CTD when I get close to Kvatch

Post » Sat Feb 19, 2011 6:55 am

I'll chime in here: I did a clean FCOM install a day ago and I've been tweaking and adding things today including BC & UL.. My usual test route for stability runs from Bruma to Leyawiin on the Yellow Road, then north through Bravil to Faregyl Inn where I cut through the wilderness (for variety's sake) To Skingrad, then Kvatch, and ending in Anvil. I've perennially had CTD issues on the road to Leyawiin, so on a chance I installed the Mai'q AI hack and have since made 2 complete runs on my test route which is unheard of for me.

It could just be coincidence and I'll be keeping my eye on it. On my third attempt I crashed on the road between Skingrad & Kvatch near Fyrelight Cave, but it was a crash I'd never had before. I didn't get a crash message, the game just shut off and I was back on the desktop. I believe it to be unrelated to my usual issues. I plan to remove the AI Hack on my next attempt. If my assumptions are correct I should crash somewhere between the Imperial Bridge Inn and Leyawiin.
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MR.BIGG
 
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Post » Sat Feb 19, 2011 5:17 am

Anywhere from Anvil east to Faregyl, then south to Leyawiin is open season for Maiq to wander through normally. He won't cut across the wilderness though unless you're using the New Roads & Bridges mod.

The reason I ask about the road out to Malada while the hack is loaded is because two people on Nexus reported crash issues to the Aspen Wood UL page, and Maiq's editor location is right in the middle of that.
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Gisela Amaya
 
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Post » Fri Feb 18, 2011 6:46 pm

Ok, I have the AI hack and Aspen Wood loaded and I just spent about 10 minutes wandering around Malada and the surrounding area. I approached from the west and picked up the path near Mackamentain. Personally I didn't encounter any issues while I was there. :shrug:
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Brian Newman
 
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Post » Sat Feb 19, 2011 8:11 am

Downloaded this but also haven't had a chance to test things yet. Will post some waffle when I can. Cheers :)
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Kristian Perez
 
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Post » Sat Feb 19, 2011 3:20 am

I did a clean install, added FCOM and my quest mods only. (including Kvatch Rebuilt). I started new game, fast travel to Bruma, started run to Lleyawin. Got past White Stallion Lodge and had CTD.

Loaded save at Lleyawin, ran past White stallion Lodge, saw M'aiq, ran past OK.

Fast Travel to Skingrad and headed to Anvil.

As I passed road which goes to Kvatch, I had CTD.

Loaded M'Aiq patch, moved before NRB in load order, rebult Bash Patch (M'aig is imported into Bashed patch).

Loaded save before CTD. Approached area where road goes to Kvatch. CTD.
Reload save. get to the Kvatch road intersection. CTD.

I CTD every time from that save right at the intersection.

I can stand there for 5 minutes OK but as soon as I move just past the intersection I CTD.

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 CyrodiilUpgradeResourcePack.esm
07 TamrielTravellers.esm [Version 1.39c]
08 FCOM_Convergence.esm [Version 0.9.9MB3]
09 Armamentarium.esm [Version 1.35]
0A Artifacts.esm [Version 1.1]
0B Kvatch Rebuilt.esm
0C NNWAEMaster.esm
0D CM Partners.esm
0E Unofficial Oblivion Patch.esp [Version 3.2.6]
0F DLCShiveringIsles.esp
10 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
11 SM Plugin Refurbish - SI.esp [Version 1.05]
++ Shivering OOO.esp
12 Francesco's Optional Chance of Stronger Bosses.esp
13 Francesco's Optional Chance of Stronger Enemies.esp
14 Francesco's Optional Chance of More Enemies.esp
15 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
16 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
++ OMOBS_FRAN.esp
++ Item interchange - Extraction.esp [Version 0.78]
17 DLCOrrery.esp
18 SM Plugin Refurbish - Orrery.esp [Version 1.11]
19 DLCMehrunesRazor.esp
++ Mehrunes_mobs.esp
1A SM Plugin Refurbish - MehrunesRazor.esp [Version 1.11]
1B DLCSpellTomes.esp
++ MaleBodyReplacerV4.esp
++ TFF_FantasyFigures_Base.esp
1C Thieves Arsenal.esp
1D KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]
++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]
++ FCOM_AyleidCoinDelev.esp
1E Cobl Glue.esp [Version 1.72]
1F Cobl Si.esp [Version 1.63]
20 OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
21 Bob's Armory Oblivion.esp
22 FCOM_BobsArmory.esp [Version 0.9.9]
23 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
24 Oblivion WarCry EV.esp
25 FCOM_WarCry.esp [Version 0.9.9MB3]
26 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp
++ OMOBS_SI.esp
++ ArmamentariumLLVendors.esp [Version 1.35]
27 FCOM_Convergence.esp [Version 0.9.9Mb3]
28 Mart's Monster Mod - Diverse Runeskulls.esp [Version 1.1]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
29 FCOM_RealSwords.esp [Version 0.9.9]
2A FCOM_DurabilityAndDamage.esp [Version 0.9.9]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ Mart's Monster Mod - No Pests.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Swarms.esp [Version 3.7b3p3]
2B Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Slimes.esp [Version 3.7b3p3]
2C Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
2D Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
2E Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
2F Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp
++ OMOBS_MMM.esp
++ OMOBS_MMM_H&C_Ammo.esp
30 TamrielTravellers4OOO.esp [Version 1.39c]
31 ShiveringIsleTravellers.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
** FCOM_FriendlierFactions.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
++ ArmamentariumLL4OOO.esp [Version 2.01]
++ ArmamentariumLLMagicOOO.esp [Version 1.35]
++ MMM-Cobl.esp [Version 1.73]
32 Ivellon.esp [Version 1.8]
33 Artifacts.esp [Version 1.1]
++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
34 Kvatch Rebuilt.esp
35 Kvatch Rebuilt - Leveled Guards - FCOM.esp
36 EiAmod.esp [Version 1.1]
++ EiAmod_ShiveringIsles.esp
37 NNWAREAyleidDungeons_Series1EV.esp [Version 2.2]
38 NNWAEDungeons-Series2EV.esp
39 NNWARE06-RhyeliaEmeroEV.esp
3A Region Revive - Lake Rumare.esp
3B Ruins of Nalcarum.esp
3C The Ayleid Steps.esp [Version 3.3.2]
3D TheElderCouncil.esp
3E Trails Of Cyrodiil.esp
3F DLCBattlehornCastle.esp
40 SM Plugin Refurbish - Battlehorn.esp [Version 1.2]
++ Battlehorn_mobs.esp
41 Knights.esp
++ SM Plugin Refurbish - Knights.esp [Version 1.06]
42 TOTF.esp
43 TOTF-EiAE Patch.esp
44 The Lost Spires.esp
45 AFK_Weye.esp
46 Rumare-AFK_Weye Patch.esp
47 Ungarion1TheWelkyndSword.esp [Version 1.4]
48 Blood&Mud.esp
49 Lost Paladins of the Divines.esp
4A Origin of the Mages Guild.esp [Version 6.3]
4B FCOM_Blood&Mud.esp [Version 0.9.9]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
++ FCOM_WelkyndSwordBlood&Mud.esp [Version 0.9.9]
4C FCOM_OMG.esp [Version 0.9.9]
4D ElsweyrAnequina.esp
4E road+bridges.esp [Version 4.5.5]
4F Feldscar.esp [Version 1.0]
50 Vergayun.esp [Version 1.0.3]
51 Faregyl.esp [Version 1.0.10]
52 HeartOftheDead.esp [Version 6.2]
53 West Roads.esp
54 bartholm.esp
55 NRB4+RR Patch.esp [Version 2.1]
56 Skip Tutorial.esp
++ Item interchange - Placement for FCOM.esp [Version 0.78]
57 CM Partners.esp
58 TheOubliette.esp
59 Viconia.esp
++ MaiqAIHack.esp
5A NRB4 Standard Road Record.esp
++ Bashed Delayers NE - MERGE ONLY.esp [Version 1.08]
5B Bashed Patch, 0.esp


Any suggestions for what I can do next?
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Elizabeth Lysons
 
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Post » Fri Feb 18, 2011 8:22 pm

Aww man... Did you verify that the AI packages were being removed with TES4Edit?
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Tracy Byworth
 
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Post » Fri Feb 18, 2011 7:05 pm

Aww man... Did you verify that the AI packages were being removed with TES4Edit?


I can if you tell me how. :)
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Alisia Lisha
 
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Post » Fri Feb 18, 2011 11:00 pm

1. Launch TES4Edit. (
2. You will notice that all ACTIVE plugins in your load order are already checked. Check the Ma'iq fix patch (which is only pseudo-active) so that you will be able to compare its changes with the bashed patch.
3. Click OK, wait for the thing to load, and then expand the Ma'iq fix plugin.
4. Click on Ma'iq's record, and look in the expanded record in the right pane. Here, does the Bashed Patch have Ma'iq's AI packages removed?
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Solène We
 
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Post » Fri Feb 18, 2011 11:13 pm

1. Launch TES4Edit. (
2. You will notice that all ACTIVE plugins in your load order are already checked. Check the Ma'iq fix patch (which is only pseudo-active) so that you will be able to compare its changes with the bashed patch.
3. Click OK, wait for the thing to load, and then expand the Ma'iq fix plugin.
4. Click on Ma'iq's record, and look in the expanded record in the right pane. Here, does the Bashed Patch have Ma'iq's AI packages removed?


This is the only entry under bashed patch for M'Aiq AI packages (there are three lines and only line 1 has this entry):

aaaDefaultExploreEditorLoc3000 [PACK:0002AA2F]
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Siobhan Thompson
 
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Post » Fri Feb 18, 2011 7:15 pm

Does that match the fix Arthmoor created? The point of checking is simply to see whether or not the intended fix is actually getting into the game. If that one package is also the one package in the fix, then everything is fine (except for the crashes, of course...)
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Eve(G)
 
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Post » Fri Feb 18, 2011 6:53 pm

Peter, try this:

In console, type: prid 0000AA5B
It should indicate you've got a lock on Maiq.

Then, type: moveto player
Exit the console and he should show up right next to you. He'll start running. Go back to the console again and type: evp

Ideal place to do this is standing just outside the Skingrad west gate. The evp command forces his AI to update, so he should turn and bolt east or north, but should not turn and run toward Kvatch. Let him have time to get out of view, then save and start testing from there. So far with him out of my way all crashes passing Kvatch are gone.

So I put that to the test again and modified my AI hack to allow him to make his usual trip. Once more, when he's in that area, he causes crashes, even with his "find calipers" pack removed. I think it's reasonable to assume at this point that he may have gotten his hands on some corrupted Frans calipers and his inventory is jammed full of them and they won't release because he's essential and not marked to respawn.

Of course the absolute best way to make sure he's not the cause is to go one step further and write up a hack mod to delete his world reference. Then his AI will never process because he's been removed from the world. DO NOT remove his NPC record though, because it's tied to several dialogue topics.
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Kelly Tomlinson
 
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Post » Fri Feb 18, 2011 9:37 pm

Well, Arthmoor says this keeps M'Aiq within 3000 units of his location and there is that number in the AI value name so I would assume yes.

I am going to unload some mods and see if I have any luck, starting with Kvatch rebuilt (thank god for BAIN) :)
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Dalley hussain
 
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Post » Fri Feb 18, 2011 6:35 pm

Peter, try this:

In console, type: prid 0000AA5B
It should indicate you've got a lock on Maiq.

Then, type: moveto player
Exit the console and he should show up right next to you. He'll start running. Go back to the console again and type: evp

Ideal place to do this is standing just outside the Skingrad west gate. The evp command forces his AI to update, so he should turn and bolt east or north, but should not turn and run toward Kvatch. Let him have time to get out of view, then save and start testing from there. So far with him out of my way all crashes passing Kvatch are gone.

So I put that to the test again and modified my AI hack to allow him to make his usual trip. Once more, when he's in that area, he causes crashes, even with his "find calipers" pack removed. I think it's reasonable to assume at this point that he may have gotten his hands on some corrupted Frans calipers and his inventory is jammed full of them and they won't release because he's essential and not marked to respawn.

Of course the absolute best way to make sure he's not the cause is to go one step further and write up a hack mod to delete his world reference. Then his AI will never process because he's been removed from the world. DO NOT remove his NPC record though, because it's tied to several dialogue topics.

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Dina Boudreau
 
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Post » Sat Feb 19, 2011 1:57 am

Well, Arthmoor says this keeps M'Aiq within 3000 units of his location and there is that number in the AI value name so I would assume yes.

I am going to unload some mods and see if I have any luck, starting with Kvatch rebuilt (thank god for BAIN) :)

I figured as much, just wanted to make sure you understood what you were trying to accomplish in TES4Edit... I wish I could be of more help, guys.... :(
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Emmie Cate
 
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Post » Fri Feb 18, 2011 6:10 pm

Will try that now. Removing Kvatch did not help. Will get back on this in a bit.
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Rachel Cafferty
 
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Post » Sat Feb 19, 2011 4:03 am

Arthmoor:

Tried your suggestion. Did not work, had CTD in exact same spot.

I loaded my save at the Skingrad West gate.
Did the console commands.
evp set his script to 'wanderer'
he started for the gate and just kept walking into it, could not go inside. Watched him for a minute.

Did a save. Loaded. Started for Anvil.

CTD just a few steps past the road to Kvatch.
I know you said to wait for him to get out of sight but he would not. I can try this at another location where he can actually go somewhere out of sight if that is critical for this to work.

Next I am am thinking of removing Frans (which I guess means Fcom) and see if that works.
If it makes any difference, I am using your optimized Frans BSA.

EDIT: Just for giggles I put the original Frans new items BSA into the data folder. Same result so it is not the BSA.
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Lyd
 
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Post » Sat Feb 19, 2011 6:06 am

Arthmoor:

Tried your suggestion. Did not work, had CTD in exact same spot.

I loaded my save at the Skingrad West gate.
Did the console commands.
evp set his script to 'wanderer'
he started for the gate and just kept walking into it, could not go inside. Watched him for a minute.

Did a save. Loaded. Started for Anvil.

CTD just a few steps past the road to Kvatch.
I know you said to wait for him to get out of sight but he would not. I can try this at another location where he can actually go somewhere out of sight if that is critical for this to work.

Next I am am thinking of removing Frans (which I guess means Fcom) and see if that works.
If it makes any difference, I am using your optimized Frans BSA.

EDIT: Just for giggles I put the original Frans new items BSA into the data folder. Same result so it is not the BSA.

Are you sure the Fran BSA was loading? I am sure this was removed from the suspects list already, but the BSA either needs to be registered in the Oblivion.ini or loaded by a plugin that shares part of the beginning of the BSA's name.
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joeK
 
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Post » Fri Feb 18, 2011 11:47 pm

Are you sure the Fran BSA was loading? I am sure this was removed from the suspects list already, but the BSA either needs to be registered in the Oblivion.ini or loaded by a plugin that shares part of the beginning of the BSA's name.


It is loading via one of the Frans esp files.

I removed FCOM and still had the problem.

So I am starting from scratch with vanilla and add mods until I get the crash.

I even started a new game and same result. So it may be one of the quest mods. I'll see how far I get tonight.
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Brooks Hardison
 
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Post » Sat Feb 19, 2011 9:35 am

I started from vanilla and DLCs
New game ran from Skingrad to Anvil.
Saved just before road to Kvatch.
Ran on to Anvil. SUCCESS.

Installed UOP 3.20
Loaded save before Kvatch road.
Ran to Anvil. SUCCESS.

Loaded UOP SI.
Loaded save and ran to Anvil. Success.

Loaded UOP Mods patches.
Loaded save and ran to Anvil. Success.

Loaded UOP Hotfix 325.
Loaded save, started to run past Kvatch road and CTD.

So the problem causing my crashes is UOP Hotfix 325.

Anyone else run across this? If you have this issue and remove Hotfix 325 does it fix it without the M'Aiq patch?
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Emma
 
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Joined: Mon Aug 28, 2006 12:51 am

Post » Sat Feb 19, 2011 1:38 am

That mod did not exist the first time I started experiencing the crashes. You would even have to check v3.2.0...
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Imy Davies
 
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Post » Sat Feb 19, 2011 12:26 am

That mod did not exist the first time I started experiencing the crashes. You would even have to check v3.2.0...


3.20 works, 3.25 does not. I'm going to try to find 3.24 and see if that worked.
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Rhiannon Jones
 
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Post » Sat Feb 19, 2011 5:27 am

Might want to try with 3.2.6 then and see if that makes any difference.

You won't be able to find other than 3.2.6 unless someone with an older version is willing to send you the ESP. Like Kivan, I don't keep the previous versions around.

That said, I've had that crash issue near Kvatch for as long as I can remember, including with 3.2.0 from back in the day.
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Javaun Thompson
 
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Post » Sat Feb 19, 2011 7:49 am

So, at this point the problem is the UOP 3.2.5? If it is, then great. If not, here's MY load order to use as a reference if it helps, 'cause I've never had a CTD with it yet that wasn't just the occasional one due to having too many mods.

Simplified, I don't have any problems around the Kvatch area with my load order.

Spoiler
=== Active Mod Files:* 00  Oblivion.esm* 01  All Natural Base.esm  [Version 0.9.9]* 02  Francesco's Leveled Creatures-Items Mod.esm* 03  Francesco's Optional New Items Add-On.esm* 04  Cobl Main.esm  [Version 1.72]* 05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]* 06  Mart's Monster Mod.esm  [Version 3.7b3p3]* 07  TamrielTravellers.esm  [Version 1.39c]* 08  FCOM_Convergence.esm  [Version 0.9.9MB3]* 09  Armamentarium.esm  [Version 1.35]* 0A  Artifacts.esm  [Version 1.1]* 0B  Kvatch Rebuilt.esm* 0C  Better Cities Resources.esm* 0D  Progress.esm  [Version 2.2]* 0E  Toaster Says Share v3.esm* 0F  Lattamerv3.esm* 10  CustomSpellIcons.esm* 11  Unofficial Oblivion Patch.esp  [Version 3.2.5]* 12  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]* 13  DLCShiveringIsles.esp* 14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* 15  Better Cities .esp* 16  Francesco's Optional Chance of Stronger Bosses.esp* 17  Francesco's Optional Chance of Stronger Enemies.esp* 18  Francesco's Optional Chance of More Enemies.esp* 19  Francesco's Optional Leveled Guards.esp* ++  FCOM_Francescos.esp  [Version 0.9.9]* ++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]* 1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]* 1B  LoadingScreens.esp* 1C  Natural_Habitat_by_Max_Tael.esp* 1D  All Natural - Real Lights.esp  [Version 0.9.9]* 1E  All Natural.esp  [Version 0.9.9]* 1F  All Natural - SI.esp  [Version 0.9.9]* ++  All Natural - EW + NW + AWS.esp  [Version Final]* ++  phinix-waterfix.esp* 20  Ayleid Loot EXtension.esp* 21  Ayleid Loot EXtension - OOO Dungeons.esp* 22  Book Jackets Oblivion.esp* ++  Item interchange - Extraction.esp  [Version 0.76]* ++  Regrowing Nirnroot - Dissappear Reappear.esp  [Version 1.01]* 23  Choices and Consequences.esp  [Version 2.1]* 24  Landmarks, w Wells.esp  [Version 1.11]* 25  DLCHorseArmor.esp* 26  DLCOrrery.esp* 27  DLCVileLair.esp* 28  DLCMehrunesRazor.esp* 29  DLCSpellTomes.esp* 2A  Book Jackets DLC.esp* ++  GrimbotsSpellTomes.esp* ++  MaleBodyReplacerV4.esp* 2B  Dread Knight Armor.esp* 2C  EY_AoD.esp* 2D  Eyren_AyleidWarrior.esp* 2E  Morrigan Armor Set v1_0.esp* 2F  Morrigan Swords Axes and Shield by Jojjo v1_1.esp* 30  Reznod_Mannequin_HD[Eng].esp* 31  trfjChronoStaff.esp* 32  trfjBladeMasterSword.esp* 33  trfjEmpireGreatsword.esp* 34  trfjEmpireLongsword.esp* 35  trfjSpiderGreatsword.esp* 36  trfjSolarisStaff.esp* 37  EY_Vampirehunter.esp* 38  EY_BM_Armory.esp* 39  Dragon Claw Sword And Shield.esp* 3A  DLCThievesDen.esp* 3B  Slof's Oblivion Robe Trader.esp* 3C  Cobl Glue.esp  [Version 1.72]* 3D  Cobl Si.esp  [Version 1.63]* ++  FCOM_Cobl.esp  [Version 0.9.9]* 3E  Bob's Armory Oblivion.esp* 3F  FCOM_BobsArmory.esp  [Version 0.9.9]* 40  Oblivion WarCry EV.esp* 41  FCOM_WarCry.esp  [Version 0.9.9MB3]* 42  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]* 43  Choices and Consequences - OOO.esp  [Version 2.0]* ++  ArmamentariumLLVendors.esp  [Version 1.35]* 44  ArmamentariumArtifacts.esp  [Version 1.35]* 45  FCOM_Convergence.esp  [Version 0.9.9Mb3]* 46  FCOM_OscurosOverhaul.esp  [Version 0.9.8]* ++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]* 47  FCOM_RealSwords.esp  [Version 0.9.9]* ++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]* ++  FCOM_SaferRoads.esp  [Version 0.9.9]* 48  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]* 49  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]* 4A  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]* 4B  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]* 4C  TamrielTravellers4OOO.esp  [Version 1.39c]* 4D  TamrielTravellersItemsNPC.esp  [Version 1.39c]* 4E  TamrielTravellersItemsCobl.esp  [Version 1.39c]* 4F  TamrielTravellersItemsVendor.esp  [Version 1.39c]* ++  FCOM_TamrielTravelers.esp  [Version 0.9.9]* ++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]* ++  ArmamentariumLL4OOO.esp  [Version 2.01]* ++  ArmamentariumLLMagicOOO.esp  [Version 1.35]* 50  OOO-WaterFish.esp  [Version 1.34]* 51  Artifacts.esp  [Version 1.1]* ++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]* 52  Castle_Highrock.esp* 53  Kvatch Rebuilt.esp* 54  Kvatch Rebuilt - Leveled Guards - FCOM.esp* 55  VaultsofCyrodiilBC.esp* 56  DLCBattlehornCastle.esp* 57  DLCFrostcrag.esp* 58  Knights.esp* 59  SM Plugin Refurbish(Merged).esp  [Version 1.30]* 5A  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 2.0]* 5B  TOTF.esp* 5C  The Lost Spires.esp* 5D  Blood&Mud.esp* 5E  MannimarcoRevisited.esp* 5F  Shadowcrest_Vineyard_COBL.esp* 60  FCOM_Blood&Mud.esp  [Version 0.9.9]* ++  FCOM_Knights.esp  [Version 0.9.9Mb3]* 61  xuldarkforest.esp  [Version 1.0.3]* 62  LostSpires-DarkForest patch.esp* 63  xulStendarrValley.esp  [Version 1.2.1]* 64  xulTheHeath.esp* 65  XulEntiusGorge.esp* 66  xulFallenleafEverglade.esp  [Version 1.3.1]* 67  LostSpires-Everglade patch.esp  [Version 1.2]* 68  xulColovianHighlands_EV.esp  [Version 1.2.1]* 69  xulChorrolHinterland.esp  [Version 1.2.2]* 6A  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]* 6B  xulBravilBarrowfields.esp  [Version 1.3.2]* 6C  xulLushWoodlands.esp  [Version 1.3]* 6D  xulAncientYews.esp  [Version 1.4.2]* 6E  xulAncientRedwoods.esp  [Version 1.6]* 6F  xulCloudtopMountains.esp  [Version 1.0.3]* 70  xulArriusCreek.esp  [Version 1.1.3]* 71  xulPatch_AY_AC.esp  [Version 1.1]* 72  xulRollingHills_EV.esp  [Version 1.3.2]* 73  xulPantherRiver.esp* 74  xulRiverEthe.esp  [Version 1.0.2]* 75  xulBrenaRiverRavine.esp  [Version 1.0.2]* 76  xulImperialIsle.esp  [Version 1.6.3]* 77  xulBlackwoodForest.esp* 78  xulCheydinhalFalls.esp  [Version 1.0.1]* 79  Blood&Mud-CheydinhalFalls patch.esp* 7A  TearsOfTheFiend-CheydinhalFalls patch.esp* 7B  xulAspenWood.esp  [Version 1.0.1]* 7C  Castle_Wolfspike.esp* 7D  Patch-Wolfspike-UL.esp* 7E  Harvest [Flora].esp  [Version 3.0.0]* ++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]* ++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]* 7F  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]* 80  Ayelid Wells.esp* 81  Birthsigns Expanded.esp  [Version 3.]* 82  P1DKeyChainSI Merged.esp* 83  Salmo the Baker, Cobl.esp  [Version 3.08]* 84  Quest Award Leveller.esp  [Version 2.0.1]* ++  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]* ++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]* ++  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]* 85  EnchantmentMastery.esp* 86  SupremeMagicka.esp  [Version 0.89]* 87  SM_ShiveringIsles.esp  [Version 0.86]* ++  SM_DLCSpellTome.esp  [Version 0.80]* ++  SM_OOO.esp  [Version 0.89]* ++  SM_COBL.esp  [Version 0.86]* 88  SM_EnchantStaff.esp  [Version 0.80]* ++  SM_Scrolls.esp  [Version 0.84]* 89  MidasSpells.esp* 8A  Enhanced Grabbing.esp  [Version 0.5]* 8B  nGCD.esp* ++  nGCD Birthsigns.esp* 8C  nGCD Oghma Infinium.esp* ++  nGCD Skeleton Key.esp* 8D  ProgressMBSP.esp  [Version 2.0]* 8E  ProgressSBSP.esp  [Version 1.0]* 8F  ProgressRBSP.esp  [Version 1.0]* 90  ProgressRacial.esp* 91  ProgressArmorer.esp  [Version 1.0]* ++  Item interchange - Placement for FCOM.esp  [Version 0.76]* 92  IDKRRR_KFME4rev.esp* 93  Toaster Says Share Faction Recruitment.esp* 94  Companion Postal Service.esp* 95  CompanionMaster.esp* 96  Saerileth.esp* 97  Cobl Races.esp  [Version 1.52]* **  Cobl Races TNR.esp  [Version 1.53]* **  Cobl Races TNR SI.esp  [Version 1.53]* 98  bgMagicEV.esp  [Version 1.7EV]* ++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]* ++  bgMagicItemSigil.esp  [Version 1.68EV]* ++  bgMagicEVStartspells.esp  [Version 1.68EV]* ++  bgMagicEVAddEnVar.esp  [Version 1.68EV]* 99  bgMagicEVPaperChase.esp  [Version 1.68EV]* 9A  bgMagicAlchemy.esp  [Version 1.57]* 9B  Better Cities - Full City Defences.esp* 9C  Better Cities Full - B&M Edition.esp* 9D  Better Cities - Unique Landscape Barrowfields.esp* 9E  Better Cities - Unique Landscape Chorrol Hinterland.esp* 9F  Better Cities - Tears of the Fiend.esp* A0  Better Cities - Unique Landscape Cheydinhal Falls.esp* A1  Better Imperial City.esp* A2  Better Cities - COBL.esp  [Version 2]* ++  Disable Tutorial Text.esp* A3  Francesco's 10 days respawn time - 1-16 day lenght rescale.esp* ++  [GFX]_Initial_Glow-all.esp* A4  bgMagicEVShader.esp  [Version 1.7EV]* ++  bgMagicShaderLifeDetect.esp  [Version 1.68]* A5  Viconia.esp* ++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]* A6  Bashed Patch, 0.esp* A7  Streamline 3.1.esp* A8  EY_Spellsword.esp* A9  Ancient Elven Sorcerer - EV.esp

User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Sat Feb 19, 2011 7:02 am

I tried 3.26 but had the same result, CTD at the same spot. Only 3.20 works.
Also tried to see if it was any of the files from 3.25 and 3.26 but they worked, only the 3.25 and 3.26 esp crash at that spot. Too bad I can't run a debugger while Oblivion is running (unless someone knows one that will work).

Since I am only using Vanilla (GOTY) with ALL the DLCs (cleaned), the 3.20 UOP, SI UOP, and DLC UOP, then it is not a load order issue.

Only thing left to try is to use the original DLCs. Perhaps cleaning them was not a good idea.

If that does not work then it is just one of those things specific to my computer (which is a clean load only used to play Oblivion).
User avatar
Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Fri Feb 18, 2011 6:15 pm

@Mr. Bibliophile
I think FCOM with OOO, MMM, WarCry, Frans and
this -----> * 46 FCOM_OscurosOverhaul.esp [Version 0.9.8]
ist not good.

Please use the BOSS- Tool and read (!) the bosslog.txt
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

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