Allies for Bruma trouble

Post » Wed Feb 02, 2011 1:27 am

Greetings,

I posted about this over in the FCOM thread on a hunch, but that hasn't turned much up yet (thanks for trying, showler). So, I am starting this thread in hopes that it will ring a bell with someone and get me closer to a solution. Here is the problem:

I just completed the Allies for Bruma quest. Everything appears to be fine except for one thing... I can no longer go to Bruma. I can not fast travel to the castle or to either of the gates, nor can I enter the city by just walking through the gates. In all cases, the loading screen freezes ~10% of the way through the loading bar. Ctrl-Alt-Del is the only way out. No CTD, no other signs of trouble... just a frozen loading screen.

This may be irrelevant, but just in case... As I was doing the Allies for Bruma quest, I had something odd happen twice. The first time was with the Count in Leyawin. I had some black bows, so I went to see him before closing the gate (I usually close the gates, then talk to the countess/counts). He gave me the run-down of "no help while that gate is out there", I got the quest update, and then headed out to do the deed. As soon as I got close to the gate, however, I got another quest update saying I had successfully closed the gate and I should talk to the Count! Weird! I closed the gate anyway, and all was good. Just to test it, I talked to the Count in Bravil before closing its gate... same thing. As I approached the gate, I got a message saying I had successfully closed it and the quest updated. Again, I closed the gate, and for the rest of the Allies for Bruma gates I just closed them before talking to anyone, as I normally do anyway. The quest completed normally... or so I thought...

Like I said, that last bit could well be irrelevant, but just in case it's not I figured I'd add that bit of info. Something that definitely is _not_ irrelevant, however, is my load order. It is at the end of the post.

I have done a fair amount of troubleshooting before, but this is different... I'm not getting a crash in this case; Oblivion just stops responding. That makes it really tough for someone with my limited skillset! I can't use strategies like trying to debug a spawn point, for example. For that matter, does anyone know if the fact that Oblivion quits responding (instead of producing a CTD) is significant? Does that indicate anything at all? I really don't know... this is completely new and unexpected behavior.

And I apologize for the duplicate as well, but it is looking less and less like a problem with FCOM (I think).

I would be hymannsely grateful for any help with this!
veg

Load Order: (re-used from last night's post in the FCOM thread. Thievery in the IC has been completely removed, hence the strike-thru's. I'm just not home right now to get the LO from WB)
Spoiler

Active Mod Files:
00 Oblivion.esm
01 Cybiades.esm [Version 2.0]
02 Jog_X_Mod.esm
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 1.34]
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 Artifacts.esm [Version 1.1]
0D Progress.esm [Version 2.2]
0E NNWAEMaster.esm
0F CM Partners.esm
10 HorseCombatMaster.esm
11 Unofficial Oblivion Patch.esp [Version 3.2.4]
12 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
13 Oblivion Citadel Door Fix.esp
14 DLCShiveringIsles.esp [Version 1.4.0]
++ Shivering OOO.esp
15 Francesco's Optional Chance of Stronger Bosses.esp
16 Francesco's Optional Chance of Stronger Enemies.esp
17 Francesco's Optional Chance of More Enemies.esp
18 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
19 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
** LoadingScreens.esp
++ Symphony of Violence.esp
1A WindowLightingSystem.esp
1B Adonnays Ranger Coats.esp
1C Ayleid Loot EXtension.esp
1D Ayleid Loot EXtension - OOO Dungeons.esp
1E ClocksOfCyrodiil.esp
++ Item interchange - Extraction.esp [Version 0.76]
1F RAEVWD Cities.esp [Version 1.7]
20 RAEVWD New Sheoth.esp [Version 1.5]
++ RealWalk.esp
21 Enhanced Economy.esp [Version 3.4.3]
22 Map Marker Overhaul.esp [Version 3.4]
23 Map Marker Overhaul - SI additions.esp [Version 3.0.2]
24 sr_super_hotkeys.esp
25 DLCHorseArmor.esp
** DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
26 DLCOrrery.esp
** DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
27 DLCMehrunesRazor.esp
28 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
++ MaleBodyReplacerV4.esp
29 Adonnays Elven Weaponry.esp
++ ArtifactsFemaleArmor.esp
2A BlackLuster.esp
++ playable golden saint and dark seducer armour.esp
2B Slof's Boners! v5.esp
2C Thieves Arsenal.esp
2D XiaNewAmuletsV1.esp
** Armamentium female.esp
2E KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]
++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]
2F Slof's Oblivion Robe Trader.esp
30 Cobl Glue.esp [Version 1.72]
31 Cobl Si.esp [Version 1.63]
** OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
32 Bob's Armory Oblivion.esp
33 FCOM_BobsArmory.esp [Version 0.9.9]
34 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
35 Oblivion WarCry EV.esp
36 FCOM_WarCry.esp [Version 0.9.9MB3]
37 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ OOO_XiaNewAmulets Addon.esp [Version 0.5]
++ OMOBS.esp [Version 1.0]
++ OMOBS_SI.esp [Version 1.0]
38 OMOBS Optional Combat Settings.esp [Version 1.0]
39 ArmamentariumArtifacts.esp [Version 1.35]
3A FCOM_Convergence.esp [Version 0.9.9Mb3]
3B FCOM_RealSwords.esp [Version 0.9.9]
3C Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
3D Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
3E Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
3F Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
40 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
41 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]
++ VASE - Cyrodiil for MMM.esp
++ VASE - Vanilla SI.esp
++ Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3]
++ TamrielTravellerAdvscript.esp [Version 1.40Alpha]
42 TamrielTravellers4OOO.esp [Version 1.39c]
43 TamrielTravellersItemsCobl.esp [Version 1.39c]
44 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_Archery.esp
++ FCOM_Archery_Armamentarium.esp
++ FCOM_Archery_Artifacts.esp
++ FCOM_Archery_RealSwords.esp
++ FCOM_Archery_MMM_H&C.esp
++ ArmamentariumLL4OOO.esp [Version 2.01]
++ ArmamentariumLLMagicOOO.esp [Version 1.35]
++ Fransfemale.esp
** LoadingScreens-OOO.esp
45 Geomancy & Gem Dust OOO.esp
46 OOO-WaterFish.esp [Version 1.34]
++ EVE_StockEquipmentReplacer4FCOM.esp
47 Ivellon.esp [Version 1.8]
48 Artifacts.esp [Version 1.1]
++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
49 HeartOftheDead.esp [Version 6.2]
4A GlenvarCastle.esp
4B LostSwordOfTheAylied.esp
4C LostSwordOfTheAylied - OBSE Add-On.esp
4D MountainTower.esp [Version 6.0]
4E NNWAREAyleidDungeons_Series1EV.esp [Version 2.2]
4F NNWARE06-RhyeliaEmeroEV.esp
50 NNWAEDungeons-Series2EV.esp
51 The Ayleid Steps.esp [Version 3.3.2]
52 TheForgottenShields.esp
53 NRB4+ForgottonShields Patch.esp
54 thievery.esp
55 thievery - EE patch.esp [Version 1.0]
56 Tona's_ModsStore.esp
57 VaultsofCyrodiil.esp
58 Apachii_Goddess_Store.esp
59 Apachii_Heroes_Store.esp
5A DLCfrostcrag.esp
5B FrostcragRebornCobl.esp
5C Cybiades.esp [Version 2.1]
5D CybiadesDungeon.esp [Version 2.1]
5E TOTF.esp
5F The Lost Spires.esp
60 Lost Paladins of the Divines.esp
61 MannimarcoRevisited.esp
** MannimarcoRevisitedOOO.esp [Version 0.1]
62 road+bridges.esp [Version 4.5.5]
63 Feldscar.esp [Version 1.0.1]
64 Vergayun.esp [Version 1.0.4]
65 Faregyl.esp [Version 1.0.10]
66 bartholm.esp
67 JADDockTunnel.esp
68 JQ-Fighters_Guild_United.esp
++ FCOM_FighterGUnited.esp
69 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
6A Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
6B AutoBookPlacer.esp
6C Bag of Holding.esp [Version 1.5.0]
6D DecoratorAssistant with OBSE v1.1.esp
6E DropLitTorchOBSE.esp [Version 2.4]
6F EVE_ShiveringIslesEasterEggs.esp
++ GotNoClass.esp
70 P1DkeyChain.esp [Version 5.00]
71 Salmo the Baker, Cobl.esp [Version 3.08]
++ Short Grass V3.esp
72 Toggleable Quantity Prompt.esp [Version 3.1.1]
73 Enhanced Economy - House prices.esp [Version 1.0]
74 Quest Award Leveller.esp [Version 2.0.1]
++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0]
75 StarX Vanilla Vampires Revised.esp
76 StarX VVR_OOO Patch.esp
77 SupremeMagicka.esp [Version 0.90]
78 SM_ShiveringIsles.esp [Version 0.86]
++ SM_OOO.esp [Version 0.89]
++ SM_MMM.esp [Version 0.89]
++ SM_COBL.esp [Version 0.86]
79 SM_EnchantStaff.esp [Version 0.80]
++ SM_UnlockSpells.esp [Version 0.70]
++ SM_Scrolls.esp [Version 0.84]
++ SM_SigilStone.esp [Version 0.83]
7A MidasSpells.esp
7B Multiple Enchantments.esp
7C SM Combat Hide.esp [Version 1.2]
7D Deadlier Sneaking 1.1.esp
7E Deadly Reflex Bow Sway.esp
7F nGCD.esp
++ nGCD Birthsigns.esp
80 nGCD Oghma Infinium.esp
81 ProgressMBSP.esp [Version 2.0]
82 ProgressSBSP.esp [Version 1.0]
83 ProgressArmorer.esp [Version 1.0]
++ Immediate Character Generation.esp
84 Grandmaster of Alchemy.esp
85 Mayu's Animation Overhaul.esp
86 CTAddPose_osr1.esp
87 CTAddPose_osr2.esp
88 CTAddPose_osr3.esp
89 actors_in_charge.esp
++ Item interchange - Placement for FCOM.esp [Version 0.76]
++ Item interchange - Placement for Frostcrag Reborn.esp [Version 0.76]
++ Item interchange - Option, Ingredients in Bulk.esp [Version 0.78]
8A CM Partners.esp
8B CM Partners Special NPCs.esp
8C CM Partners NPC.esp
8D CM Partners More NPCs.esp
8E CM Partners Marker NPCs.esp
8F CM Partners Extra NPCs.esp
90 Cobl Races.esp [Version 1.52]
** Cobl Races TNR.esp [Version 1.53]
** Cobl Races TNR SI.esp [Version 1.53]
91 SkinMannequinCOBL-nosleep.esp
++ TamrielTravellers Cosmetics Cobl or RBP.esp
++ EVE_KhajiitFix.esp
92 TheOubliette.esp
93 Get Wet - just droplets.esp
** NRB4 Standard Road Record.esp
94 Cobl Silent Equip Misc.esp [Version 01]
95 DeadlyReflex 5 - Combat Moves.esp
++ SM_DeadlyReflex.esp [Version 0.86]
96 Bashed Patch, 0.esp
97 SWalk.esp
98 FormID Finder4.esp
99 Streamline 3.1.esp

User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Tue Feb 01, 2011 4:24 pm

Small update: I tried to go ahead with the main quest, moving on to Sancre Tor. Incidentally, I had a random CTD when I got close to the ruin, and for a minute I was afraid I was running into http://www.gamesas.com/index.php?/topic/1093763-bad-crash/. But after a reload I was able to approach and enter Sancre Tor normally, and complete the quest without any issues whatsoever. Afterwards I tried again to go to Bruma, but still the same thing.

The only thing I can think is that something is up with one (or some) of the guards that are camping out in Bruma waiting for the Great Gate to open... maybe? I can't think of anything else that changes in the city while doing Allies for Bruma.

Anyway, thought it might be useful info. And yes, it is also a shameless bump. (Sorry!)
veg
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Tue Feb 01, 2011 2:59 pm

Well, this has gone from a pain to a show-stopper. The freezing loading screen problem has spread to other parts of my game, and now my PC is stuck in an Oblivion tower. Can't go out any of the doors; the loading screen instantly freezes.

If anyone has any ideas about this loading screen problem, please let me know. I have never seen this before, and really am at a loss.
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Tue Feb 01, 2011 6:37 pm

Well I was going to suggest that it might be a problem with the statue in Bruma, but you're not that far along. So... uh... yeah. Especially now that you're hitting this in Oblivion realms too.

Don't suppose you've tried the hail mary of deactivating all your mods to see if it will let you proceed through the door?
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Tue Feb 01, 2011 4:22 pm

Good afternoon Arthmoor,

Yeah, I briefly thought about the statue too, but that's not it.

Disabling mods to see if I can advance has turned out to be a real PITA. With all mods deactivated, the save won't load (instant CTD)... I tried going the other way and just deactivated a "group" of mods; the save loaded, but I still got the frozen loading screen.

Still working on it. It is really frustrating... this is the exact kind of thing I have been trying to avoid this time around. Just don't know what I'm doing wrong.

Thanks again,
veg
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Tue Feb 01, 2011 10:17 pm

Just to be certain I am going about this completely and thoroughly, here is the procedure I am following:

1) deactivate a mod in WB
2) load up OB, load the last save I made
3) if no CTD, immediately make a new save
4) quit OB
5) restart OB, load the last save I made
6) try to go through the door
6a) if frozen load screen, Ctrl-Alt-Del, and repeat procedure with the next mod in the list
6b) if no frozen load screen, then I have found the offending mod (has not happened yet, obviously)

Sound about right? I know I could take a few shortcuts, but I am not inclined to do so unless absolutely certain I won't miss anything.

veg
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Wed Feb 02, 2011 1:26 am

I usually start with deactivating the bashed patch, and activating all mods, then remove the ones that aren't interdependent one at a time and save the complex ones for last.
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Tue Feb 01, 2011 11:12 pm

I usually start with deactivating the bashed patch, and activating all mods, then remove the ones that aren't interdependent one at a time and save the complex ones for last.


Thanks showler. That pretty much confirms my logic, especially trying the bashed patch first. At this stage I am almost through the quest mods... still haven't found it. I am saving the FCOM stuff for last, and really, really hoping I find it before I get to that!

Thanks again,
veg
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Tue Feb 01, 2011 9:20 pm

Well, this is what I am down to now:

Load Order:
Spoiler

00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Cobl Main.esm [Version 1.72]
04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
05 Mart's Monster Mod.esm [Version 3.7b3p3]
06 FCOM_Convergence.esm [Version 0.9.9MB3]
07 Unofficial Oblivion Patch.esp [Version 3.2.4]
08 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
09 Oblivion Citadel Door Fix.esp
0A DLCShiveringIsles.esp [Version 1.4.0]
0B Francesco's Optional Chance of Stronger Bosses.esp
0C Francesco's Optional Chance of Stronger Enemies.esp
0D Francesco's Optional Chance of More Enemies.esp
0E Francesco's Optional Leveled Guards.esp
0F FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
10 Ayleid Loot EXtension.esp
11 Bob's Armory Oblivion.esp
12 FCOM_BobsArmory.esp [Version 0.9.9]
13 Loth's Blunt Weapons for Npcs.esp
14 Oblivion WarCry EV.esp
15 FCOM_WarCry.esp [Version 0.9.9MB3]
16 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
17 OMOBS Optional Combat Settings.esp [Version 1.0]
18 FCOM_Convergence.esp [Version 0.9.9Mb3]
19 FCOM_RealSwords.esp [Version 0.9.9]
1A Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
1B Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
1C Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
1D Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
1E Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
1F Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]


The only thing that isn't FCOM-related (I think) is Ayleid Loot EXtension (ALEX, which requires that Cobl Main be active), and the UOP stuff. For some reason I can not deactivate ALEX; doing so causes an instant CTD when I try to load my save(s). The readme doesn't say anything special that I can tell as far as un-installing/deactivating, so I'm not sure what's up there. I'll check the thread if/when I get this sorted out.

The thing is, considering what's left here and the fact that I'm still getting a frozen loading screen, am I still looking at mod conflicts? That doesn't seem to make much sense at this point, at least not to me. It's as if this save is just hosed somehow, but I have no clue how it got that way. Further, OB isn't complaining about corrupted saves, so what does that mean?

I am beginning to feel like I'm at a "back to the old drawing board" point, but I have no idea where I screwed up. Gah! Any suggestions? (I apologize if my frustration is getting the better me... it's been a long day of fruitless troubleshooting)

veg
User avatar
Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Tue Feb 01, 2011 5:13 pm

Well, this is what I am down to now:


07 Unofficial Oblivion Patch.esp [Version 3.2.4]

08 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
09 Oblivion Citadel Door Fix.esp


17 OMOBS Optional Combat Settings.esp [Version 1.0]

1F Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]



I really do not have ideas of what could be causing it to happen, Unless something in your bashed patch is screwy

but you could update a few mods or remove some

UOP 3.2.6

If you are not playing a vampire then you can remove this plugin

I do not see any thing in load order that would change oblivion door itself so you can remove this has well

OMOBS optionial Combat Settings you can remove this has well..since OOO contains it already..

MMM Diverse Waterlife check the MMM Thread and get the updated 3.7b3pf Version.

try loading a save from before you even start the quest and repeat with same set of mods...
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Tue Feb 01, 2011 4:36 pm

I really do not have ideas of what could be causing it to happen, Unless something in your bashed patch is screwy

but you could update a few mods or remove some

UOP 3.2.6

If you are not playing a vampire then you can remove this plugin

I do not see any thing in load order that would change oblivion door itself so you can remove this has well

OMOBS optionial Combat Settings you can remove this has well..since OOO contains it already..

MMM Diverse Waterlife check the MMM Thread and get the updated 3.7b3pf Version.

try loading a save from before you even start the quest and repeat with same set of mods...


Thanks Corepc, I appreciate the advice. I will definitely make the suggested changes to my load order and see how that goes. Unfortunately, because Allies for Bruma can be such a long quest, the only saves I have before starting it are from WAY back, like 10 levels ago. I didn't set out to complete this quest in one go... rather, I was doing it as it fit into other things I was doing at the time. Really, I prefer to do things that way. I hope it doesn't come down to doing one quest at a time... that wouldn't be much fun.

The thing that really bugs me is I thought I was doing everything correctly. And yet, here I am with a character I have committed a lot of time to, and I'm stuck with no idea how to move forward. Maybe I go back to an old save, or start an entirely new PC and play another X levels... and then things go weird again? How do I keep this from happening? I really, really thought I had it right this time.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Tue Feb 01, 2011 4:51 pm

You are not using Autosaves or quicksave's are you...? has those tend to go corrupt over time..have you tried using various bash tools to see if any bloating, abomb, etc..
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Tue Feb 01, 2011 11:42 pm

You are not using Autosaves or quicksave's are you...? has those tend to go corrupt over time..have you tried using various bash tools to see if any bloating, abomb, etc..


No, no autosaves or quicksaves. I use Streamline to save every 5 minutes, and then I usually rotate three manual saves. The manual saves keep up with the last time I was at my main "storage area", the last thing I entered (like a cave, OB gate, dungeon, etc), and what I'm currently doing.

I just did the abomb fix, though I have seen no in-game indications of it yet.

The bloat fix makes me nervous because of its warnings and the warnings on the WB page. But if I do try to use it, do I need to activate all of the deactivated mods first? Seems like many things will be null references if I try to do it with all these things deactivated.

Thanks again, Corepc... your help really is appreciated.
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Tue Feb 01, 2011 5:54 pm


The bloat fix makes me nernous because of its warnings and the warnings on the WB page. But if I do try to use it, do I need to activate all of the deactivated mods first? Seems like many things will be null references if I try to do it with all these things deactivated.

Thanks again, Corepc... your help really is appreciated.


make a backup of your save before you clean it with bash is my advice on that..

? are you using bash and importing aipackages and import script ..how are those setup...
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Tue Feb 01, 2011 9:50 pm

make a backup of your save before you clean it with bash is my advice on that..

? are you using bash and importing aipackages and import script ..how are those setup...


OK, I will do that. I saved my LO before I started this process (that is a cool feature of WB), so I think I will reload that, rebuild the patch, backup my save, and then try the bloat fix. The patch rebuild will give the script import info in a nice, concise format. I'll post that momentarily...

Nevermind, that was faster than I thought it would be:

Import Scripts
Source Mods
? Mart's Monster Mod.esm
? Unofficial Oblivion Patch.esp
? Mart's Monster Mod - Hunting & Crafting.esp

Modified Records
? CONT: 13
? CREA: 151
? FLOR: 7
? KEYM: 12
? LIGH: 21
? MISC: 10
? NPC_: 486
? WEAP: 3
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Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Tue Feb 01, 2011 4:13 pm

Corepc, I may owe you a beer. Make it a 6-pack... what do you drink?

I think the bloat fix did it. With my original load order back in place, I reloaded the save in the OB tower I was stuck in, and sure enough I was able to go through the door with no problem. From there I COC'd to the testinghall, went to Hawkhaven, and then successfully fast traveled to the Bruma east gate. Whew!

I still have to test this a bit more to see if it's really "fixed", but t looks good right now. I will let you know once I am more certain.

In the meantime, THANK YOU! Bloat fix... I guess it really is there for a reason... imagine that!
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His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Tue Feb 01, 2011 11:28 pm

OK, I can confirm that bloat fix did, in fact, fix the issue(s) I was having. I was able to complete the tower I was stuck in, and then was able to travel to Bruma without any trouble at all. Thank you Corepc! I was at my wit's end... Arthmoor, showler, thanks to you as well!

Thanks again,
veg
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Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Wed Feb 02, 2011 12:18 am

I am having the same problem after reporting to the Count. When I try to leave Bravil in any way or destination, the load screen freezes and I have to a three-fingered salute to get out of the game. I have had this happen at other points and found using the backups of the Autosave and Quicksave helped. In this instance, nothing works. I have the latest official and UOP patches and have tried the exercise with one, both and none installed. I don't use mods.
My system runs Windows 7 Pro 64-bit with a Core2duo E6800 on an nVidia 680i mainboard with eVGA nVidia GTX 260OC video, 8G Corsair RAM. All drivers are up-to-date and no OCing on any hardware.

I know it's a stupid question to ask, but does Bethesda--you know, the guys we bought the game from--have any ideas for solving a problem their software has? Does Bethesda even care?
Sure would like to know before I buy any more games from them.
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Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Wed Feb 02, 2011 12:27 am

I don't normally get into stuff like this, but I will jump in this time. I would say, yes, Bethesda does care. I recently got some technical support from them even though I bought the game in 2007. And even though they don't support mods, they didn't tell me to unload all my mods, they helped me with the set-up I had. I wouldn't support mods in their situation either - you're talking about a complete unknown in that regard. Anyway my point is, that they will try to evaluate your symptoms and make suggestions. In the end, they came up with the same recommendation that I got from several people on the forums :) I would suggest you post your problem in the hardware and software issues forum. You are not running any mods, so that is not the issue in your case. My guess is that you have some audio codecs installed that Oblivion doesn't like, but that's just a stab in the dark, as it were. Post a dxdiag and your hardware specs on the h & s issues forum and you should get some assistance there. You could also send a note to Beth tech support - they will want a dxdiag as well, but they will first send you a note explaining how to produce one :)
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Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Tue Feb 01, 2011 9:19 pm

People can say what they want about Bethesda's apparent lack of caring - they do care. Otherwise examples like the above of giving support on a 4+ year old game would be bit-bucketed. If you look on their official website they even have some info for Oblivion and Vista - which isn't even a supported platform for the game.
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BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm


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