it may be referring to the official patch that is a followup to the beta patch released earlier. Whether this patch addresses this particular problem, I don't think anyone knows for sure.
What I can say, though, is that the changes I made have made a world of difference in how those gates/doors and cast spells work. It's as smooth and fluid as I could ever wish it to be.
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Jun 4, 2006, 02:31 PM
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#5
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MedicalEntropy
Join Date: Jul 2004
Location: New Jersey
Posts: 294
Rep Power: 0
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Quote:
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Originally Posted by MiDri
Only thing in those settings that he changed I would think effects anything greatly would be the iNumHavokThreads which changes how the Havok phsysics engine works. The cell buffers just tell Oblivion how many cells outside of the one the player is in to load...
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No.
iNumHavokThreads is how many threads (from the CPU) will run with the havok engine.
If you want to screw up (literally) how Havok works, change the fMaxTime variable. Warning though, you will have stuff going through walls and things.
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Jun 4, 2006, 10:28 PM
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#6
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DriverHeaven Senior Member
Join Date: Jul 2005
Posts: 933
Rep Power: 0
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Quote:
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Originally Posted by Lakevren
No.
iNumHavokThreads is how many threads (from the CPU) will run with the havok engine.
If you want to screw up (literally) how Havok works, change the fMaxTime variable. Warning though, you will have stuff going through walls and things.
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I did not say how it changed how the havok engine worked, I simply stated that it changed how it worked. Last time I checked telling it how many threads to use is changing some settings and thus changing how the havok engine works.
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Jun 5, 2006, 02:11 AM
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#7
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DriverHeaven Granddaddy
Join Date: May 2002
Location: Georgia, USA
Posts: 12,340
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From what several are posting in response to this is that the biggest change/correction is due to the
AnimationMult=2.0000
Some are using 1.1 as the value and say that it corrects the issue.
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Dec 26, 2007, 09:15 AM
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#8
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DriverHeaven Newbie
Join Date: Dec 2007
Posts: 2
Rep Power: 0
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I tried your fix, but it didnt work. I also dont have the "iNumHavokThreads" in my oblivion.ini file, even after i downloaded a "pre-optimized" oblivion.ini file from fileplanet. Please help me, this is a very irritating problem.
PC: Vista 64 bit, 2 GB 800mhz ram, core 2 quad 2.4 Ghz, evga 8800 gtx, evga 680i chipset motherboard.
P.S: I also downloaded the Unnoficial patch in effort to solve this problem, and I have the lates official patch (not the beta).
EDIT: i just found the oblivion.ini file that had the iNumHavokThreads thing in it, I didnt properly read what u said lol. I was looking in C>programfiles>bethesda softworks>oblivion>data.
Last edited by GTA; Dec 26, 2007 at 03:43 PM.
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Dec 27, 2007, 01:59 AM
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#9
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DriverHeaven Granddaddy
Join Date: May 2002
Location: Georgia, USA
Posts: 12,340
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@ GTA: Welcome to DriverHeaven!
Now that you found the correct .ini file, have you had better success? or no?
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Dec 28, 2007, 06:12 PM
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#10
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DriverHeaven Newbie
Join Date: Dec 2007
Posts: 2
Rep Power: 0
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Errmm i tried but it didnt, but then i googled more and found a file that fixes the save game, heres the link: Animation Fixer at The Elder Scrolls Nexus - Oblivion mods? You betcha! It worked 
Increasing the fAnimationMult to 2 made my character jump far and quickly, faster than it runs. and 1.1 didnt fix it. I changed the other values (or whatever theyre called) too. Probably cuz of 64 bit Vista. But thanks for the help.
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