Oblivion crashes at startup load! Again!

Post » Wed Mar 30, 2011 1:34 am

Well I see right away that you've imported cells from Better Cities Full - B&M Edition.esp, but it is not active in your load list, or at least the load list from the time you built this Bashed Patch. You also should deactivate the names for mods you're not using, such as TamrielTravellers_Names.csv and Crowded Cities 30_Names.csv.

Are you using OBSE? If so, what plugins are you using? If you're using Oblivion Stutter Remover, disable heap replacement is the above doesn't work. Heap replacement causes BSODs in my game if it's enabled.
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Zoe Ratcliffe
 
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Post » Wed Mar 30, 2011 5:23 am

Getting rid of the unused names entries didn't fix it.

Yeah, I'm using the latest OBSE with FastExit, OSR and WeOCPS. OSR runs fine.
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Iain Lamb
 
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Post » Wed Mar 30, 2011 10:20 am

What about Better Cities? You can't just import the cells into the Bashed Patch and deactivate the main plugins. For the merged plugins you NEED to have Better Cities Full.esp or Better Cities Full - B&M Edition.esp activated AND Better Imperial City.esp. Better Cities - Open Better Cities.esp just allows you to activate Open Cities once you're in the game, you still need to have the main plugins activated.

Regarding OBSE plugins, WeOCPS caused more CTDs in my experience than it prevented. The heap replacer in OSR severely affects the game's stability. It works great with the vanilla game, but should be disabled in a heavily modded game.
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Carolyne Bolt
 
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Post » Wed Mar 30, 2011 9:39 am

Even activating Better Cities didn't fix the loading crash.
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e.Double
 
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Post » Wed Mar 30, 2011 4:55 am

Even activating Better Cities didn't fix the loading crash.


Can you repost your current load order via Wrye Bash? Is the crash on load pinpointed to the Bashed Patch, i.e. does it load with it unchecked?
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Jon O
 
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Post » Wed Mar 30, 2011 5:59 am

Thanks for posting the patch text....helps..

* Crowded Cities 15_Alternate_Names.csv
* Crowded Cities 15_Names.csv
* Crowded Cities 30_Alternate_Names.csv
* Crowded Cities 30_Names.csv
* Crowded Roads Revamped_Names.csv
* Crowded Roads Revisited_Alternate_Names.csv
* Crowded Roads Revisited_Names.csv
* PTRoamingNPCs_Names.csv
* ShiveringIsleTravellers_Names.csv
* TamrielTravellers_Names.csv

None of the Above is in your Load order you posted...undo all.

By any chance did you Click ...."Check ALL" when you went to Build the patch the first time? You will get this running....I know a pain, but could you post your Load order each time you return and its not working. Can you still load the Game without the Bash patch,and FCOM loading?

Also each time you make a change you have to Rebuild the Patch. Try a minimal patch. no extras, no tweaks. Just the essentials.

Edit...Sorry just noticed this...
You have....* 22 Oblivion WarCry EV.esp [Version 1.09]
But I don't see....FCOM_WarCry.esp
Also...
++ Mart's Monster Mod - Diverse Runeskulls Loot.esp [Version 3.7b3p3] Should be...Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp

Only reason I can spot some of these cause I have made the Same mistake and was corrected ...hehheh
Looking at the Above I would suggest Getting FCOM up and Running. with a bash patch, and Play for a week! Then add one mod and play at least an hour. rinse and repeat.
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Nauty
 
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Post » Wed Mar 30, 2011 2:28 pm

Yeah, FCOM is running fine as long as I don't use a bashed patch. Everything works but again, I'm gonna need a bashed patch later on.

Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Artifacts.esm  [Version 1.1]0A  Better Cities Resources.esm  [Version 4.9.5]0B  Unofficial Oblivion Patch.esp  [Version 3.3.5]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0F  Better Cities .esp  [Version 4.7.0]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  ClocksOfCyrodiil.esp16  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp++  Item interchange - Extraction.esp  [Version 0.78]17  Enhanced Economy.esp  [Version 5.2.2]18  Streamline 3.1.esp19  DLCHorseArmor.esp1A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]1B  DLCOrrery.esp1C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]1D  DLCVileLair.esp1E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]1F  DLCMehrunesRazor.esp20  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]21  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]22  DLCThievesDen.esp23  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.9]++  MMM_Runeskull_Rebalance_BETA2.esp  [Version Beta]24  Cobl Glue.esp  [Version 1.73]25  Cobl Si.esp  [Version 1.63]26  Bob's Armory Oblivion.esp27  FCOM_BobsArmory.esp  [Version 0.9.9]28  Oblivion WarCry EV.esp  [Version 1.09]29  FCOM_WarCry.esp  [Version 0.9.9MB3]2A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]**  OMOBS_SI.esp  [Version 2.0]++  ArmamentariumLLVendors.esp  [Version 1.35]2B  ArmamentariumArtifacts.esp  [Version 1.35]2C  OOO 1.32-Cobl.esp  [Version 1.72]2D  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2E  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]2F  FCOM_RealSwords.esp  [Version 0.9.9]30  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]31  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]37  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.73]38  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]39  JolardHome.esp  [Version 4.7.0]3A  Scribe Supplies.esp3B  thievery.esp3C  thievery - EE patch.esp  [Version 4.2]3D  VaultsofCyrodiil.esp3E  VaultsofCyrodiilBC.esp3F  DLCBattlehornCastle.esp40  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]41  DLCfrostcrag.esp42  FrostcragRebornCobl.esp43  Ungarion1TheWelkyndSword.esp  [Version 1.4]44  Blood&Mud.esp45  Blood&Mud - EE patch.esp  [Version 4.2]46  The Mystery of the Dulan cult.esp++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]47  FCOM_DulanCult.esp  [Version 0.9.9]48  bartholm.esp49  bartholm - EE patch.esp  [Version 4.2]++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]4A  bgBalancingEVCore.esp  [Version 10.0EV-L]4B  Better Cities Full - B&M Edition.esp  [Version 4.9.5]4C  Better Cities - VWD of the IC.esp  [Version 4.7.0]4D  Better Imperial City.esp  [Version 4.9.5]4E  Better Cities - Thievery.esp  [Version 4.8.0]4F  Better Cities - COBL.esp  [Version 2.1]++  Better Cities - Open Better Cities.esp  [Version 4.9.5]**  FCOM_Archery.esp  [Version 0.9.9]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]50  Bashed Patch, 0.esp


most up to date load order
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Darren Chandler
 
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Post » Wed Mar 30, 2011 6:53 am

Try deleting the Bashed Patch and replacing it with the empty one included with Wrye Bash, and rebuilding off of the blank one. You said you were using the standalone beta version of Bash? I wonder if it has something to do with that...
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Chenae Butler
 
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Post » Wed Mar 30, 2011 1:29 am

The FCOM release thread list of what needs to be merged for FCOM is a good starting point for your Bashed Patch, The list I made for the Tweak Sections is fairly decent. The Alias Mod Names can be left empty, and Replace Form IDs should only be used if you have Tamriellic Ingredients or P1D Candles for Kleptos, but you do not have these mods.
The Merge Patches Section should contain all of the green and purple mods in your Load Order, The Bashed Patch will ask you if you would like to deactivate these mods if you accidentally placed a check in the box in your Load Order.
Import Actors - You can usually check this section and every mod in it
Import Actors: AI Packages - You can usually check this section and every mod in it.
Import Actors: Animations - If a Better Cities esp is in here then place a check on the esp and the Section, otherwise this should be left unchecked
Import Actors: Death Items - You can usually check this section and every mod in it
Import Actors: Spells - You can usually check this section and every mod in it.
Import Cells - You can usually check this section and every mod in it.
Import Factions - do not check the Oscuro's Oblivion Overhaul.esp<---covered in FCOM thread.
Import Graphics - You can usually check this section and every mod in it.
Import Inventory - You can usually check this section and every mod in it.
Import NPC Faces - You can usually check this section and evry mod in it.
You have already been advised by Camaro-69_327 about what not to check in the Import Names Section
Import Relations - Do not Place a check in the OOO esm or esp<---covered in FCOM thread
Import Roads - If there are no mods in this section, then leave it unchecked
Import Script Contents - If there are no mods in this section, then leave it unchecked
Import Sounds - If there are no mods in this section, then leave it unchecked
Globals - I do not place a check in this section.
The readme files that came with your mods should go into detail about what they need to have imported into a Bashed Patch to work.
I hope you can get your build to work with a Bashed Patch!
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natalie mccormick
 
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Post » Wed Mar 30, 2011 8:10 am

whoa what

It's working now!

All I did differentely was check Race Records, Cobl Catalogs, SEWorld Tests and Contents Checker and it works!

Darnifued Dark UI is still messed up but hey, I'll take what I can get
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David John Hunter
 
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