CTD debugging

Post » Fri Feb 18, 2011 9:17 pm

Hi All,

I've been experiencing lots of CTDs as I try to get my game up and running with all the neat stuff contributed by the modding community. I'm using Wyre Bash, OBMM and BOSS to manage load order and am cleaning mods with TES4Edit and TES4Gecko. The most recent problem is a CTD before a new game can start. Using conscribe 8.0 is not giving me any information to determine which mod load is failing. So ...., has anyone built a utility to automatically decorate other mods with scripts that will spit out status messages to the console. If not, anyone have any advice as to what I'll need to do to produce such a thing (I have no experience with the CS)?

My first thought would be to add run once scripts at the top and bottom of the script group to announce scripts have started and finished loading respectively. If the obse folks could provide a load hook or a script start hook that would be another avenue. Disabling mods and rebuilding the bashed patch is really time consuming (6 minutes per build) so I'd like to come up with something that makes it easier to locate the problem than trial and error testing.

Thanks for any help and advice you are able to give.
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jadie kell
 
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Post » Sat Feb 19, 2011 6:29 am

The most recent problem is a CTD before a new game can start.


Do you mean that the game CTD's on launch? That is often caused by a missing master, easiest checked with Wrye Bash. It can also be fixed by generating a new ini, i.e. delete Oblivion.ini from My Documents/My Games/Oblivion and let the game generate a new one on startup. If that's not it more info would be helpful.
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Tina Tupou
 
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Post » Sat Feb 19, 2011 7:12 am

Do you mean that the game CTD's on launch? That is often caused by a missing master, easiest checked with Wrye Bash. It can also be fixed by generating a new ini, i.e. delete Oblivion.ini from My Documents/My Games/Oblivion and let the game generate a new one on startup. If that's not it more info would be helpful.

Wyre Bash didn't complain about missing masters. Stripping out most of the mods finally solved this particular problem. (Now I just have to load them up again)

But actually what I was proposing was the creation of a new utility that allows scripts and mods to be decorated with debugging code after the fact to assist in the general debugging process.

I have no idea what percentage of CTDs are caused by faulty scripts. If that is a significant reason for them, then a utility like this could be quite useful. I'm just not conversant enough with the inner workings of the game to know where to start.
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Shelby McDonald
 
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