CTD when I get close to Kvatch

Post » Fri Feb 18, 2011 5:15 pm

Hi,

this is my list of mods:

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.71]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.5.5b4]07  Enhanced Daedric Invasion.esm08  CyrodiilUpgradeResourcePack.esm09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Toaster Says Share v3.esm0C  HorseCombatMaster.esm0D  Unofficial Oblivion Patch.esp  [Version 3.2.0]0E  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0F  Oblivion Citadel Door Fix.esp10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Leveled Quests-SI only.esp15  Francesco's Optional Leveled Guards.esp16  Francesco's Dark Seducer Weapons Patch.esp17  FCOM_Francescos.esp  [Version 0.9.9]18  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  Fran_Lv30Item_Maltz.esp1B  Natural_Weather_by_Max_Tael.esp1C  Living Economy.esp1D  DLCHorseArmor.esp1E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1F  DLCOrrery.esp20  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]21  DLCVileLair.esp22  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]23  DLCMehrunesRazor.esp24  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]25  DLCSpellTomes.esp26  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]27  DLCThievesDen.esp28  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]29  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2A  Slof's Oblivion Robe Trader.esp2B  Cobl Glue.esp  [Version 1.69]2C  Cobl Si.esp  [Version 1.63]2D  Bob's Armory Oblivion.esp2E  FCOM_BobsArmory.esp  [Version 0.9.9]2F  Loth's Blunt Weapons for Npcs.esp30  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]31  Oblivion WarCry EV.esp32  FCOM_WarCry.esp  [Version 0.9.9MB3]33  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]34  Mart's Monster Mod - Fran's leveled quests.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]36  FCOM_Convergence.esp  [Version 0.9.9Mb3]37  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]38  FCOM_RealSwords.esp  [Version 0.9.9]39  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]3A  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]3B  FCOM_SaferRoads.esp  [Version 0.9.9]3C  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]3D  TamrielTravellerAdvScript.esp  [Version 1.39c]3E  TamrielTravellers4OOO.esp  [Version 1.39c]3F  FCOM_TamrielTravelers.esp  [Version 0.9.9]40  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]41  FCOM_BobsGuardUnity.esp  [Version 0.9.9]42  FCOM_HungersUnitySI.esp  [Version 0.9.9]43  FCOM_Archery.esp  [Version 0.9.9]44  FCOM_FriendlierFactions.esp  [Version 0.9.9]45  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]46  OOO-WaterFish.esp  [Version 1.34]47  BlackMarshHall.esp48  DLCFrostcrag.esp49  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]4A  Knights.esp4B  Knights - Unofficial Patch.esp  [Version 1.0.9]4C  Mart's Monster Mod - Knights.esp  [Version 3.7b3p3]4D  The Lost Spires.esp4E  Mighty Umbra.esp4F  Origin of the Mages Guild.esp  [Version 6]50  The Mystery of the Dulan cult.esp51  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]52  FCOM_MightyUmbra.esp  [Version 0.9.9]53  FCOM_Knights.esp  [Version 0.9.9Mb3]54  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]55  FCOM_OMG.esp  [Version 0.9.9]56  FCOM_OMGSRT.esp  [Version 0.9.9]57  FCOM_DulanCult.esp  [Version 0.9.9]58  Enhanced Daedric Invasion.esp59  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]5A  Salmo the Baker, Cobl.esp  [Version 3.08]5B  StarX Vanilla Vampires Revised.esp5C  FearsomeMagicka.esp5D  SupremeMagicka.esp  [Version 0.90]5E  SM_ShiveringIsles.esp  [Version 0.86]5F  SM_DLCSpellTome.esp  [Version 0.80]60  SM_COBL.esp  [Version 0.86]61  SM_EnchantStaff.esp  [Version 0.80]62  SM_Scrolls.esp  [Version 0.84]63  SM_SigilStone.esp  [Version 0.83]64  StealthOverhaul.esp65  RenGuardOverhaul.esp66  RenGuardOverhaulShiveringIsles.esp67  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp68  DeadlyReflex 5 - Combat Moves.esp69  SM_DeadlyReflex.esp  [Version 0.86]6A  Let There Be Darkness - Cyrodiil + SI.esp6B  Let There Be Darkness - Knights.esp6C  Let There Be Darkness - Mehrunes Razor.esp6D  Toaster Says Share Faction Recruitment.esp6E  Cobl Races.esp  [Version 1.52]6F  Cobl Races - Balanced.esp  [Version 1.52]70  ScreenControls.esp71  Bashed Patch, 0.esp72  FormID Finder4.esp



When I get close to Kvatch (I have to go walking, not fast traveling) CTD. I have been in the camp, but when I go to the Oblivion Gate, CTD...

Please, I need help. Thank you.
User avatar
Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Sat Feb 19, 2011 5:13 am


06 Mart's Monster Mod.esm [Version 3.5.5b4]

When I get close to Kvatch (I have to go walking, not fast traveling) CTD. I have been in the camp, but when I go to the Oblivion Gate, CTD...

Please, I need help. Thank you.


You do not have the correct MMM.esm you are using the older version, you need to use verison that came with MMM 3.7b3 download, and then rebuild bashed patch and try it again.

Corepc
User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Sat Feb 19, 2011 9:21 am

Just for the record, I am also seeing crashes on a regular basis while near Kvatch. Doesn't matter for me if I walked to get there or fast traveled to a nearby marker. Could be there's something screwed up in that area. My current suspicion is corruption in Maiq the Liar's AI because he always seems to show up nearby if a crash came and I reload to go back through the area, but I can't confirm with certainty that it's because of him. But that is a travel path he uses.

If it helps, load order:
Spoiler
Active Mod Files:
00 Oblivion.esm
01 Cobl Main.esm [Version 1.72]
02 All Natural Base.esm [Version 0.9.9]
03 Open Cities Resources.esm [Version 3.5]
04 Francesco's Leveled Creatures-Items Mod.esm
05 Francesco's Optional New Items Add-On.esm
06 Francesco's Optional New Creatures Add-On.esm
07 VASE - core.esm
08 CM Partners.esm
09 TR_OoT_Main.esm
0A TamrielTravellers.esm [Version 1.39c]
0B Cybiades.esm [Version 2.0]
0C Children Of Rourken.esm
0D Kvatch Rebuilt.esm
0E Windfall.esm
0F GTAesgaard_2.esm
10 Unofficial Oblivion Patch.esp [Version 3.2.6]
11 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
12 Enhanced Economy.esp [Version 3.4.3]
13 DLCShiveringIsles.esp
14 Francesco's Optional New Adventurers.esp
15 All Natural - Real Lights.esp [Version 0.9.9]
16 All Natural.esp [Version 0.9.9]
17 All Natural - SI.esp [Version 0.9.9]
18 Alternative Start by Robert Evrae.esp [Version 1.66]
++ TamrielTravellersItemsNPC.esp [Version 1.39c]
19 ShiveringIsleTravellers.esp [Version 1.39c]
1A Happyhannah's Wines.esp [Version 1.1]
1B BHC_Expanded.esp [Version 1.2]
1C TIE.esp [Version 1.35]
1D TIE+Frans NPC Inventory.esp [Version 1.0]
++ VASE - Vanilla Cyrodiil.esp
++ VASE - Vanilla SI.esp
1E Cyrodiil Travel Services.esp [Version 1.3.1]
1F AFK_PrayerIdles.esp [Version 1.0]
20 DLCHorseArmor.esp
21 DLCOrrery.esp
22 DLCFrostcrag.esp
23 DLCThievesDen.esp
24 DLCVileLair.esp
25 DLCMehrunesRazor.esp
26 DLCSpellTomes.esp
27 Knights.esp
28 DLCBattlehornCastle.esp
29 SM Plugin Refurbish(Merged).esp [Version 1.21]
2A OCC-KOTN-Patch.esp [Version 2.1]
2B AFK_Frostcrag.esp [Version 1.0]
2C Whispered Warning.esp
2D Kvatch Rebuilt.esp [Version 1.1]
2E Kvatch Rebuilt Weather Patch.esp
2F OCC-KR-Patch.esp [Version 1.0]
30 Lost Paladins of the Divines.esp
31 TOTF.esp [Version 1.22]
32 OCC-TOTF-Patch.esp [Version 4.2]
33 RTT.esp [Version 3.01]
34 RTT-Weye Relocation Patch.esp [Version 2.0]
35 OCC-RTTv3 Patch.esp [Version 1.1]
36 Malevolent.esp [Version 1.02]
37 OCC-Malevolent-Patch.esp [Version 3.0]
38 GTAesgaard.esp
39 GTAesgaard_2.esp
3A Gates To Aesgaard 2 Delayer.esp [Version 1.0]
3B Cybiades.esp [Version 2.1]
3C CybiadesDungeon.esp [Version 2.1]
3D Nascosto Isles 3.esp
3E COR-Episode1 Secret of Enourk.esp
3F Ivellon.esp [Version 1.8]
40 WeynonRetreat.esp [Version 1.4]
41 The Lost Spires.esp [Version 1.4]
42 OCC-Lost Spires-Patch.esp [Version 2.0]
43 OldCrowInn.esp [Version 1.5]
44 HeartOftheDead.esp [Version 6.3.1]
45 Windfall.esp
46 LetThePeopleDrink.esp [Version 2.5]
47 The Ayleid Steps.esp [Version 3.2]
48 HackdirtCaverns.esp
49 Mimics!.esp
4A EaglesRest.esp [Version 1.0]
4B Snow Line Lodge.esp
4C Better Benirus Manor - Complete.esp
4D Better Benirus Manor - Helping Hands.esp
4E Better Dark Brotherhood Sanctuary for OBSE.esp [Version 2.3]
4F Gaelendryl.esp
50 Dungeons Merger.esp
51 Unique Dungeons - Lost Glory.esp
52 Unique Dungeons - Lichs Lair.esp
53 JQ-Return_of_Dagoth_Ur.esp
54 TheOubliette.esp
55 PTArtifacts.esp
56 A Imperial Outpost - Fort Nova Varos .esp
57 ImpeREAL Empire - Unique Forts.esp
58 Valley_View_Estate.esp
59 InnsOfCyrodill.esp
5A Shezrie's Villages.esp
5B TR_Stirk.esp
5C To Feed an Empire - Wickmere Farm.esp [Version 1.0]
5D Damarask.esp [Version 1.02]
5E Region Revive - Lake Rumare.esp [Version 1.3]
5F VHBloodlines 1.2.esp [Version 1.5]
60 AFK_Weye.esp [Version 2.0]
61 Rumare-AFK_Weye Patch.esp [Version 2.0]
62 runestone.esp
63 ElsweyrAnequina.esp
64 road+bridges.esp [Version 4.5.5]
65 Feldscar.esp [Version 1.0.2]
66 Vergayun.esp [Version 1.0.5]
67 Faregyl.esp [Version 2.0]
68 Faregyl+Anequina Patch.esp [Version 2.0]
69 xulStendarrValley.esp [Version 1.2.2]
6A xulAncientRedwoods.esp [Version 1.6]
6B xulCloudtopMountains.esp [Version 1.0.3]
6C xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
6D XulEntiusGorge.esp [Version 1.2]
6E xulImperialIsle.esp [Version 1.6.5]
6F xulAncientYews.esp [Version 1.4.2]
70 xulArriusCreek.esp [Version 1.1.3]
71 xulRollingHills_EV.esp [Version 1.3.2]
72 xulFallenleafEverglade.esp [Version 1.3.1]
73 xulChorrolHinterland.esp [Version 1.2.2]
74 xulRiverEthe.esp [Version 1.0.2]
75 xuldarkforest.esp [Version 1.0.4]
76 xulLushWoodlands.esp [Version 1.3]
77 xulColovianHighlands_EV.esp [Version 1.2.1]
78 xulTheHeath.esp [Version 1.1.1]
79 xulPantherRiver.esp
7A xulBravilBarrowfields.esp [Version 1.3.3]
7B xulBrenaRiverRavine.esp [Version 1.0.3]
7C xulBlackwoodForest.esp
7D xulCheydinhalFalls.esp [Version 1.0.1]
7E xulAspenWood.esp [Version 1.0.1]
7F xulSkingradOutskirts.esp [Version 1.0.0]
80 xulPatch_AY_AC.esp [Version 1.1]
81 West Roads.esp
82 Castle_Seaview.esp
83 EaglesRest+LostCoast+CastleSeaview Patch.esp [Version 1.0]
84 LostSpires-Everglade patch.esp [Version 1.2]
85 LostSpires-DarkForest patch.esp [Version 1.1]
86 WeynonRetreat-ChorrolHinterland-Patch.esp [Version 1.1]
87 HeartoftheDead-ArriusCreek patch.esp
88 ValleyViewEstate-RiverEthe patch.esp [Version 1.1.1]
89 Anequina-Fallenleaf-Patch.esp [Version 1.0]
8A Mimics+Ravenview+Cloudtop Patch.esp [Version 1.0]
8B Gaelendryll-BrenaRiver patch.esp [Version 1.1]
8C KvatchRebuilt-CheydinhalFalls patch.esp
8D TearsOfTheFiend-CheydinhalFalls patch.esp
8E Lakewood+AspenWood Patch.esp [Version 1.0.1]
8F Verwen Brewery.esp [Version 1.01]
90 A Imperial Outpost - Fort Novi Sad.esp
91 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp
92 bartholm.esp
93 Bravil Docks.esp [Version 1.0]
94 Open Cities New Sheoth.esp [Version 1.1]
95 Open Cities Bartholm.esp [Version 1.0.4]
96 Open Cities Outer Districts.esp [Version 3.5]
97 Open Cities Reborn - Full Merge.esp [Version 1.0]
98 OCC-ULCH-Patch.esp [Version 2.2]
99 NRB4+UL-II+LtPD+OCOD Patch.esp [Version 3.0.1]
9A RegionReviveLakeRumare-ImperialIsle patch.esp [Version 1.3.3]
9B NRB4+RR Patch.esp [Version 2.1]
9C OC+Bravil Docks Patch.esp [Version 1.0]
9D OCLR+ULBWForest Patch.esp [Version 1.0]
9E OC+Cheydinhal Falls Patch.esp [Version 1.0.1]
9F OC+ULSkingradOutskirts Patch.esp [Version 1.0]
A0 ImpeREALForts+LostSpires Patch.esp
A1 BrotherhoodRenewed.esp [Version 1.0]
A2 AFK_Blades_EQ.esp [Version 1.2]
A3 WindowLightingSystem.esp
A4 Map Marker Overhaul.esp [Version 3.4]
A5 Map Marker Overhaul - SI additions.esp [Version 3.0.2]
** All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
++ All Natural - Nascosto Isles Weather Patch.esp [Version 1.0]
++ Enhanced Water v2.0 HDMI.esp
++ Enhanced Vegetation [100%].esp [Version 1.0]
++ Symphony of Violence.esp
++ Louder Nirnroot Sound.esp
++ Visually Realistic Lava.esp
++ TrollfLoadingScreens.esp
** Rusty+Fine Items.esp
** Book Jackets OB+SI+DLC.esp
** Clutter Graphics.esp
++ QuestDialogueFix.esp
A6 PersonalMerge.esp
A7 Streamline.esp [Version 3.11]
** NRB4 OCReborn Road Record.esp
A8 Bashed Patch, 0.esp

User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Sat Feb 19, 2011 5:07 am

Frans is Common in both load order (frans has not been patched in long time)

Would hate to for it be this.

But Travellers are both Common in both of your load order, The are Travellers spot almost on all side of Kvatch expect north..and camp and castle area of course..

Try disabling Travellers advscript.esp and see if that helps any..



Arthmoor, you did strip out Travellers from TIE correct ? bad juju two travellers spawing at same point if not.. I see only using Itemnpcs and ShiveringIsleTravellers..
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Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Sat Feb 19, 2011 12:20 am

Just for the record, I am also seeing crashes on a regular basis while near Kvatch. Doesn't matter for me if I walked to get there or fast traveled to a nearby marker. Could be there's something screwed up in that area. My current suspicion is corruption in Maiq the Liar's AI because he always seems to show up nearby if a crash came and I reload to go back through the area, but I can't confirm with certainty that it's because of him. But that is a travel path he uses.


It's it possible to rule him out by PRID Maiq, followed by either Disable, Kill or TAI?
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KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Fri Feb 18, 2011 6:28 pm

Frans is Common in both load order (frans has not been patched in long time)

Would hate to for it be this.

But Travellers are both Common in both of your load order, The are Travellers spot almost on all side of Kvatch expect north..and camp and castle area of course..


Well if it's Frans, that would definitely svck. I guess that would be somewhat easy to test for since I could deactivate it long enough to run back and forth waiting for a crash. If it never comes then I guess we have the answer.

If it's because of travelers, then I'd have to disable TIE long enough to test the same way.

What would really svck is if it's the combination of both, because I rather like this setup and it doesn't cause issues anywhere else. Things have been pretty peaceful since figuring out what I needed to set in OSR to make the LAA patch happy.

It's it possible to rule him out by PRID Maiq, followed by either Disable, Kill or TAI?


He could be ruled out easily enough by inserting a mod specifically to delete him from the game. He's completely unimportant.
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Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Fri Feb 18, 2011 7:21 pm

Well if it's Frans, that would definitely svck. I guess that would be somewhat easy to test for since I could deactivate it long enough to run back and forth waiting for a crash. If it never comes then I guess we have the answer.

If it's because of travelers, then I'd have to disable TIE long enough to test the same way.

What would really svck is if it's the combination of both, because I rather like this setup and it doesn't cause issues anywhere else. Things have been pretty peaceful since figuring out what I needed to set in OSR to make the LAA patch happy.


Kvatch area is picky, if something is not getting loaded right, game will usually let you know. Anywhere along the road or once you get into the region itself.

Travellers easy enough to strip out of tie and send it you test that way. To rule them out.

Unless there some other mod that both of you are usng with your long complicated load order's once again..
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Destinyscharm
 
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Joined: Sun Jul 23, 2006 6:06 pm

Post » Sat Feb 19, 2011 2:27 am

Or, it could be a corrupt spawn issue....

Maybe wait 3 game days (or whatever your respawn time is), and then try again?
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Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Sat Feb 19, 2011 6:54 am

I will try then:

- Updating MMM
-Waiting for respawn
-Disabling Travelers?

thank you
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Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Sat Feb 19, 2011 8:12 am

I was having the same problem with crashing while making the initial trip to Kvatch also. One thing missed here is that you are running CyrodiilResourceUpgradePack.esm. Not sure what mod you are using with it but I was running Kvatch Aftermath. I crashed in the village, up around Savlian and trying to enter the Oblivion gate. I decided to try and clean some mods with TES4Edit and stated with Kvatch Aftermath and therefore the CURP resources. Doing this completely solved my crash problems around Kvatch. Don't know if all this is pertinent or not. Just letting you know of my experience with a very similar problem.
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Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Fri Feb 18, 2011 9:29 pm

I have always had trouble on the Skingrad to Anvil trip as well, running FCOM and TT. I think the problem persisted when I temporarily remove TT. Have you tested Fran yet Arthmoor?
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KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sat Feb 19, 2011 7:35 am

I just don't like going anywhere near the Kvatch/Skingrad/Anvil areas. Once you get past Hackdirt, pray for no CTD >_>.

And it svcks because those are my favorite areas, scenary wise.
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ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Fri Feb 18, 2011 8:17 pm

What is your load order Terra Nova? Also, another related thread: http://www.gamesas.com/index.php?/topic/1084909-glarthir-causes-crashes/
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Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Fri Feb 18, 2011 8:25 pm

Oh I have not been to that area yet since making my new character, but with the last one(that would be Natasha), I could never finish that quest. It would just CTD whenever I "waited" til the next meet up, or CTD as he approaches. I have always had hell getting anywhere in these areas since I bought the game. 80% of the time a crash would occur near that cave/mine place on the road to Skingrad.

This is the same load order I've had for months and thanks to cleaning and I rarely get crashes, but once again I have not been to those areas yet.

Active Mod Files:
00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
04 Mart's Monster Mod.esm [Version 3.7b3p3]
05 FCOM_Convergence.esm [Version 0.9.9MB3]
06 Unofficial Oblivion Patch.esp [Version 3.2.5]
07 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
08 Francesco's Optional Chance of Stronger Bosses.esp
09 Francesco's Optional Chance of Stronger Enemies.esp
0A Francesco's Optional Chance of More Enemies.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
0B FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
0C RoadSigns.esp
0D Improved Hotkeys.esp [Version 1.1]
0E Bob's Armory Oblivion.esp
0F FCOM_BobsArmory.esp [Version 0.9.9]
10 Oblivion WarCry EV.esp
11 FCOM_WarCry.esp [Version 0.9.9MB3]
12 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ OOO-DLT_Remover.esp [Version 1.33]
++ OMOBS.esp [Version 1.0]
13 FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
++ FCOM_SpawnRatesStronger.esp [Version 0.9.9Mb3]
14 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_NoReaversInGates.esp [Version 0.9.9]
++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
15 Knights.esp
++ FCOM_Knights.esp [Version 0.9.9Mb3]
16 SupremeMagicka.esp [Version 0.90]
17 SM_ShiveringIsles.esp [Version 0.86]
++ SM_OOO.esp [Version 0.89]
++ SM_MMM.esp [Version 0.89]
18 RenGuardOverhaul.esp
19 RenGuardOverhaulShiveringIsles.esp
1A Oblivion XP.esp [Version 4.1.4]
1B actors_in_charge.esp
1C X.Moon.Elf.esp
++ [GFX]_Initial_Glow-all.esp
1D Natasha's Barrel.esp
1E Bonds Studio Apartment.esp
1F Bashed Patch, 0.esp
20 Streamline 3.1.esp

User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Fri Feb 18, 2011 11:07 pm

FCOM...yup. I have those crashes with FCOM installed too... I would love to know what makes that road so buggy. That would really make my day, seriously.
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saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Sat Feb 19, 2011 3:52 am

Just for the record, I am also seeing crashes on a regular basis while near Kvatch. Doesn't matter for me if I walked to get there or fast traveled to a nearby marker. Could be there's something screwed up in that area. My current suspicion is corruption in Maiq the Liar's AI because he always seems to show up nearby if a crash came and I reload to go back through the area, but I can't confirm with certainty that it's because of him. But that is a travel path he uses.


I have the same suspicion now. I went from Bruma ALL the way to Anvil with no CTDs to test something unrelated. When I got to the castle however I went to the eastern side making my way to its docks(didn't wont to go through load doors) and before I got around the corner, I get a CTD -.-.

This is taking the LONG way to anvil. That means through the main road THROUGH Skingrad(not entering load doors) and passing Kvatch.

When I reload, guess who runs past me on the road that is near the eastern side?

Haha.
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April
 
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Post » Sat Feb 19, 2011 1:48 am

Can someone please fix him then, geez... He sticks to my PC's companion like a magnet too. I think she hit him at some point or something...
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Victoria Vasileva
 
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Post » Sat Feb 19, 2011 9:06 am

He could be ruled out easily enough by inserting a mod specifically to delete him from the game. He's completely unimportant.

Apologies for a stupid question, but how do you create a mod that deletes an NPC?
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Jessica Nash
 
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Post » Sat Feb 19, 2011 12:13 am

Apologies for a stupid question, but how do you create a mod that deletes an NPC?

One that deletes the record, disabled the reference, or uses a kill script immediately...
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quinnnn
 
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Post » Sat Feb 19, 2011 7:57 am

It's it possible to rule him out by PRID Maiq, followed by either Disable, Kill or TAI?


I'd be leery of killing off Maiq the Liar. He may be unnecessary for vanilla Oblivion, but I'm pretty sure he plays an important role in one of the Kragenir quests. I suppose he could safely be disabled until needed (or until the CTR issue is resolved, whichever comes first), then enabled for his part in Kragenir. Just don't do anything irreversible.

-Decrepit-
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Jack Moves
 
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Post » Sat Feb 19, 2011 6:49 am

I have made one. I'll be testing the areas Anvil, Skingrad, Leyawin for awhile(these are the areas he passes by, and Leyawin is his stop point..but I almost never get crashes there). When I think it's safe(don't really know, the CS didn't mess with anything behind the scenes from what I've seen in the detail thing)I'll upload it.

I also think that black horse courier NPC/horse is a problem too. It was running along side M'aiq when I saw him too.
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Steven Nicholson
 
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Post » Fri Feb 18, 2011 8:16 pm

I'd be leery of killing off Maiq the Liar. He may be unnecessary for vanilla Oblivion, but I'm pretty sure he plays an important role in one of the Kragenir quests. I suppose he could safely be disabled until needed (or until the CTR issue is resolved, whichever comes first), then enabled for his part in Kragenir. Just don't do anything irreversible.

-Decrepit-


He also has a small part in Integration.
Better Cities also adds a stool for him in the Black something bar in Anvil.
So maybe just change his AI Package to hang around in the bar would solve things, if indeed our furry little friend is to blame?
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Roddy
 
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Post » Sat Feb 19, 2011 12:47 am


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Josee Leach
 
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Post » Sat Feb 19, 2011 3:12 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.
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roxxii lenaghan
 
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Post » Fri Feb 18, 2011 6:38 pm

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.

Thanks for the report, and I will look forward to the update. :)
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Ally Chimienti
 
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