CTD when I get close to Kvatch

Post » Sat Feb 19, 2011 7:55 am

Nevermind.
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Sat Feb 19, 2011 12:51 am

just curious, why would it svck so much if it's Fran's fault? how is it different than all other mods?
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Sat Feb 19, 2011 6:15 am

Reporting in:

I've since had a chance to run all of my characters down this path at least once, and not a single one of them is able to approach Kvatch along the road from the southeast, or by approaching the same area from the opposite direction. Something about this particular area is simply broken. I can be reasonably sure this isn't due to spawn corruption from Frans since one character I used was fresh out of the sewers, fast traveled directly to Skingrad, and was unable to walk past Kvatch.

I have yet to try with modifying M'aiq out of the picture, which is going to be next, because this is just plain annoying. Walking clear out of my way north and then west around Kvatch is a pain in the ass.


Hmm...this is weird. I have about 450 mods installed and I just tried to go from Skingrad to Anvil. First time I tried the game crashed due to the GPU being overloaded (about 900 MB used on the road from Skingrad to Kvatch). Second time I renamed the Distant Lod folder and loaded from a point between S and K. Now witthout the Distant LOD the VRAM usage was cut by about 400 MB and I was able to run all the way to Anvil, following the road to the Kvatch encampment, then back to the junction and from there to Anvil without crashing and nothing appearing in the weOCPS.log
I didn't meet M'aiq, though, and the only courier I met was right outside Anvil.

My mods:
Spoiler

Active Mod Files:00  Oblivion.esm01  Windfall.esm02  TR_OoT_Main.esm03  Jog_X_Mod.esm04  All Natural Base.esm  [Version 0.9.9]05  Francesco's Leveled Creatures-Items Mod.esm06  Francesco's Optional New Items Add-On.esm07  Cobl Main.esm  [Version 1.72]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Armamentarium.esm  [Version 1.35]0C  Kvatch Rebuilt.esm0D  Better Cities Resources.esm0E  Progress.esm  [Version 2.2]0F  The Other Spheres Base.esm10  PMSneakySummons.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp11  Unofficial Oblivion Patch.esp  [Version 3.2.4]++  Primate Rank Fix.esp12  DLCShiveringIsles.esp13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]18  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]19  Fran Armor Add-on.esp1A  Fran_Lv30Item_Maltz.esp1B  Enhanced Key Functionality [Shivering Isles].esp1C  All Natural - 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Merged mods:
Spoiler
01.01.2001 23:23 15?545 AFK_PrayerIdles.esp
02.01.2001 00:52 1?224 Arena Blacksmith.esp
02.01.2001 00:08 3?087 BubbleFx.esp
01.02.2001 23:07 13?470 BurySvenjaSnowSong.esp
01.01.2001 23:32 1?556 CartographersUnite.esp
26.03.2010 16:26 2?898 CDM - Dual Currencies.esp
01.01.2001 23:22 1?370 CFVBloodgrass.esp
01.01.2001 23:25 1?650 Chapel Tithe.esp
01.02.2001 23:58 21?568 CLS-SneakyFeet.esp
01.01.2001 23:52 22?431 Diplomacy and Mercy.esp
01.01.2001 23:53 23?714 Disease Immunity (Oblivion + Shivering Isles).esp
01.01.2001 23:21 13?107 Distant Chapel Bells.esp
01.01.2001 23:39 10?716 Dousing The Flames.esp
01.01.2001 23:40 12?410 DropLitTorchOBSE.esp
02.01.2001 00:07 44?079 DS Flaming Arrows.esp
01.01.2001 23:41 46?243 Dungeon Actors Have Torches 1.6 DT.esp
01.01.2001 23:42 28?699 Exterior Actors Have Torches 1.3 DT.esp
02.01.2001 00:09 53?544 FormID Finder4.esp
04.09.2009 04:33 67?784 HackdirtCaverns.esp
01.01.2001 23:33 5?285 Jade Dishes.esp
02.01.2001 00:10 48?192 kuerteeCleanUp.esp
01.01.2001 23:56 97?122 kuerteeClothingMatters.esp
01.01.2001 23:49 14?936 kuerteeEncumberingLootArmourAndWeapons.esp
01.01.2001 23:44 28?226 kuerteeGoldIsAnInventoryItem.esp
01.01.2001 23:31 5?875 kuerteeIgnoringTheMainQuestHasConsequences.esp
01.01.2001 23:43 94?811 kuerteeInventoryIsABackpack.esp
01.01.2001 23:35 35?104 kuerteeWanderingEncounters.esp
01.02.2001 23:59 12?785 LessHealthfulRest.esp
01.02.2001 23:05 8?746 Letter to Dana.esp
01.01.2001 23:26 20?385 marksman_challenge.esp
01.01.2001 23:23 16?480 Medic!.esp
01.01.2001 23:27 489 MM_TextLocks.esp
01.01.2001 23:20 29?436 Natural_Habitat_by_Max_Tael.esp
01.01.2001 23:58 4?522 nGCD Oghma Infinium.esp
01.01.2001 23:18 6?227 Oblivion Citadel Door Fix.esp
02.01.2001 00:04 6?434 ProgressArmorer.esp
01.01.2001 23:59 5?709 ProgressGSD.esp
02.01.2001 00:00 6?030 ProgressMBSP.esp
02.01.2001 00:05 5?339 ProgressMercantile.esp
02.01.2001 00:03 15?072 ProgressRacial.esp
02.01.2001 00:02 12?607 ProgressRBSP.esp
02.01.2001 00:01 2?459 ProgressSBSP.esp
01.01.2001 23:28 11?328 Q - More and Moldy Ingredients v1.1.esp
01.01.2001 23:50 184 RealisticForceMedium.esp
01.01.2001 23:51 132 RealisticMagicForceLow.esp
01.01.2001 23:45 10?174 SA Social Alertness.esp
02.01.2001 06:51 29?122 SecretsoftheAyleidsClosure.esp
01.01.2001 23:46 795 SkycaptainsBloodTime.esp
01.01.2001 23:19 6?432 SM Plugin Refurbish - SI.esp
01.01.2001 23:57 1?602 SniperSneakSkillup.esp
06.09.2008 18:56 7?832 Spell Failure Chance.esp
01.01.2001 23:37 4?244 StopDarkBrotherhood.esp
24.05.2006 10:49 5?322 SwampyCaveFix.esp
01.01.2001 23:55 42?277 Syc_AtHomeAlchemy.esp
01.01.2001 23:47 5?355 talkwithyourhands2.esp
01.01.2001 23:29 23?983 Thingamajigs Broken Armor DD Edit.esp
02.02.2001 01:11 54?789 TIE_Hired Guards.esp
01.01.2001 23:48 61?694 Toggleable Quantity Prompt.esp
01.01.2001 23:17 682 UOP Vampire Aging & Face Fix.esp
01.02.2001 23:04 5?241 VG0udyrfrykte.esp
02.01.2001 00:06 9?208 Willful Resistance.esp
01.01.2001 23:30 3?172 Xero's Fame Indicator.esp
01.01.2001 23:34 21?116 XSPipeMod.esp

User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Fri Feb 18, 2011 10:36 pm

just curious, why would it svck so much if it's Fran's fault? how is it different than all other mods?

It is not about Frans. Although, Arthmoor happens to be supporting the MMM+Fran overhaul combination. Fran is used in many setups, alone, with FCOM, etc. It is terrible when any large, widely-used mod has this type of bug. Just drop this question, please. We are looking for solutions, not trouble...
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Fri Feb 18, 2011 6:02 pm

It is not about Frans. Although, Arthmoor happens to be supporting the MMM+Fran overhaul combination. Fran is used in many setups, alone, with FCOM, etc. It is terrible when any large, widely-used mod has this type of bug. Just drop this question, please. We are looking for solutions, not trouble...


Huh? It is a legitimate question. Besides Arthmoor is a Frans+TIE guy, while I'm a big scary FCOM guy who scares little girls...
Since it doesnt' crash for me, and I've not had problems in the past near Kvatch, with an FCOM setup, it suggests that it may be a Frans+TIE problem since that overhaul combo is quite rare.
User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Sat Feb 19, 2011 12:23 am

Huh? It is a legitimate question. Besides Arthmoor is a Frans+TIE guy, while I'm a big scary FCOM guy who scares little girls...
Since it doesnt' crash for me, and I've not had problems in the past near Kvatch, with an FCOM setup, it suggests that it may be a Frans+TIE problem since that overhaul combo is quite rare.

If you read my posts, I said I suffered the crash while using FCOM. This is not a Fran+TIE issue at all. Please read the earlier posts. I linked to another thread where we were discussing this issue earlier...


Edit: Yes, I am in a bad mood, and I am about to step out for a while now. This book I have been reading is really getting on my nerves.
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Sat Feb 19, 2011 12:27 am

If you read my posts, I said I suffered the crash while using FCOM. This is not a Fran+TIE issue at all. Please read the earlier posts. I linked to another thread where we were discussing this issue earlier...


Well, then it must be something you and Arthmoor use that I don't use.
I don't use any body or house mods, not do I use Tamrielic Travelers.
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Sat Feb 19, 2011 2:02 am

Well, then it must be something you and Arthmoor use that I don't use.
I don't use any body or house mods, not do I use Tamrielic Travelers.

Please, post your load order. I do use TT. That would stink too, but at least that would help narrow down the possibilities. Corepc would be thrilled to have another major bug to track down...


Edit: By the way, this is way outdated: http://sites.google.com/site/oblivionpoinfo/runoblivion/loadorders/petrusoctavianus
User avatar
Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Sat Feb 19, 2011 4:38 am

Please, post your load order. I do use TT. That would stink too, but at least that would help narrow down the possibilities. Corepc would be thrilled to have another major bug to track down...


Edit: By the way, this is way outdated: http://sites.google.com/site/oblivionpoinfo/runoblivion/loadorders/petrusoctavianus


My load order is further up in a post that I edited. But the LO is not quite final, though.
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Fri Feb 18, 2011 11:24 pm

Well, then it must be something you and Arthmoor use that I don't use.
I don't use any body or house mods, not do I use Tamrielic Travelers.


I don't use any body mods either, and the only part of actual TT I have is in SI. TIE integrates those and I have them running around everywhere instead.

So I castrated M'aiq's AI. Or so I thought. I flagged him to stay at his editor location, which according to everything I see in the CS is in the eastern Nibenay area around where the Aspen Wood UL would be. He didn't stay there. He popped up on the road to Kvatch and within seconds, blam, down went the game again. So I loaded back up, and this time used his formID to move him to where I was standing, then forced him to evp and he took off the opposite way, toward his editor loc. I proceeded to run the road.

During that play session I got from Skingrad, all the way to Gottshaw Inn, then BACK through Skingrad, to Faregyl, stopping at the inn, then continuing all the way over to Imperial Bridge Inn. Killed my quest target there, did the side quest in Bramblepoint Cave for that one scholar guy, then walked clear back to Skingrad. From there, went through Weye, back to Bravil, and then over to SI so I can get some more arrows. I got all the way to New Sheoth without even so much as a hiccup. At which point I note that I can't open the damn door to get in and have to fix a bug or I'd still be playing right now :P

It isn't conclusive obviously but it sure looks like ol' M'aiq is to blame. Once I figure out why he disobeyed a change to his AI assignments I'll be able to tell for sure if he's to blame or not.
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Katey Meyer
 
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Joined: Sat Dec 30, 2006 10:14 pm

Post » Sat Feb 19, 2011 2:27 am

I don't think I need to remind people that he isn't the only one that's tested this.

M'aiq hasn't been in my game for almost a week and I've been able to move around there with no more CTDs since Apr 30th.
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mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Sat Feb 19, 2011 4:58 am

I've always had troubles between Skingrad and Anvil. I think it's a very demanding area, my game always gets the lowest FPS there and the most frequent crashes. There's also a lot of stuttering and such.
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kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Sat Feb 19, 2011 6:23 am

I don't think I need to remind people that he isn't the only one that's tested this.

M'aiq hasn't been in my game for almost a week and I've been able to move around there with no more CTDs since Apr 30th.

Terra Nova, where did you put M'aiq? Did you mod him out? Console kill him? Move him to Hawkhaven?

I'm thinking of relocating him to a remote island- sort of an homage to Morrowind.
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Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Fri Feb 18, 2011 9:54 pm

I don't use any body mods either, and the only part of actual TT I have is in SI. TIE integrates those and I have them running around everywhere instead.

So I castrated M'aiq's AI. Or so I thought. I flagged him to stay at his editor location, which according to everything I see in the CS is in the eastern Nibenay area around where the Aspen Wood UL would be. He didn't stay there. He popped up on the road to Kvatch and within seconds, blam, down went the game again. So I loaded back up, and this time used his formID to move him to where I was standing, then forced him to evp and he took off the opposite way, toward his editor loc. I proceeded to run the road.

During that play session I got from Skingrad, all the way to Gottshaw Inn, then BACK through Skingrad, to Faregyl, stopping at the inn, then continuing all the way over to Imperial Bridge Inn. Killed my quest target there, did the side quest in Bramblepoint Cave for that one scholar guy, then walked clear back to Skingrad. From there, went through Weye, back to Bravil, and then over to SI so I can get some more arrows. I got all the way to New Sheoth without even so much as a hiccup. At which point I note that I can't open the damn door to get in and have to fix a bug or I'd still be playing right now :P

It isn't conclusive obviously but it sure looks like ol' M'aiq is to blame. Once I figure out why he disobeyed a change to his AI assignments I'll be able to tell for sure if he's to blame or not.

Maybe we are finally getting somewhere, finallly...geez, I restarted so many setups after testing the Skingrad to Anvil route. Anyway, what is this SI bug you have found? Is there going to be a USIP Supplemental as well, perhaps...?
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Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Fri Feb 18, 2011 7:37 pm

The SI bug was a mesh error from something I was trying with Open Cities. It had the wrong animation names attached to it was all.
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Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Sat Feb 19, 2011 7:22 am

So this might really be a TT issue...?
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m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Fri Feb 18, 2011 11:17 pm

No, my money is still on M'aiq. If TT/TIE were responsible for it then crippling M'aiq's AI wouldn't have done anything.
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FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Fri Feb 18, 2011 7:52 pm

No, my money is still on M'aiq. If TT/TIE were responsible for it then crippling M'aiq's AI wouldn't have done anything.

Oh, goodie, so how do we fix him?


Edit: ...test by making a patch with the bash tag for import AI that plucks out each of his AI packages...?
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lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Fri Feb 18, 2011 8:35 pm

I simply made a plugin that strips his AI packs off and gives him one new one to stay near his editor location.
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Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Sat Feb 19, 2011 9:15 am

I guess the lesson we learned today is to never trust a liar oversized cat with a funny hat and a nasty obsession for calipers. in fact, by all means give him a good ol' lobotomy as soon as he misbehaves.

edit: wait a second, calipers? frans? could this be linked to the frans caliper issue? he loves collecting those, so if he picked up buggy scripted calipers something bad could happen. or maybe I'm just imagining things here.
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Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Sat Feb 19, 2011 12:00 am

Would make sense, but I don't see how he'd get ahold of them unless he went and picked a fight with someone to do it. Unless he can grab stuff like that from corpses. The easiest way to test if that's the root of the issue is to remove ONLY his AI pack that tells him to spend time looking for calipers.

For now though, I've been able to make 3 full round trips from Cheydinhal to Anvil, passing the affected area a total of 6 times, and although it stuttered like mad there even with OSR, it did not crash. If anyone else wants to take a poke at it, grab this: http://www.4shared.com/file/UjHst-2G/MaiqAIHack.html

For best results, load late. It can be merged into the bashed patch. This will confine M'aiq to within 3000 units of his editor location in the eastern forest.
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sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Fri Feb 18, 2011 5:19 pm

Terra Nova, where did you put M'aiq? Did you mod him out? Console kill him? Move him to Hawkhaven?

I'm thinking of relocating him to a remote island- sort of an homage to Morrowind.

I modded him out via disable.

Anyway I'll be staying out of this topic. *is incredibly pissed*
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Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Sat Feb 19, 2011 5:22 am

Would make sense, but I don't see how he'd get ahold of them unless he went and picked a fight with someone to do it. Unless he can grab stuff like that from corpses. The easiest way to test if that's the root of the issue is to remove ONLY his AI pack that tells him to spend time looking for calipers.

For now though, I've been able to make 3 full round trips from Cheydinhal to Anvil, passing the affected area a total of 6 times, and although it stuttered like mad there even with OSR, it did not crash. If anyone else wants to take a poke at it, grab this: http://www.4shared.com/file/UjHst-2G/MaiqAIHack.html

For best results, load late. It can be merged into the bashed patch. This will confine M'aiq to within 3000 units of his editor location in the eastern forest.

Downloaded, thank you.
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Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Fri Feb 18, 2011 5:56 pm

So. I realize only 8 people have downloaded the AI hack, but can any of you confirm that if you head into the wilderness area along the dirt road to Malada that problems crop back up again because Maiq is being confined in the area? It's the area of forest just west of the Mackamentain ruin.
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Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Sat Feb 19, 2011 8:31 am

So. I realize only 8 people have downloaded the AI hack, but can any of you confirm that if you head into the wilderness area along the dirt road to Malada that problems crop back up again because Maiq is being confined in the area? It's the area of forest just west of the Mackamentain ruin.

I will be able to report in about a week... Hopefully, some others get back to you before me, haha.
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sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

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