My game freezes if I enter any cell adjacent to Nenyond Twyl

Post » Sun Dec 11, 2011 3:56 pm

What was it?
I installed OOO a month after installing MMM. Reinstalling MMM resolved the CTDs.
Then I re-enabled all my mods and went to cell [2,0] and it froze again! So now I must start from the beginning and add a few mods at a time to figure out what is causing it.
So the MMM for OOO issue is resolved. The other issue is still open. At least it's a step forward!
[Reopened]
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Naomi Ward
 
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Post » Mon Dec 12, 2011 1:59 am

I installed OOO a month after installing MMM. Reinstalling MMM resolved the CTDs.


So wrong install order can cause CTDs. I thought it might cause graphical glitches rather. Good to know.
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Damien Mulvenna
 
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Post » Sun Dec 11, 2011 9:42 pm

I installed OOO a month after installing MMM. Reinstalling MMM resolved the CTDs.
Then I re-enabled all my mods and went to cell [2,0] and it froze again! So now I must start from the beginning and add a few mods at a time to figure out what is causing it.
So the MMM for OOO issue is resolved. The other issue is still open. At least it's a step forward!
Back to square one.
I went back to the configuration below and loaded my save again:
Active Mod Files:		00  Oblivion.esm		01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]		02  Mart's Monster Mod.esm  [Version 3.7b3p3]		03  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]		04  Unofficial Oblivion Patch.esp  [Version 3.3.4]		05  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]		06  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]		07  Encumbrance200.esp		08  Bashed Patch, 0.esp		

I started walking toward cell [2,0] then I heard the sound of the unknown creature and I returned to the point where the save was made and CTDd!
Here's the BSA in question: "Mart's Monster Mod for OOO.bsa"
Next I will remove MMM for OOO again, in order to properly isolate it from the test then post results.

I removed MMM for OOO and retested twice. No CTDs or sounds from the unknown creature.
Active Mod Files:		00  Oblivion.esm		01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]		04  Unofficial Oblivion Patch.esp  [Version 3.3.4]		05  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]		07  Encumbrance200.esp		

Then I re-enabled MMM for OOO and retested:
Active Mod Files:		00  Oblivion.esm		01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]		02  Mart's Monster Mod.esm  [Version 3.7b3p3]		03  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]		04  Unofficial Oblivion Patch.esp  [Version 3.3.4]		05  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]		06  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]		07  Encumbrance200.esp		08  Bashed Patch, 0.esp		
Loaded my save and heard the unknown creature and footsteps then CTDd as I was turning to see it.

Next I'm going to do a clean save and wait 4 days and save.
[Reopened]
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carla
 
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Post » Sun Dec 11, 2011 9:19 pm

I've done a lot of testing and I think the problem comes down to a nuked cell. So the question is how can I fix the cell?
Is there an Enhanced Editor for Oblivion, like the one for Morrowind?
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Jonathan Braz
 
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Post » Sun Dec 11, 2011 5:34 pm

I've done a lot of testing and I think the problem comes down to a nuked cell. So the question is how can I fix the cell?
Is there an Enhanced Editor for Oblivion, like the one for Morrowind?


Hmm, I was afraid that that might be the case. I lost a 400-hour character about a year ago to a nuked cell.
(And, to emphasize that this can be a Vanilla problem: my nuked cell occurred on the PS3, where no mods other than KoTN and SI are available.)

I'm afraid I know of no savestate editor that can fix such an issue. If anyone else does, I would be interested as well.
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Aman Bhattal
 
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Post » Sun Dec 11, 2011 5:16 pm

Hmm, I was afraid that that might be the case. I lost a 400-hour character about a year ago to a nuked cell.
(And, to emphasize that this can be a Vanilla problem: my nuked cell occurred on the PS3, where no mods other than KoTN and SI are available.)

I'm afraid I know of no savestate editor that can fix such an issue. If anyone else does, I would be interested as well.
Ok, Then I will just have to avoid that cell. Thanks for letting me know!
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Kara Payne
 
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Post » Sun Dec 11, 2011 8:35 pm

I'm going to try some more testing after a long break.
I went back to an earlier save and jumped to the Testing Hall. This way if I remove all my house mods I will have a place to wait 4 days.
After arriving I did a save.
Then I removed all other mods accept UOP and OOO.
Active Mod Files:		00  Oblivion.esm		01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]		02  Unofficial Oblivion Patch.esp  [Version 3.3.4]		03  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]		04  Encumbrance200.esp		05  Bashed Patch, 0.esp		

Then I loaded the save from the TH. Then I saved again.

Then I reinstalled MMM and enabled it along with UOP and OOO.
Active Mod Files:		00  Oblivion.esm		01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]		02  Mart's Monster Mod.esm  [Version 3.7b3p3]		03  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]		04  Unofficial Oblivion Patch.esp  [Version 3.3.4]		05  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]		06  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]		07  Encumbrance200.esp		08  Bashed Patch, 0.esp		

Then I loaded the save from the TH and waited 4 days. Then I saved again. This will be my starting point for further testing.
I reloaded TH save and then did coe to [-1,-1] and walked toward cell [2,0]. No problem entering cell [2,0]. Retest a few times.
At this point, I will add more mods and retest until I fail to enter cell [2,0]. The hope is to find some conflict with the other 171 mods.

My question is, using the same TH save can I:
go back to WB, add more mods, rebuild the patch, load the save, coe to [-1,-1] and head toward cell [2,0] or should I:
go back to WB, add more mods, rebuild the patch, load the save, save again, reload the save, coe to [-1,-1] and head toward cell [2,0]?

In addition, do I need to wait 4 days after adding more mods for the testing to be effective?
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louise tagg
 
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Post » Sun Dec 11, 2011 6:26 pm

The save should be safe to use without waiting for respawns, Use the readme of the mod you add, if it says wait three more days then just wait for a respawn period to pass. I hope you can get a stable game with the mods you like to use again!
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BRIANNA
 
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Post » Mon Dec 12, 2011 5:34 am

[Problem Resolved]
After a lot of testing I removed Faregyl_Village and Rebuilt patch.
Loaded 5287 - Bendu Olo - The Testing Hall, Level 40, Playing Time 384.49.51.ess
Then I coe to [-1,-1] and walked toward cell [2,0]. No CTDs when I entered the cell! :celebration:
So it wasn't a nuked cell after all.

In TES4Edit Faregyl conflicts with the bgBalancingEVOptionalNPCDiversity, Beautification.esp for 3 NPCs. But, I don't know if that's causing the problem.

Thanks everyone for all your help!
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Cheryl Rice
 
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