Crash upon leaving the sewers at the start

Post » Tue May 03, 2011 6:52 am

I spent the past three days downloading and installing mods for a play through of Oblivion. I followed the FCOM instructions as best as I could and I thought everything was working fine. Wyre has everything green and BOSS doesn't mention anything. I tested things out using the imperial prison but apparently I didn't go far enough.

Here is my load order. FCOM blood and mud is not active, nor Scribe Supplies norOBC bravil barrowfields patch.

Thank you kindly for any help.

Spoiler
Better Oblivion Sorting Software Log

? Random007 & the BOSS development team, 2009-2010. Some rights reserved.
CC Attribution-Noncommercial-No Derivative Works 3.0
v1.6.5 (December 1, 2010)


Special Mod Detection

FCOM detected.
OOO detected.
Better Cities detected.


Recognised And Re-ordered Mod Files

Oblivion.esm

* Note: Masterlist Revision: 2506

You Are Here.esm [Version 1.1]

All Natural Base.esm [Version 1.3]

Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]

* Bash Tag suggestion(s): {{BASH:Invent, Delev, Relev, Actors.AIData, Actors.Stats, Stats}}

Francesco's Optional New Items Add-On.esm [Version 4.5bSI]

Oscuro's_Oblivion_Overhaul.esm [Version 1.34 Beta 5]

* Bash Tag suggestion(s): {{BASH:Actors.Spells, Graphics, Invent, Scripts, Stats, Relations}}

Mart's Monster Mod.esm [Version 3.7b3p3]

* Bash Tag suggestion(s): {{BASH:Actors.AIData, Actors.AIPackages, Actors.Spells, Actors.Stats, Delev, Factions, Graphics, Invent, Names, Relations, Relev, Scripts, Stats}}

FCOM_Convergence.esm [Version 0.9.9a7]

* Bash Tag suggestion(s): {{BASH:Delev, Factions, Relations, Relev}}

Kvatch Rebuilt.esm [Version 1.0]

Better Cities Resources.esm [Version 4.9.5]

TNR - THE ALTMER.esp

* Bash Tag suggestion(s): {{BASH:NpcFaces, NoMerge}}

TNR ALL RACES FINAL.esp

* Incompatible with: Cobl Races TNR.esp
* Bash Tag suggestion(s): {{BASH:NpcFaces, NoMerge}}

TNR - ShiveringIsles.esp

* Incompatible with: Cobl Races TNR SI.esp
* Bash Tag suggestion(s): {{BASH:NpcFaces, NoMerge}}

Unofficial Oblivion Patch.esp [Version 3.2.0]

* Note: Use Standalone MOBS if using Frans or OMOBS if using FCOM/OOO. Both versions can be found here: "http://www.tesnexus.com/downloads/file.php?id=28537"
* Note: Recommend installing UOP Supplemental for additional fixes: "http://www.tesnexus.com/downloads/file.php?id=27710"
* Bash Tag suggestion(s): {{BASH:Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Spells, Actors.Stats, C.Climate, C.Light, C.Music, C.Name, C.Owner, Creatures.Blood, Delev, Factions, Invent, NPC.Class, Names, Relations, Relev, Scripts, Stats}} and remove [C.Water] tag(s) (only exist in older version).

DLCShiveringIsles.esp

* Note: For russian version GOTY please move this esp before Unofficial Oblivion Patch.esp (for UOP quest fixes).

Unofficial Shivering Isles Patch.esp [Version 1.4.0]

* Note: When using Francesco's and/or FCOM, use the non-MOBS version of this patch and the standalone MOBS/OMOBS mods.
* Bash Tag suggestion(s): {{BASH:Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.DeathItem, Actors.Stats, C.Climate, C.Light, C.Name, C.Owner, Delev, Factions, Invent, Names, Relev, Scripts, Stats, Relations}}

MOBS.esp [Version 1.2.2a]

* Bash Tag suggestion(s): {{BASH:NoMerge, Stats}}
* Note: Not needed if you use MOBS SI.esp

MOBS SI.esp [Version 1.2.2a]

* Bash Tag suggestion(s): {{BASH:NoMerge, Stats}}

Better Cities .esp [Version 4.7.0]

* Note: Dummy file to load Better Cities .BSA

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

* Note: Needs TES4Edit cleaning: "http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide"

Francesco's Optional Chance of More Enemies.esp

Francesco's Optional Leveled Guards.esp

* Requires: Shivering Isles expansion.
* Bash Tag suggestion(s): {{BASH:Actors.ACBS, Actors.Stats}}

FCOM_Francescos.esp [Version 0.9.9]

* Requires: Francesco's Leveled Creatures-Items 4.5b.

FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]

* Requires: Francesco's Leveled Creatures-Items 4.5b.
* Requires: Francesco's supplementary addon package.

All Natural.esp [Version 1.3]

* Note: Required for All Natural. Make sure this is active and not just imported into your Bashed Patch.
* Bash Tag suggestion(s): {{BASH:C.Climate}}

All Natural - SI.esp [Version 1.3]

* Note: Required for All Natural SI support. Make sure this is active and not just imported into your Bashed Patch.
* Bash Tag suggestion(s): {{BASH:C.Climate}}

All Natural - MMM Patch.esp [Version 1.3]

* Bash Tag suggestion(s): {{BASH:Scripts}}

Symphony of Violence.esp

Soundscaper.esp [Version 0.3]

All Natural - Real Lights.esp [Version 1.3]

* Bash Tag suggestion(s): {{BASH:Graphics, Scripts}}
* Note: Do not use with original Real Lights mod.

AmbientDungeons.esp [Version 1.3]

* Requires: OBSE and 'You Are Here'. ScreenEffects for versions below 1.3.

Crowded Cities 30.esp [Version 1.2]

MotionBlur.esp [Version 11]

* Note: Fix available for 'Over-Darkening' issue: "http://tr.im/scy6"

Oblivion Graphics Extender Support.esp [Version 0.42]

Bob's Armory Oblivion.esp [Version 1.1]

* Requires: 'FCOM_BobsArmory.esp'.
* Note: Needs TES4Edit cleaning: "http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide"

FCOM_BobsArmory.esp [Version 0.9.9]

* Requires: 'Bob's Armory Oblivion.esp'.
* Bash Tag suggestion(s): {{BASH:Relev, Delev}}

Oblivion WarCry EV.esp [Version 1.08a]

* Bash Tag suggestion(s): {{BASH:Actors.ACBS, Actors.AIData, Actors.DeathItem, Actors.Stats, Delev, Graphics, Invent, Relev, Stats}}
* Requires: either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp'.

FCOM_WarCry.esp [Version 0.9.9]

* Bash Tag suggestion(s): {{BASH:Delev, Relev, Stats}}
* Note: Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both.

Oscuro's_Oblivion_Overhaul.esp [Version 1.34 Beta 5]

* Bash Tag suggestion(s): {{BASH:Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.Spells, Actors.Stats, Delev, Factions, Graphics, Invent, Names, R.ChangeSpells, Relations, Relev, Scripts, Stats}}

FCOM_Convergence.esp [Version 0.9.9]

* Bash Tag suggestion(s): {{BASH:Actors.ACBS, Actors.AIData, Actors.AIPackagesForceAdd, Actors.CombatStyle, Actors.DeathItem, Actors.Spells, Actors.SpellsForceAdd, Actors.Stats, Delev, Factions, Graphics, Invent, Names, Relations, Relev, Scripts, Stats}}

FCOM_RealSwords.esp [Version 0.9.9]

* Bash Tag suggestion(s): {{BASH:Delev, Relev}}

FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9]

* Bash Tag suggestion(s): {{BASH:Delev, Relev}}
* Note: Use only one Spawn Rates plugin: Reduced, SlightlyReduced or Stronger.

Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]

Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3]

Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]

Mart's Monster Mod - Vindasel.esp [Version 3.5.5b4]

* Note: Obsolete. Update to MMM 3.7b3+ and use 'Mart's Monster Mod - Safer Quest Locations.esp' instead.

Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]

Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]

* Bash Tag suggestion(s): {{BASH:Invent, Scripts, Stats}}

FCOM_TamrielTravelers.esp [Version 0.9.9]

* Requires: 'TamrielTravellers4OOO.esp'

FCOM_DiverseGuardUnity.esp [Version 0.9.9]

* Bash Tag suggestion(s): {{BASH:Actors.CombatStyle, Actors.Spells, Invent, Scripts}}

FCOM_HungersUnitySI.esp [Version 0.9.9]

* Bash Tag suggestion(s): {{BASH:Factions, Graphics, Invent, Relev}}
* Requires: Shivering Isles expansion.

Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]

* Bash Tag suggestion(s): {{BASH:Actors.AIData, Actors.AIPackages, Actors.Stats, Delev, Factions, Graphics, Invent, Names, Relations, Relev, Scripts, Stats}}

Kvatch Rebuilt.esp [Version 1.0]

* Bash Tag suggestion(s): {{BASH:Actors.AIPackages}}
* Note: Needs TES4Edit cleaning: "http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide"

Kvatch Rebuilt - OOO Compatibility.esp

Kvatch Rebuilt - Leveled Guards - FCOM.esp

Kvatch Rebuilt Weather Patch.esp

Scribe Supplies.esp

* Note: Not Better Cities compatible. Already included in Better Cities IC Market District.

VaultsofCyrodiilBC.esp

Knights.esp

* Bash Tag suggestion(s): {{BASH:Actors.AIPackages, Factions}}
* Note: Needs TES4Edit cleaning: "http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide"

FCOM_Blood&Mud.esp [Version 0.9.9]

* Requires: 'Blood&Mud.esp'.

FCOM_Knights.esp [Version 0.9.9]

* Bash Tag suggestion(s): {{BASH:Delev, Factions, Relations, Relev}}
* Requires: DLC 'Knights.esp'.

xuldarkforest.esp [Version 1.0.5]

xulStendarrValley.esp [Version 1.2.2]

xulTheHeath.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp [Version 1.3.1]

xulColovianHighlands_EV.esp [Version 1.2.1]

xulChorrolHinterland.esp [Version 1.2.2]

xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]

* Note: Make sure version is 1.6.3 or later.

xulBravilBarrowfields.esp [Version 1.3.2]

xulLushWoodlands.esp [Version 1.3.1]

xulAncientYews.esp [Version 1.4.3]

xulAncientRedwoods.esp [Version 1.6]

xulCloudtopMountains.esp [Version 1.0.3]

xulArriusCreek.esp [Version 1.1.3]

* Bash Tag suggestion(s): {{BASH:C.Water}}

xulPatch_AY_AC.esp [Version 1.1]

xulRollingHills_EV.esp [Version 1.3.3]

* Note: Only use one UL Rolling Hills esp

xulPantherRiver.esp [Version 1.1.1]

xulRiverEthe.esp [Version 1.0.2]

xulBrenaRiverRavine.esp [Version 1.1]

xulImperialIsle.esp [Version 1.6.6]

xulBlackwoodForest.esp [Version 1.1.0]

xulCheydinhalFalls.esp [Version 1.0.1]

KvatchRebuilt-CheydinhalFalls patch.esp

xulAspenWood.esp [Version 1.0.2]

xulSkingradOutskirts.esp [Version 1.0.1]

xulSnowdale.esp [Version 1.0.2]

OOO-Snowdale Patch.esp

xulCliffsOfAnvil.esp [Version 1.0]

OOOCliffsOfAnvilPatch.esp [Version 1.0]

MMMDungeons-CliffsOfAnvil patch.esp [Version 1.0]

OBCChorrol-ChorrolHinterland fix.esp

OBCBravil-Barrowfields patch.esp

* Note: Use OBCBravil or OBCBravilB&M but not both at the same time.

OBCBravilB&M-Barrowfields patch.esp

* Note: Use OBCBravil or OBCBravilB&M but not both at the same time.

Ren_Soya_KD's.esp [Version 1.0]

* Bash Tag suggestion(s): {{BASH:NpcFaces, Hair, Eyes}}

_Ren_BeautyPack_full + Soya's hair.esp [Version 1.0]

* Bash Tag suggestion(s): {{BASH:NpcFaces, Hair, Eyes, Graphics}}

Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]

* Bash Tag suggestion(s): {{BASH:Body-M, Body-F, R.Relations}}

KT_CustomRaceFix.esp

* Note: Obsolete. Remove this and use the UOP instead.

Better Cities Full.esp [Version 4.9.5]

Better Cities - VWD of the IC.esp [Version 4.7.0]

Better Imperial City.esp [Version 4.9.5]

Better Cities - No LEYAWIIN Flooding.esp [Version 4.9.0]

Better Cities - Open Better Cities.esp [Version 4.9.5]

* Bash Tag suggestion(s): {{BASH:Actors.AIPackages}}

Bashed Patch, 0.esp [Version 3/30/2011 10:16:52 PM]



Unrecognized Mod Files

Reorder these by hand using your favorite mod ordering utility.



Done.


Perhaps I am missing a compatibility patch ?
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Tue May 03, 2011 4:19 am

Update WarCry to version 1.09 (link in FCOM thread) just to start.

I'm aware that this is your first attempt at a heavily modded Oblivion.
I can't express strongly enough to users to go with a base install of FCOM before adding anything else. If that doesn't function, then there's little point adding in dozens of more mods until such time as your satisfied that it's working without a flaw.

If your crashing at the sewer exit in the tutorial dungeon it shouldn't take long to track down your problem.
Revert to FCOM and it's supported add-ons only at this stage of your game and exit the sewers. If that's good add in perhaps 4 other mods to your list and repeat the process until your issue occurs.
If it's an FCOM problem that you can't resolve take the matter to the home thread.
User avatar
Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Mon May 02, 2011 8:55 pm

What Shikishima said. The most common cause for CTD's when exiting the sewers is missing resources, for example not having renamed MMM.bsa to FCOM_Convergence_Mart's Monster Mod.bsa. So check that - and that Fran's bsa is loading, that you have OOO 1.33 Complete installed etc. Also, for future reference, post your load order like this via Wrye Bash: right-click file-header > list mods > paste into post.
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Mon May 02, 2011 10:44 pm

My FCOM convergence is looking for "Marts Monster Mod.bsa" as a master not "FCOM_convergence_mart's MOnster mod.bsa" Should I still rename it?

Edit: I miss read lol Sorry.
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Mon May 02, 2011 10:49 pm

You're confusing esm and BSA. MMM.bsa is a separate download containing all MMM resources. It's the BSA that needs to be renamed - not the esm.
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Tue May 03, 2011 11:15 am

Masters and all that jargon do not matter with BSA files. The only thing you need to care about with a BSA is the two techniques you can use to tell the game to load them:

  • Register the BSA in the INI file (not recommended).

  • Rename the BSA so it exactly matches the name of an active ESP file.

In this case, you want to rename the BSA to FCOM Convergence Marts Monster Mod (or whatever the plugin is named).

This is all covered in the MMM readme, which I will not be the first nor the last person to advise you to read it.
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Tue May 03, 2011 8:24 am

Agree. I had the exact same crash because Fran's bsa's weren't registered.
User avatar
tegan fiamengo
 
Posts: 3455
Joined: Mon Jan 29, 2007 9:53 am

Post » Tue May 03, 2011 4:21 am

Should I have a FCOM Convergence Marts Monster Mod.esp then? I'm not seeing one in the FCOM 9.9 download. Again sorry to sound ignorant, I read most of the readmes but they just started to blend together after a while.
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Tue May 03, 2011 4:50 am

Should I have a FCOM Convergence Marts Monster Mod.esp then? I'm not seeing one in the FCOM 9.9 download. Again sorry to sound ignorant, I read most of the readmes but they just started to blend together after a while.

Yes, you should have it in your Load Order and checked in Wrye Bash.EDIT I am wrong, The FCOM-Convergence esp uses the renamed Bsa to include the content from MMM in FCOM.
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Tue May 03, 2011 7:14 am

Should I have a FCOM Convergence Marts Monster Mod.esp then? I'm not seeing one in the FCOM 9.9 download. Again sorry to sound ignorant, I read most of the readmes but they just started to blend together after a while.


No, FCOM Convergence.esp is instead of an MMM.esp when playing FCOM. You should not rename esm's/esp's at all. The reason you need to rename bsa's to get them loaded is that they load if they are named exactly as an esp as a start, so FCOM_Convergence.X.esp will work if using and FCOM_Convergence.esp.In the same way, you can rename FraNewItems.bsa to FCOM_Convergence.FraNewItems.bsa.
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Tue May 03, 2011 12:37 am

Should I have a FCOM Convergence Marts Monster Mod.esp then? I'm not seeing one in the FCOM 9.9 download. Again sorry to sound ignorant, I read most of the readmes but they just started to blend together after a while.

Also what should frans bsa be named? or did the EXE automatically put them in my INI. Frans Readme just mentions how to remove the BSA from the INI and not how to register them.

Also thank you guys for your patience I managed to get out of the Sewers with out a crash after downloading and renaming the BSA.

Thanks a lot Arkngt, I realize dealing with the same old newbie questions gets old.|

EDIT: Using the 300test I keep getting a black screen when I look in certain areas D:
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Mon May 02, 2011 11:03 pm

This can be fixed by checking Nvidia Fog Fix in the Tweaks assorted section of the Bashed Patch. I am apologising for my unedited post on your FCOM-MMM question.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Tue May 03, 2011 8:15 am

Thank you very much for your help guys/gals :]

When BOSS says "Bash Tag Suggestions" Does that mean that I should select those when creating my bashed patch? Also, is it possible to create issues by adding TOO much to your bashed patch?
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Tue May 03, 2011 8:57 am

BOSS automatically adds the tags to your mods. And, no, there is no problem with selecting too much in general. However, under Tweaks, don't select animation replacers for mods you don't have. That can cause a crash.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Tue May 03, 2011 6:54 am

BOSS automatically adds the tags to mods in your Load Order.
You can cause a problem by checking a Tweak that does not apply to your Load Order. A good example is checking Mayu's Animation Overhaul Skeleton Tweaker in Tweak Actors when you are not using MAO.
There is a thread on this Forum at least once every week because someone places a check in every box of the Tweak Names section, and they wonder which mod in thier Load Order changed all of the Names in the Game.
Another example is checking a box in Tweak Settings that edits the same thing as a mod like Enhanced Economy.
User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Mon May 02, 2011 11:28 pm

Okay haha. I managed to get better cities to work for a bit but then it keeps crashing. I'll have to work at it or reinstall everything I suppose.

EDIT: I 'fixed' it by getting Oblivion crash prevention system. Im not sure how to interpret its information but it works for now.
User avatar
Lakyn Ellery
 
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Joined: Sat Jan 27, 2007 1:02 pm


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