Cliff racer Major lag
Submitted by madmanmostafa on Wed, 04/27/2011 - 05:58
| Project: | Morroblivion |
| Component: | Graphics and Gameplay |
| Category: | bug report |
| Priority: | critical |
| Assigned: | Unassigned |
| Status: | active |
Description
Occasionally when I warp to Seyda Neen, there is a cliff racer Somewhere on the map and it causes my fps to drop to less than 1. What I have to do is keep turning until I can find it, then kill the cliff racer through a console command.
This has happened several times now and I'm sure I'm not the only one.
This Only occurs with cliff racers as far as I can tell. Typing pcb has no effect on performance.
Regarding any additional mods, I have No additional mods running aside from DesuChan's race mod to add the cute elf race. Aside from that, it is a fresh install of Morroblivion. These issues also were occurring Before I installed the race mod.

I've noticed Cliff Racers have animation problems. No offense inteded, when it unites with a posible low-graphic cards it may cause that.
It probably will be finished when Hashmi1 finishes his 'Creatures Reviewed' series. Or at least when he finishes Cliff Racers.
Someone named "Ducky" reported lag issues as well when the cliffracer was first made. But it worked fine for other people and it seems that it hasn't been brought up till now.
Darth Soul is probably right that there is an issue with the animations ... because the meshes, skeleton and textures are quite similar in size to what other creatures use {and also they should continue to cause lag when the creature is dead ... but as far as I understand that doesn't happen?}.
Possibly its the movement animations ... the original cliffracer was supposed to be able to move at speeds greater than the 'boots of blinding speed' allowed in Morrowind ...
Well I can see cliff racers just fine. It's just that Sometimes for some odd reason, 1 cliff racer will lag my game to an incredibly slow rate. I've been able to capture this in a save file.
Also, I wonder how one can make a plugin to clear the dead monsters after maybe 2 days of in game time. I'm tired of going to the Urshilaku village and seeing so many dead cliff racers and having it impact performance when they are still bouncing around on the floor.
I just use the: Kill command in the console on those... Really hard to hit those sometimes
I'd really appreciate precise complaints like these ones.
MAkes them easier to fix than ones like: Kagouti's act physco
Well that's what they're doing. If you want to look at my save file that shows the immense lag in seyda need and showing the racer in the background, then there ya go. If you command kill him, the problems go away. Then warp to Urshilaku camp and you'll see a ton of dead racers on the floor that for some reason are still moving being moved to wind or an infinity fall or Something where their bodies don't freeze up and stop moving. Instead they just keep flicking about and you can even hear the falling noise where something falls on the floor.
hi all,
I opened Morroblivon v32 in my Oblvion CS and tried fiddling around with the cliff racers as I was noticing a huge FPS hit and thought maybe this is why I am experiencing CTD in the wilderness. I opened the "use" info and double clicked on the first world ref to "OCLiffRacerBlighted". When doing so I got 6 error pop-ups. I attached images of these popups to this message. I dont know if this is useful or not, but I remember someone in another forum mentioned the crashing could be caused by a creature and a scripting problem so I thought this might be relevant. I would also like to request a mod that removes cliff racers completely so i can see if that resolves my crashing issues.
Many Regards,
Sara
Attached Pictures should be in this post.
I've tried cliffracers on a really old PC and didn't get any (additional) lag from the racers.
Havok was pretty nicely done as well ... they fell down without any large distortions or Kagouti-style jumps and I didn't get continous bounces.
They did however have severe animation issues ... kept on vibrating to and fro and teleporting from place to place while moving.
The CS errors are a fairly common issue and are getting resolved slowly. For the most part they are nothing serious ... "Animate in Place" is just a flag that is used in 3ds max, that gets improperly exported when processing MW creatures for the first time (the solution is to simply re-export the file) ...
I've had issues with this as well. It seems to mostly occur when they get caught up in some "non-natural" structure - for example, if one is chasing you and you duck into a shrine or dwemer ruin (as in, use a door to switch to an internal cell), odds are they'll follow you in and get caught in the ceiling. Same thing can happen if they follow you out of a building - they can get caught up in the outer facing.
It doesn't seem to matter whether they're on-screen or not. If they're in the area and "caught" on something, you get the lag until you manage to kill them somehow.
Hard to tell if they're "spasming", as the game speed is partially unrelated to the frame rate. It's quite possible to hit them with a sword/spell, you have to hold the button for a while to trigger the action, but then boom! Normal speed again, and the corpse falls to the ground.
I've found a way to trigger the same lag effect by colliding NPCs (or the player!) with some sort of sixth-house ankh thing (I'd upload a screenshot, but I get "validation errors").
Whenever you or anything else walks into this thing the game slows down in the exact same way as the Cliff Racers sometimes cause, but this happens every time. The ankhs are tallish, thin black metalic things - at least a couple can be found in Falasmaryon, with corprus meat hanging off them on strings, but others exist elsewhere.
I've tried throwing things at them, and also dragging a corpse up against one, but this didn't seem to trigger the lag. It may be that they require "live meat", like the original Cliff Racer issue seems to, or it may be that it's a lot easier to get an upright character model to collide with the problem area then it is to get a mostly horizontal corpse to do so.
I haven't had any lag issues from Cliff Racers as of yet, but I went ahead to Falasmaryon and found the "ankh" thing you were talking about; it did exactly as you said it would. I took a picture of the ankh: ( http://img88.imageshack.us/img88/1241/sixthhousecorprusmeatth.jpg )
The lag you experience ingame when something walk into the Ankh, might be connected to the nif itself.
So I had a go at fixing this. If you want you could try this and see if it possibly fixes the "ankh lag" in your game.
That sorts the ankhs perfectly, yes - well done! So presumably there's other structures in the game that require the same fix - Cliff Racers probably only trigger them because they tend to fly into things land-bound critters can't reach.
Thanks Bomb Bloke! Glad I could be of help.