[idea/req] Mod Makers I Need Your Help!

Post » Sun Nov 07, 2010 2:14 pm

I'm rather curious about what causes crashes of the Oblivion engine.
If your mod caused crashes(not bugs, crashes) at some point I'd be very curious to know how you fixed it and what you think was the issue.

As for the idea itself I was thinking of coding something to check the integrity of a load order(checking every reference/formid, existence of files, "running" scripts, this kind of thing). As far as I know it doesn't exist but before doing that I was rather curious about what was the experience of the mod makers here about what causes crashes in mods.

edit:
Well idea scrapped :).
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Nick Jase Mason
 
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Post » Sun Nov 07, 2010 6:32 pm

I'm rather curious about what causes crashes of the Oblivion engine.
If your mod caused crashes(not bugs, crashes) at some point I'd be very curious to know how you fixed it and what you think was the issue.

As for the idea itself I was thinking of coding something to check the integrity of a load order(checking every reference/formid, existence of files, "running" scripts, this kind of thing). As far as I know it doesn't exist but before doing that I was rather curious about what was the experience of the mod makers here about what causes crashes in mods.
In my experience in-game crashing can happen when dealing with disabled reference - NPCs, activators, etc - and running certain functions on those disabled references causes Oblivion to crash (example: calling GetLOS on a disabled actor).

Having said that, and not to be too discouraging, but your idea of an "integrity checker" for load order likely wouldn't help crashes that much. Unless you want to go through the trouble of rewriting how Oblivion handles disabled references / missing textures - and not all crash-to-desktop problems can be traced back to a poorly written script or a broken NIF. Sometimes Oblivion just throws a hissy fit 'cause it can.
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marie breen
 
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