The game runs fine as far as i can tell apart from one isolated issue: The game CTDs every time i try to go near the IC waterfront. Either from the world side, by swimming/walking towards the cell, or through the tunnel from the IC elven gardens. I've honed down on the issue as it being specifically the IC waterfront cell that causes the CTD when it tries to load. I will provide a mod order list. I'm not un-learned in the ways of using mods and oddly i don't have any mods that effect/alter the IC waterfront independently, which causes me to worry it is a component of a wider mod thats causing the CTD.
Any advise would be highly appreciated.
----------------------------------------------------------- Better Oblivion Sorting Software Load Order Utility (c) Random007 & the BOSS development team, 2009-2010 Some rights reserved. CC Attribution-Noncommercial-No Derivative Works 3.0 http://creativecommons.org/licenses/by-nc-nd/3.0/ v1.5 (23 March 2010) -----------------------------------------------------------Master .ESM date: Mon Jan 01 09:23:00 2001FCOM detected.OOO detected.------------------------------------Recognised and re-ordered mod files:------------------------------------Oblivion.esm . Note: Masterlist Information: $Revision: 755 $, $Date: 2010-03-24 09:30:30 -0700 (Wed, 24 Mar 2010) $, $LastChangedBy: pacificmorrowind $You Are Here.esmEnhancedWeather.esmFrancesco's Leveled Creatures-Items Mod.esm . Bashed Patch tag suggestion: {{BASH:Invent, Delev, Relev, Actors.AIData,Actors.Stats, Stats}}Francesco's Optional New Items Add-On.esmCobl Main.esm . Note: Do not use Tamrielic Ingredients and COBL at the same time.Oscuro's_Oblivion_Overhaul.esm . Bashed Patch tag suggestion: {{BASH:Invent,Scripts,Stats,Relations}}Mart's Monster Mod.esm . Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}FCOM_Convergence.esm . Bashed Patch tag suggestion: {{BASH:Delev,Factions,Relations,Relev}}TNR - THE DUNMER.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE IMPERIALS.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE BRETONS.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE ALTMER.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE BOSMER.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE NORDS.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE ORCS.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE KHAJIIT.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE ARGONIANS.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.TNR ALL RACES FINAL.esp . Note: Not need if use Cobl Races TNR.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - ShiveringIsles.esp . Note: Not need if use Cobl Races TNR SI.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,Invent,NoMerge}} and deactivate.Unofficial Oblivion Patch.esp . Note: Recommend installing UOP hotfix for additional fixes: http://www.tesnexus.com/downloads/file.php?id=27710 . Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Name,C.Owner,Creatures.Blood,Delev,Factions,Invent,Names,Relations,Relev,Scripts,Stats}} and remove the C.Water tag (only exist in older version). . Note: Remember to use the 'MOBS' version when using Francesco's or FCOM. . Note: Newest MOBS and non-MOBS versions have the same name.UOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.esp . Note: Remember to use the 'MOBS' version when using Francesco's and FCOM. . Note: Newest MOBS and non-MOBS versions have the same name. . Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Name,C.Owner,Delev,Factions,Invent,Names,Relev,Scripts,Stats,Relations}}Francesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Quests-SI only.espFrancesco's Optional Leveled Guards.esp . Requires: Shivering Isles expansion.FCOM_Francescos.esp . Requires: Francesco's Leveled Creatures-Items 4.5b.FCOM_FrancescosItemsAddOn.esp . Requires: Francesco's Leveled Creatures-Items 4.5b. . Requires: Francesco's supplementary addon package.FCOM_FrancescosNamedBosses.esp . Requires: Francesco's Leveled Creatures-Items 4.5b.LoadingScreens.esp . Bashed Patch tag suggestion: {{BASH:Graphics,NoMerge}}EnhancedWeather.espEnhancedWeather - Darker Nights, 80.esp . Note: Use only one 'Darker Nights' plugin.Enhanced Water v2.0 HD.espBetter Bell Sounds.espSymphony of Violence.esp . Note: May cause CTDs when used with Deadly Reflex. Merging it into the bashed patch with Wrye Bash *May* fix it.AmbientTownSounds.espMIS.espRWTavernTemple.espbnmDLTIC-1-6.esp . OOO Specific Note: Probably not OOO compatible - drop lit torches already integrated.Living Economy.esp . Note: Don't use 'Living Economy' and 'Living Economy - SI' together. Pick one.Living Economy - Items.espCutthroat Merchants.espGrowlfs Animated Hair.espCall Steed 2.5+Saddlebags 0.91.espCobl Glue.esp . Note: Make sure to install the FCOM patch 'FCOM_Cobl.esp'.Cobl Si.esp . Requires: Shivering Isles expansion.OOO 1.32-Cobl.espFCOM_Cobl.esp . Requires: 'Cobl Glue.esp' and 'OOO 1.32-Cobl.esp'. . Note: Do not use COBL and Tamerielic Ingredients at the same time.Bob's Armory Oblivion.esp . Requires: 'FCOM_BobsArmory.esp'.FCOM_BobsArmory.esp . Requires: 'Bob's Armory Oblivion.esp'.Oblivion WarCry EV.esp . Bashed Patch tag suggestion: {{BASH:Actors.ACBS,Actors.DeathItem,Actors.Stats,Delev,Graphics,Invent,Relev,Stats}} . Requires: either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp'.FCOM_WarCry.esp . Note: Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both.Oscuro's_Oblivion_Overhaul.esp . Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}OOO-Water_Weeds.espOOO-No_Guild_Ownership.espOOO-Container_Trap_Instant_Effects.espFCOM_Convergence.esp . Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle, Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}FCOM_RealSwords.espFCOM_DurabilityAndDamage.espFCOM_SpawnRatesStronger.esp . Note: Use only one: Reduced, SlightlyReduced or Stronger. . Note: 'Stronger' is the same as 'Reduced' but spawns will be more powerful.Mart's Monster Mod - More Wilderness Life.esp . Note: Use either 'More Wilderness Life' or 'More Wilderness Life No Gates' but not both.FCOM_SaferRoads.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Spawn Rates - Increased.esp !!! FCOM INSTALLATION ERROR: Not recommended. Not fully tested with FCOM and creatures from other FCOM related mods may not appear.Mart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Hunting & Crafting.esp . Bashed Patch tag suggestion: {{BASH:Invent,Scripts,Stats}}Mart's Monster Mod - Farm Animals.espMart's Monster Mod - Slof Horses Complete.esp . Note: Not compatible with Slof's Horses or Slof's Extra Horses.FCOM_DiverseGuardUnity.espFCOM_BobsGuardUnity.esp . Requires: 'Bob's Armory Oblivion.esp'.FCOM_HungersUnitySI.esp . Requires: Shivering Isles expansion.FCOM_Archery.esp . Bashed Patch tag suggestion: {{BASH:Stats}}FCOM_MoreRandomSpawns.espFCOM_MoreRandomItems.espLoadingScreens-OOO.esp . Bashed Patch tag suggestion: {{BASH:Graphics,NoMerge}}OOO-WaterFish.espHarvest [Flora].esp . Bashed Patch tag suggestion: {{BASH:Scripts}}Harvest [Flora] - Shivering Isles.esp300_Test.espAgarMoreVariedSpellEffects.esp . Bashed Patch tag suggestion: {{BASH:Sound}} and deactivate.Level_Rates_Modified_x5.espLet There Be Darkness - Cyrodiil + SI.esp . Requires: Shivering Isles. . Bashed Patch tag suggestion: {{BASH:C.Light}}Better Redguard v2.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,Graphics}} make sure to merge into the bashed patch and deactivate.Hidden_Elves.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics,R.Relations}}Beautiful People.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics}}Cobl Races.esp . Bashed Patch tag suggestion: {{BASH: Eyes, Hair, R.Relations, Voice-M, Voice-F}}Cobl Races TNR.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate. . Requires: the Cobl Cosmetics Res 01 files installed.Cobl Races TNR SI.esp . Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate. . Requires: the Cobl Cosmetics Res 01 files installed.Cobl Races - Balanced.esp . Bashed Patch tag suggestion: {{BASH:Body-F,Body-M,Eyes,Hair,R.Relations}}KT_CustomRaceFix.esp . Note: Included in UOP v2.x or newer. Both should not be used at once. Use UOP.Francesco's day lenght rescale 1-12.espOOO-Respawn_Week.espBNewShockFunnelEffects20.espCobl Silent Equip Misc.espBashed Patch, 0.espStreamline 3.0.esp . Note: Old. Update to 3.1 or later.-----------------------------------------------------------------Unrecognised mod files: Reorder these by hand using your favourite mod ordering utility. ----------------------------------------------------------------------------------------------------------------------------Done.
Thanks in advance!
**EDIT**
if your about to mention bnmDLT.esp (drop lit torches): yes it is compatible and works perfectly along side the dlt add-on that FCOM has, i added this one in manually as i wasn't 'dropping' torches, having this load after the bashed patch doesn't effect the game in any negative way at-all afaict, and as the problem i am having is with the game loading the IC WF cell, i would be HIGHLY surprised if this was the culprit
OH, and something else i was wondering. When people get attacked, i guess when the game registers they have taken damage and are not at full health, the turn a hue of green...? also dead bodies turn a hue of green, not every NPC does this, although most do. Is this a game mechanic added by one of the component parts of FCOM that i overlooked? i can't figure out why this would happen, i sense some logic behind it which is why i gathered its probably an intended mechanic, although I'm uncertain, evidently. A response on this would also be appreciated.
Cheers.