Game hangs when trying to enter a specific area

Post » Tue May 17, 2011 3:43 pm

Every time I try to enter Moranda Abaspania (an area within the Moranda Ayleid Ruin), the game hangs on the loading screen.

I have tried removing almost everything and the problem still occurs - driving me crazy. Does anyone have any suggestions?

Here is my reduced load order...

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  DLCShiveringIsles.esp03  Map Marker Overhaul.esp  [Version 3.3]04  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]05  Life Detected - OMOD.esp


Many thanks for any ideas.
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CYCO JO-NATE
 
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Post » Tue May 17, 2011 2:15 pm

Remove Screen Effects and regenerate the Oblivion.ini. After regenerating the INI, apply some of the http://sites.google.com/site/oblivionpoinfo/stabilization/oblivion (i.e., turning off autosaves.)
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Hearts
 
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Post » Tue May 17, 2011 2:50 pm

Remove Screen Effects and regenerate the Oblivion.ini. After regenerating the INI, apply some of the http://sites.google.com/site/oblivionpoinfo/stabilization/oblivion (i.e., turning off autosaves.)

Many thanks for your suggestions - unfortunately, it still doesn't work :(

Any more ideas?
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Erich Lendermon
 
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Post » Tue May 17, 2011 8:37 am

For bug fixing purposes, use the console to toggle off scripts "tscr" and try it, then toggle them back on and toggle off AI "tai". See if either of those will get you in.
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matt white
 
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Post » Tue May 17, 2011 11:45 am

What OBSE plugins are you using? Have you uninstalled any UI mods? Map Marker Overhaul affects the UI, so try uninstalling that as well.
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Khamaji Taylor
 
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Post » Tue May 17, 2011 3:21 pm

For bug fixing purposes, use the console to toggle off scripts "tscr" and try it, then toggle them back on and toggle off AI "tai". See if either of those will get you in.

I tried both toggles and still no luck

What OBSE plugins are you using? Have you uninstalled any UI mods? Map Marker Overhaul affects the UI, so try uninstalling that as well.

I had already unistalled my UI mod. I removed MMO and still no luck.

OBSE plugins still running: Elys Silent Voice v0.93, Fast Exit v2.0, Windom Earle's Oblivion Crash Prevention System v9.3.28, Oblivion Stutter Remover v4.1, OBGE v0.1 Debugged - using OBSE v18.4
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Kelvin Diaz
 
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Post » Tue May 17, 2011 2:16 am

Remove WeOCPS and upgrade OBSE to v18 (stable.)

Edit: Install the UOP, topping it with the UOP Supplemental. I have had more than a few crashes related to the ruins.
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Irmacuba
 
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Post » Tue May 17, 2011 1:38 pm

Remove WeOCPS and upgrade OBSE to v18 (stable.)

Edit: Install the UOP, topping it with the UOP Supplemental. I have had more than a few crashes related to the ruins.

Removed WeOCPS - still hangs

I was running UOP with the Supplemental - one of the many things I have removed. I am running OBSE v18
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Emma Pennington
 
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Post » Tue May 17, 2011 3:35 pm

Does the problem persist when you run vanilla Oblivion?
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jennie xhx
 
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Post » Tue May 17, 2011 3:56 pm

Does the problem persist when you run vanilla Oblivion?

Just removed OBSE and all plugins - still no luck

I am pretty sure I am running Vanilla now - had already removed all texture replacers, etc

Still hangs
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MatthewJontully
 
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Post » Tue May 17, 2011 2:10 pm

Try deleting your "My Games\Oblivion" folder before reinstalling the game. Maybe the save is bad even. Have you tried starting a new game and simply run over there with god mode enabled (tgm).
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Ymani Hood
 
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Post » Tue May 17, 2011 1:27 am

Try using the "coc" command to enter it. See if that helps.
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Francesca
 
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Post » Tue May 17, 2011 10:33 am

Try deleting your "My Games\Oblivion" folder before reinstalling the game. Maybe the save is bad even. Have you tried starting a new game and simply run over there with god mode enabled (tgm).

I loaded up a save game I had backed up - just before leaving the sewers at the start of the game and used COC to try and enter the dungeon and it worked (I had used COC before and hung).

Kind of implies that my save game is the problem - that is a real downer. I am going to try put everything back and then load the same save and see it it still works.

Btw, really appreciate all the help you give.
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Jennie Skeletons
 
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Post » Tue May 17, 2011 3:59 pm

Possible it's a bad spawn.

You might have to just leave and come back later, fight your way through the first levels again.
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Darrell Fawcett
 
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Post » Tue May 17, 2011 12:34 am

Possible it's a bad spawn.

You might have to just leave and come back later, fight your way through the first levels again.

Yup, it is probably a bad spawn or bad info already in the save. To test the bad spawn theory (this is with your mods reinstalled again, now) go to the testing hall, wait for 73 hours (or more, if you extended the default respawn time) and then head back there.

Edit: If the problem is a save issue, simply rollback to an earlier save. You should be safe to install your mods again. Remember to make the font edits again if you are not reinstalling DarN or DarkUIdDarn with OBMM (which takes care of that for you.)
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Jessica Phoenix
 
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Post » Tue May 17, 2011 5:24 am

Possible it's a bad spawn.

You might have to just leave and come back later, fight your way through the first levels again.

Many thanks for the suggestions and help - very much appreciated.

It will take me quite a while to re-install everything. Once I have I will try a few things...

1. Check the start of game save still works.
2. Go back to the oldest save in the set I am running to see if it still works (I had gobe back to a much earlier save and still had the problem)
3. Try the wait for 4 days and then try it again.

WIll post again (much later) when I have gone through it all.

Edit: corrected numbering :)
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Sarah Knight
 
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Post » Tue May 17, 2011 1:21 pm

...wait for 73 hours (or more, if you extended the default respawn time) and then head back there.


I've had this issue myself a few times, with both Oblivion and Fallout 3. For Fallout 3 i use the FWE mod that allows changing the respawn timer from in the game, i just set it to one hour and wait two hours, fixes them right up. Is it possible to change the respawn timer in Oblivion as easily?

(sorry for hijacking your topic Surazal :blush:)
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Alister Scott
 
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Post » Tue May 17, 2011 3:32 pm

I've had this issue myself a few times, with both Oblivion and Fallout 3. For Fallout 3 i use the FWE mod that allows changing the respawn timer from in the game, i just set it to one hour and wait two hours, fixes them right up. Is it possible to change the respawn timer in Oblivion as easily?

It probably is, but it doesn't really take long anyway and I don't want to change the timer.

Note to self:

1. Always start by loading up my sewer save game before removing everythng.
2. Always try the respawn workaround before removing everythng.
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Zualett
 
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Post » Tue May 17, 2011 11:25 am

So I reinstalled everything back to how it was (sure am glad I use BAIN and OBMM).

1. I loaded up my sewer save and did a COC to Moranda03 - worked fine.
2. Loaded my oldest save game from the save folder anb tried the COC again - game hang again
3. COC to testinghall, waited 4 days to be certain and then COC to Moranda03 - game hang

Now back where I started :(

Any more thoughts?
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Josh Trembly
 
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Post » Tue May 17, 2011 8:51 am

It sounds like some bad data got in there a while ago...
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Amie Mccubbing
 
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Post » Tue May 17, 2011 7:17 am

You could try something desperate: Make a small mod that removes all the spawn points from that location, and see if you can get in then.
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Liii BLATES
 
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Post » Tue May 17, 2011 2:33 pm

You could try something desperate: Make a small mod that removes all the spawn points from that location, and see if you can get in then.

Ermmm - how do I do that?

Thanks
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Breanna Van Dijk
 
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Post » Tue May 17, 2011 1:26 pm

You could try something desperate: Make a small mod that removes all the spawn points from that location, and see if you can get in then.

That is desperate. You have to go to find the related cell in TES4Edit, and remove all of the spawn point references.
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Kay O'Hara
 
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Post » Tue May 17, 2011 11:46 am

Ever used TES4Edit?

You could copy the entry for that cell into a new file with "copy as over ride into", then disable all the placed NPCs, creatures and Leveled Creatures.
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MARLON JOHNSON
 
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Post » Tue May 17, 2011 9:02 am

That is desperate. You have to go to find the related cell in TES4Edit, and remove all of the spawn point references.


Ever used TES4Edit?

You could copy the entry for that cell into a new file with "copy as over ride into", then disable all the placed NPCs, creatures and Leveled Creatures.

Many thanks.

I am familiar with TES4Edit (use it to create my Sensual Walks patches).

What I am not sure about, are where the spawn points are defined. Just had a look at Moranda03 (Cell, Block 4, Sub-Block 0) and am not clear at all where the spawn points are defined. Has it anything to do with the Path Grid definition entries or have I missed something more obvious? Could not see any NPC/creature specific references.

Many thanks for any help.
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sharon
 
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