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Bug #4013

Game spawns enourmous amounts of enemies

Added by Demid Doroginin 7 months ago. Updated about 1 month ago.

Status:
Confirmed
Priority:
High
Assignee:
-
Category:
AI
Target version:
Start date:
08/09/2017
% Done:

0%

Reproducibility:
Random
Operating system:
Other
Severity:
Normal

Description

I have no idea what it is, but near places where I go frequently I find ridiculous amounts of enemies (see screenshots). Probably it has something to do with entering cells, but simply going in and out of the cell does nothing.

CR1.png View (1.2 MB) Demid Doroginin, 08/09/2017 11:22 AM

CR2.png View (1.62 MB) Demid Doroginin, 08/09/2017 11:22 AM

Savegame.omwsave (6.64 MB) Demid Doroginin, 08/09/2017 06:06 PM

History

#1 Updated by Will Herrmann 7 months ago

  • Status changed from New to Feedback needed

Do you have a save game that you could attach? Also, what area is this exactly? And are you running any mods?

#2 Updated by Miroslav Remák 7 months ago

What's your OpenMW version? Is your savegame imported?

#3 Updated by Demid Doroginin 7 months ago

Coordinates of the second area are:
Cell: Balmora Grid: -3 -3 Coordinates: -17234.4 -24059.6 736.689
Unfortunately, I only have a save file a bit earlier into the game, but there are still a lot of them.
Version is latest nightly build, af9db74010.
The game started in OpenMW, but with Tamriel Rebuit, which was removed as soon as character was created.

#4 Updated by Dark Locq 6 months ago

I encountered this problem once. It was caused by one or more mods' changes to various water and coastal areas displacing large amounts of sea and shore life. (Prime suspect is Bitter Coast Compilation.) They spawned at the default game location of 0,0 in the world map, right outside the Daedric shine nearest to Balmora, in a huge seething pile of animated life, and resulted in a painfully slow frame rate. The fix was to get close enough to target the critters in the Console, and use Delete on them, one by one. About a 15-minute cleanup job, since there were nearly 100 creatures. (It was tempting to go get a huge pile of soul gems, area-effect Soul Trap them, and then do a powerful fireball. Heh. But I didn't want them respawning later.)

Demid Doroginin's issue might be caused by a "not very clean" mod doing something like this - modifying places without first clearing out what spawns in them.

But it could be something else entirely; all I can offer is what I've experienced and why.

#5 Updated by Dark Locq 6 months ago

I encountered this problem once. It was caused by one or more mods' changes to various water and coastal areas displacing large amounts of sea and shore life. (Prime suspect is Bitter Coast Compilation.) They spawned at the default game location for "lost" stuff – 0,0 in the world map, right outside the Daedric shine nearest to Balmora – in a huge seething pile of animated life, and resulted in a painfully slow frame rate. The fix was to get close enough to target the critters in the Console, and use Delete on them, one by one. About a 15-minute cleanup job, since there were nearly 100 creatures. (It was tempting to go get a huge pile of soul gems, area-effect Soul Trap them, and then do a powerful fireball. Heh. But I didn't want them respawning later.)

Demid Doroginin's issue might be caused by a "not very clean" mod doing something like this - modifying places without first clearing out what spawns in them.

But it could be something else entirely; all I can offer is what I've experienced and why.

#6 Updated by scrawl . 6 months ago

  • Target version deleted (openmw-0.43)

#7 Updated by Vladimir Ulisko 5 months ago

Here's one way to reproduce this issue (tested in version 0.42):

  1. Find a interior cell where the "leveled creature" is located.
  2. Cast "Command creature" spell on it.
  3. Bring this creature to exterior cell.
  4. Go back to interior cell. (Creature should not return with you.)
  5. The game spawned a new creature in the same place.
  6. You can repeat reproducing from step 2.

It turns out that the game spawns a new creature even if the previous spawned creature still exists in game world. This spams memory and savegame files.

Something similar happens when you move from one exterior cell to another. In this case, creatures also move from one cell to another, but without your direct involvement (creatures just running after you). And when you quickly go back, the game spawns new creatures in the same place ignoring the fact that the previous spawned creature is still somewhere far away in game world (possibly in a cell not loaded into memory).

#8 Updated by Andrei Kortunov 5 months ago

  • Status changed from Feedback needed to Confirmed
  • Reproducibility changed from Unable to reproduce to Random

I encountered this bug too during gameplay, but not so bad as on the second screenshot.

#9 Updated by Andrei Kortunov about 1 month ago

  • Target version set to openmw-1.0

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