PLEASE help me, not again - a 100% reproducable CTD with a f

Post » Mon Dec 12, 2011 7:16 am

This is a fresh installation, 2h of play, with basicly FCOM with a few other mods. I have PERSISTENT 100% REPRODUCABLE CTD.

The crash happens when I leave Desolate Mine after the first Fighters Guild mission. It ONLY happens when I turn left and then left - circling the mine, up the hill above it.



This smells like a spawn problem. So I made a debug esp to print all the creatures in the loaded area - the esp prints to log every loaded creature within 15 degrees view angle from the player when I hold a button.

I have already tried:

-Running without Obse to make sure it′s not an Obse script problem or any Obse mod

-disabling following MMM optional esps: More Wildeness life, additional enemy vars, hunting and crafting and more passive wildlife

-disabling Atmospheric Oblivion


Load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  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  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.35]0A  Artifacts.esm  [Version 1.1]0B  HorseCombatMaster.esm0C  Cobl Races TNR.esp  [Version 1.53]0D  Cobl Races TNR SI.esp  [Version 1.53]0E  Unofficial Oblivion Patch.esp  [Version 3.3.3]0F  Oblivion Citadel Door Fix.esp10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Natural_Habitat_by_Max_Tael.esp18  All Natural.esp  [Version 1.0]19  All Natural - SI.esp  [Version 1.0]1A  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp1B  Atmospheric Oblivion.esp1C  All Natural - Real Lights.esp  [Version 1.0]1D  Ayleid Loot EXtension.esp1E  Ayleid Loot EXtension - OOO Dungeons.esp++  Item interchange - Extraction.esp  [Version 0.76]1F  Immersive Combat Music.esp  [Version 1.00]20  Enhanced Economy.esp  [Version 5.0.2]21  Choices and Consequences.esp  [Version 2.02]22  DropLitTorchOBSE.esp  [Version 2.4]23  Oblivion Graphics Extender Support.esp  [Version 0.3]24  Streamline 3.1.esp++  MaleBodyReplacerV4.esp25  XiaNewAmuletsV1.esp26  Armamentium female.esp27  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]28  Cobl Glue.esp  [Version 1.73]29  Cobl Si.esp  [Version 1.63]2A  Bob's Armory Oblivion.esp2B  FCOM_BobsArmory.esp  [Version 0.9.9]2C  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]2D  Oblivion WarCry EV.esp  [Version 1.08a]2E  FCOM_WarCry.esp  [Version 0.9.9MB3]2F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  OOO-DLT_Remover.esp  [Version 1.33]++  OOO_XiaNewAmulets Addon - LLOnly.esp  [Version 0.5]30  OMOBS.esp  [Version 1.0]31  OMOBS_SI.esp  [Version 1.0]32  OMOBS Optional Combat Settings.esp  [Version 1.0]33  Choices and Consequences - OOO.esp  [Version 2.0]++  ArmamentariumLLVendors.esp  [Version 1.35]34  ArmamentariumArtifacts.esp  [Version 1.35]35  OOO 1.32-Cobl.esp  [Version 1.72]36  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]37  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]38  FCOM_RealSwords.esp  [Version 0.9.9]39  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]3F  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]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]40  TamrielTravellers4OOO.esp  [Version 1.39c]41  TamrielTravellersItemsCobl.esp  [Version 1.39c]42  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]43  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]44  FCOM_MoreRandomItems.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]45  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.73]46  EVE_StockEquipmentReplacer4FCOM.esp47  Artifacts.esp  [Version 1.1]48  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]49  Knights.esp4A  Knights - Unofficial Patch.esp  [Version 1.0.9]4B  EVE_KnightsoftheNine.esp4C  RTT.esp4D  Mighty Umbra.esp4E  Blood&Mud.esp4F  Blood&Mud - EE patch.esp  [Version 4.2]50  Lost Paladins of the Divines.esp51  The Mystery of the Dulan cult.esp52  MannimarcoRevisited.esp53  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]54  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]55  FCOM_DulanCult.esp  [Version 0.9.9]56  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]57  HUD Status Bars.esp  [Version 1.2]58  EVE_ShiveringIslesEasterEggs.esp59  Salmo the Baker, Cobl.esp  [Version 3.08]5A  Enhanced Vegetation [125%].esp++  Short Grass V3.esp5B  SkycaptainsBloodTime.esp5C  Alternate Start Revamped.esp5D  Simple Essentials beta2.esp5E  RefScope.esp  [Version 2.0.2]5F  RenGuardOverhaul.esp60  Deadly Reflex 5 - Timed Block and 250% damage.esp61  Deadly Reflex Bow Sway.esp62  Deadly Reflex - Breathing Motion & Head Bobbing.esp63  S.P.A.M.esp  [Version 2.2]++  Level_Rates_Modified_x5.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  EVE_KhajiitFix.esp64  Cobl Races.esp  [Version 1.52]++  TamrielTravellers Cosmetics Cobl or RBP.esp65  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]66  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]67  bgMagicEVPaperChase.esp  [Version 1.68EV]68  bgMagicAlchemy.esp  [Version 1.57]69  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  Cobl Races - Balanced.esp  [Version 1.52]6A  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]6B  bgMagicLightningbolt.esp6C  omg-waterrefraction-obse.esp6D  FCOM_Archery.esp  [Version 0.9.9]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]6E  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.0]6F  Bashed Patch, 0.esp70  SP1stPLegs.esp71  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp72  DRSplatter.esp73  Skycaptains NPC radar.esp74  DeadlyReflex 6 - Combat Moves.esp




Loaded OMODS report so you can see my resources (I OMODded everything this time, except some Obse plugins):

Spoiler
Unofficial_Oblivion_Patch_v3_2_0_OMOD_Version-5296.omod UnofficialOblivionPatchv3.2.0 3.2.0 Quarn and Kivan quarnandkivan@gmail.com http://www.baldurdash.org/TESOblivion/TESOblivion.html 27.8.2008 18:00:09
UnofficialPatchSupplementals.omod 332.omod UnofficialPatchSupplementals.omod 332 Quarn, Kivan, Arthmoor quarnandkivan@gmail.com http://www.baldurdash.org/TESOblivion/TESOblivion.html 5.11.2010 22:12:31
Unofficial_Official_Mods_Patch_v15.omod UnofficialOfficialModsPatchv15.omod 15 Quarn and Kivan quarnandkivan@gmail.com http://www.baldurdash.org/TESOblivion/TESOblivion.html 26.8.2008 2:26:32
UOP SI v1_4_0.omod UnofficialShiveringIslesPatchv1.4.0 1.4.0 Quarn and Kivan quarnandkivan@gmail.com http://www.baldurdash.org/TESOblivion/TESOblivion.html 25.8.2008 22:33:15
Oscuro's Oblivion Overhaul COMPLETE 1.33.omod Oscuro's Oblivion Overhaul COMPLETE 1.33 Sotobrastos http://devnull.sweetdanger.com/OOO/ 5.11.2010 22:49:26
OOO 1_33 Optimized meshes With helmet fix 1.0.omod OOO 1_33 Optimized meshes With helmet fix 1.0 5.11.2010 23:28:14
OOO 1_34 patch with optimized meshes 1.0.omod OOO 1_34 patch with optimized meshes 1.0 5.11.2010 23:36:45
Warcry patched with FCOM WC 09 patch 1.0.omod Warcry patched with FCOM WC 09 patch 1.0 5.11.2010 23:40:47
Bobs Armory 1_1 with BA_FCOM bsa 1.0.omod Bobs Armory 1_1 with BA_FCOM bsa 1.0 5.11.2010 23:58:14
Loth blunt weapon 3_01.omod Loth blunt weapon 3_01 1.0 6.11.2010 0:07:38
KD Circlets OOO 1.32 Optimized.omod KD Circlets OOO 1.32 Optimized 1.1 drmbs76, KDDwemmer 6.11.2010 0:08:52
Xiamara′s new amulets v1 with FCOM patch.omod Xiamara′s new amulets v1 with FCOM patch 1.0 6.11.2010 0:13:10
ArmaCompleteResources.omod ArmaCompleteResources 1.0 6.11.2010 0:19:46
Robert for Armamentarium complete.omod Robert for Armamentarium complete 1.0 6.11.2010 0:28:41
Armamentarium complete v1_35.omod Armamentarium complete v1_35 1.0 6.11.2010 0:38:37
Artifacts 1_0 base resources.omod Artifacts 1_0 base resources 1.0 6.11.2010 0:42:41
Artifacts v1_1.omod Artifacts v1_1 1.0 6.11.2010 0:51:15
Shivering OOO 1.0.omod Shivering OOO 1.0 6.11.2010 0:54:32
OMOBS vanilla and SI with UOP 3_23 fixes 1.0.omod OMOBS vanilla and SI with UOP 3_23 fixes 1.0 6.11.2010 0:57:38
Mart's Monster Mod 3.7b.omod Mart's Monster Mod 3.7b 3.0 Martigen, Corepc, etc. 6.11.2010 1:07:20
Ayleid Loot EXtended.omod Ayleid Loot EXtended 2.11 Vacuity http://www.gamesas.com/index.php?/forum/25-mods/ 6.11.2010 1:45:01
Cobl 1.72.omod Cobl 1.72 Cobl Team http://wrye.ufrealms.net/Cobl.html 6.11.2010 1:46:24
EVE_HGEC_BodyStock_and_Clothing_OMOD-24078.omod EVE HGEC Body Selector and Stock Equipment Replacer 1.0 TESEyecandy.com Forums http://teseyecandy.com/forum/index.php 22.3.2009 5:39:39
EVE cCup uppershirt fix meshes 1.0.omod EVE cCup uppershirt fix meshes 1.0 6.11.2010 2:27:02
Body seam reducer with HGEC high res textures.omod Body seam reducer with HGEC high res textures 1.0 6.11.2010 2:34:21
Robert's Male Body Replacer v5 Beta.omod Robert's Male Body Replacer v5 Beta 1.0 Robert http://tesnexus.com/downloads/file.php?id=25365 6.11.2010 2:36:15
Robert Muscular Frans Armor.omod Robert Muscular Frans Armor 1.0 Sen-chan daemondarque@gmail.com 6.11.2010 2:45:35
Robert's Muscular OOO Armor.omod Robert's Muscular OOO Armor 1.0 Sen-chan/SickleYield 6.11.2010 2:46:35
Robert Muscular MMM Armor.omod Robert Muscular MMM Armor 1.0 Sen-chan daemondarque@gmail.com 6.11.2010 2:47:35
EVE_for_Armamentarium-24078.omod EVE - Armamentium - Test 1.3 18.2.2009 0:49:05
EVE_for_Artifacts.omod EVE_for_Artifacts 0.50 TEAM EVE - Corepc 6.11.2010 2:55:26
Lost Paladins of the Divines 1.0.omod Lost Paladins of the Divines 1.0 Jerros, LHammonds http://www.elderscrolls.com/forums/index.php?showtopic=612284&st=160&p=9058043&#entry9058043 20.4.2007 2:14:49
Ruined Tails Tale v3_01.omod Ruined Tails Tale v3_01 1.0 6.11.2010 3:01:49
Mighty Umbra.omod Mighty Umbra 1.0 6.11.2010 3:03:01
The mysteries of the Dylan Cult v1.3.omod The mysteries of the Dylan Cult v1.3 1.0 6.11.2010 3:17:38
Blood and Mud.omod Blood and Mud 1.0 6.11.2010 3:22:29
TamrielTravellers 1.39.omod TamrielTravellers 1.39 Corepc 6.11.2010 3:32:28
Tamriel Travellers Cosmetics.omod Tamriel Travellers Cosmetics 1.0 6.11.2010 3:40:42
Tamriel Travellers AdvScript 140a.omod Tamriel Travellers AdvScript 140a 1.0 6.11.2010 3:41:18
Mannimarco Revisited Base chargen fixed 1.0.omod Mannimarco Revisited Base chargen fixed 1.0 6.11.2010 3:46:17
Mannimarco OOO 1.0.omod Mannimarco OOO 1.0 6.11.2010 3:46:39
MMM Diverse Waterlife 37b3pf.omod MMM Diverse Waterlife 37b3pf 1.0 6.11.2010 3:52:05
MMM 37b3 Cobl Update 1.0.omod MMM 37b3 Cobl Update 1.0 6.11.2010 3:53:33
Cobl Loot-Drop-Merchants proposal for FCOM 1.0.omod Cobl Loot-Drop-Merchants proposal for FCOM 1.0 6.11.2010 4:02:12
Cobl Cosmetics Base.omod Cobl Cosmetics Base 1.0 6.11.2010 4:11:15
Cobl Cosmetics Exnem body Add on.omod Cobl Cosmetics Exnem body Add on 1.0 6.11.2010 4:19:30
uFCOM.omod uFCOM 0.9.9 dev_akm, Team FCOM http://devnull.sweetdanger.net/convergence.html 6.11.2010 4:31:23
TNR all races final.omod TNR all races final 1.0 6.11.2010 23:26:44
TNR SI.omod TNR SI 1.0 6.11.2010 23:27:11
SPAM v2_2.omod SPAM v2_2 1.0 6.11.2010 23:46:53
Short Grass v3.omod Short Grass v3 0 6.11.2010 23:59:43
Symphony of Violence v0.5.omod Symphony of Violence v0.5 0 7.11.2010 0:01:18
Atmospheric Oblivion.omod Atmospheric Oblivion 1.0 7.11.2010 0:01:54
Natural Habitat.omod Natural Habitat 0 7.11.2010 0:06:29
Enhanced Water v2_0 HDMI.omod Enhanced Water v2_0 HDMI 1.0 7.11.2010 0:07:44
QTP3 Redimized Patched Pyffied.omod QTP3 Redimized Patched Pyffied 1.0 7.11.2010 0:16:56
DarkUId_DarN_16_OMOD_Version-11280.omod DarkUI'd DarN 1.6 Gothic251 http://www.gamesas.com/bgsforums/index.php?showtopic=861322 9.2.2009 11:21:24
VibrantDistantLOD-18677.omod VibrantDistantLOD 1.1 Corepc 24.7.2008 22:41:57
VibrantDistantLODSI-18677.omod VibrantDistantLODSI 1.1 Corepc 26.10.2008 0:36:56
VibrantGrainFilter-18677.omod VibrantGrainFilter 1.0 22.8.2008 18:49:21
VibrantTextureSI-18677.omod VibrantTexturesSI 1.0 3.11.2008 6:49:18
Vibrant_Distant_Normal_1-31-18677.omod Vibrant Distant Normal 1.31 5.9.2009 17:09:49
Vibrant_Textures_Architecture_SI-18677.omod VibrantTextures-Architecture SI 1.0 27.11.2008 17:47:47
Vibrant_Textures_SI_Clutter_and_More-18677.omod VibrantTextures- SI Clutter 1.0 Corepc 30.12.2008 1:42:02
Vibrant_Weather_Textures_for_SI_1-3-18677.omod Vibrant Weather Textures SI 1.3 Corepc 15.11.2009 22:40:10
Enhanced Vegetation - High Res Textures.omod Enhanced Vegetation - High Res Textures 1.1 LprMan 7.11.2010 1:29:09
Enhanced Vegetation - Plugins.omod Enhanced Vegetation - Plugins 1.1 LprMan 7.11.2010 1:31:55
VibrantTexturesOblivionRealms-18677.omod Vibrant OblivionRealms Textures 1.0 Corepc 7.3.2009 1:01:02
All Natural.omod All Natural 1.0 Chong Li, Wrinklyninja, Arthmoor, and Brumbek 7.11.2010 1:37:00
Enhanced Economy.omod Enhanced Economy 5.0.2 TheNiceOne 7.11.2010 1:48:47
Less Annoying Magic Experience.omod Less Annoying Magic Experience 1.7 bg2408 7.11.2010 2:37:17
Drop Lit Torches OBSE v2_4.omod Drop Lit Torches OBSE v2_4 1.0 7.11.2010 2:49:24
Harvest [Flora].omod Harvest [Flora] 3.0.1 Quarn and Dejunai 7.11.2010 2:50:14
EVE stock equipment replacer PLUGIN for FCOM.omod EVE stock equipment replacer PLUGIN for FCOM 1.0 7.11.2010 3:16:55
Item Interchange placement for FCOM 1.0.omod Item Interchange placement for FCOM 1.0 7.11.2010 4:01:37
Alternate_Start_omod-3973.omod Alternate Start Revamped 1.6 Dung Beetle cuddlyogre@gmail.com 2.3.2010 3:20:19
RPG-BlackDragons LowTriPolyGrass 1.0.omod RPG-BlackDragons LowTriPolyGrass 1.0 RPG-BlackDragon http://oblivionmodgods.de/ 12.1.2008 17:59:47
MrMuhs and RPG-BlackDragons Waterrefraction OBSE.omod MrMuhs and RPG-BlackDragons Waterrefraction OBSE 1.0 MrMuh and RPG-BlackDragon rpgblackdragon@gmx.de http://oblivionmodgods.de 26.4.2007 17:49:17
RPG-BlackDragons Trees 1.0.omod RPG-BlackDragons Trees 1.0 RPG-BlackDragon rpgblackdragon@gmx.de http://oblivionmodgods.com 26.4.2007 14:52:32
Water_Reflection_Blur_0.3.omod Water Reflection Blur 0.3 Zeroed 28.2.2008 18:35:52
Streamline v3_1.omod Streamline v3_1 1.0 7.11.2010 6:50:02
RAEVWD.omod RAEVWD 1.7 Arthmoor 7.11.2010 6:54:34
RAEVWD SI Edition 1.5.omod RAEVWD SI Edition 1.5 Arthmoor 7.11.2010 6:59:03
Reneers Guard Overhaul v253 1.0.omod Reneers Guard Overhaul v253 1.0 7.11.2010 7:33:31
Deadly Reflex 6.omod Deadly Reflex 6 1.0 7.11.2010 7:54:17
1st person legs v1_1.omod 1st person legs v1_1 1.0 7.11.2010 7:58:57
HUD Status Bars.omod HUD Status Bars 1.2 TheNiceOne 7.11.2010 8:00:38
ConScribe.omod ConScribe 8.0 shadeMe 7.11.2010 21:22:27
RefScope.omod RefScope 2.0.2 Wyzard mike@wyzardry.net http://www.tesnexus.com/downloads/file.php?id=21862 7.11.2010 21:55:41
NifSE 1_0b2.omod NifSE 1_0b2 1.0 7.11.2010 22:56:59
Ruined Tails Tale 3_0 Resources only.omod Ruined Tails Tale 3_0 Resources only 1.0 8.11.2010 2:58:58
OGE v3 9-11-10.omod OGE v3 9-11-10 1.0 9.11.2010 2:46:35
Immersive Combat Music 1_0.omod Immersive Combat Music 1_0 1.0 9.11.2010 2:55:01
Simple Essentials Beta2.omod Simple Essentials Beta2 1.0 9.11.2010 2:57:48
Elys silent voice.omod Elys silent voice 1.0 9.11.2010 5:29:06
C&C v2_3.omod C&C v2_3 1.0 9.11.2010 5:29:36




UPDATED NPC LOG:

Spoiler

===============================================
Game Instance : 1 | Time : 11-13-2010 19-02-41
===============================================
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Giant Rat from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Starved Black Bear from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Lesser Blood Golem from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Cheydinhal Gate Guard from mod 0 Oblivion.esm detected ahead of player
NPC Cheydinhal Gate Guard from mod 0 Oblivion.esm detected ahead of player
NPC Cheydinhal Gate Guard from mod 0 Oblivion.esm detected ahead of player
NPC Cheydinhal Gate Guard from mod 0 Oblivion.esm detected ahead of player
NPC Cheydinhal Gate Guard from mod 0 Oblivion.esm detected ahead of player
NPC Cheydinhal Gate Guard from mod 0 Oblivion.esm detected ahead of player
NPC Cheydinhal Gate Guard from mod 0 Oblivion.esm detected ahead of player
NPC Cheydinhal Gate Guard from mod 0 Oblivion.esm detected ahead of player
NPC Cheydinhal Gate Guard from mod 0 Oblivion.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Barbarian from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wolf from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Black Rabbit from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Crazed Imp from mod 5 Oscuro's_Oblivion_Overhaul.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player
NPC Wild Pahmar from mod 6 Mart's Monster Mod.esm detected ahead of player

User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Mon Dec 12, 2011 6:18 am

Wow man, that svcks, bad spawns are a nuisance...

I'm not such a tech savvy, but what I do is console "TAI", usually that stops the crashes, then you just need to find the culprit (kill them one by one and try toggling AI back on). Usual culprits, at least in my install, are Orcs. Specifically there's an Orc barbarian that causes low level char to crash, I've experienced this on different installs, using full FCOM.

But long story short, the TAI command usually allows you to investigate such crashes... Hope this helps!
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Mon Dec 12, 2011 1:46 am

Wow man, that svcks, bad spawns are a nuisance...

I'm not such a tech savvy, but what I do is console "TAI", usually that stops the crashes, then you just need to find the culprit (kill them one by one and try toggling AI back on). Usual culprits, at least in my install, are Orcs. Specifically there's an Orc barbarian that causes low level char to crash, I've experienced this on different installs, using full FCOM.

But long story short, the TAI command usually allows you to investigate such crashes... Hope this helps!


Thanks man, didn′t think of that - gonna try right now. The thing that annoys me the most is that I can′t see a thing in that direction - the esp prints there are creatures there, but I never even see any before the crash happens, so I have no "handle" to investigate the problem.
User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Sun Dec 11, 2011 9:54 pm

Could the creatures somehow be below ground? I imagine that could maybe cause problems.
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Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Mon Dec 12, 2011 2:50 am

(I don′t know why the mod name doesn′t print)

Probably irrelevant to your testing now, but for future reference: I bet you're pulling the FormID off the reference, which for all but persistent refs will be a cloneform. Use GetBaseObject first and you should get the right mod ID.
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Mon Dec 12, 2011 8:55 am

Well the game sure as hell doesn′t crash with AI Processing off - but I have tried killing the rabbits, an Imperial Legion Forrester, the Pahmar, and a fallen one and a Fallen Shaman - as soon as I put AI processing on, and keep running around in the spot where the crash usually happens, it DOES happen.

I′m going crazy here! :(

Probably irrelevant to your testing now, but for future reference: I bet you're pulling the FormID off the reference, which for all but persistent refs will be a cloneform. Use GetBaseObject first and you should get the right mod ID.


Ah, thanks - I′ll give you guys a new list in minute. :)
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Mon Dec 12, 2011 3:03 am

Ok I updated the loaded creature/NPC log...again it crashed when the log ends.

That would suggest the Pahmar - but I have encountered it succesfully, and killed it with console, and then crashed when testing if it was causing by running around the same area. So it′s not that.
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Mon Dec 12, 2011 7:25 am

Ok I updated the loaded creature/NPC log...again it crashed when the log ends.

That would suggest the Pahmar - but I have encountered it succesfully, and killed it with console, and then crashed when testing if it was causing by running around the same area. So it′s not that.


Try flying high with TCL, also remove grass (TG) and trees (TT) You should be able to see all actors from there.
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Mon Dec 12, 2011 12:30 pm

These things bug, but it's hardly anything to make a song and dance about. Just go somewhere else or wait for the spawns to reset and it goes away.
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Mon Dec 12, 2011 5:01 am

Skycaptain

Can you post the cell location for me so that I can look over the FCOM spawns, etc in that location...?
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Sun Dec 11, 2011 10:53 pm

Skycaptain - you please please must release this esp and maybe set it to list to console all loaded NPCs/creatures.[edit] Oh wait I get it by the current settings you can see what the last loaded was prior to a crash.

That would be as handy as http://www.tesnexus.com/downloads/file.php?id=29127

Have your tried going to an isolated cell and waiting out a respawn then going back there to see if you get the same crash?

Have you read http://www.gamesas.com/?showtopic=1033875?
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Sun Dec 11, 2011 11:01 pm

These things bug, but it's hardly anything to make a song and dance about. Just go somewhere else or wait for the spawns to reset and it goes away.


You are right - I just keep sidestepping the cells where I crash, confident that my new installation is perfect and the crashes will melt away eventually. :glare:
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Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Mon Dec 12, 2011 10:04 am

As silly as what he advised sounds, if it's a corrupt vanilla spawn point, that's basically your only option. Either do the "song and dance" by going to the testing cell and spending 4 days there, or just avoid the particular area for the same length of time.

Since it's possible that the issue is resource related, have you tried these? http://www.tesnexus.com/downloads/file.php?id=34830 It's a long shot, but probably worth trying.
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Mon Dec 12, 2011 12:19 pm

As silly as what he advised sounds, if it's a corrupt vanilla spawn point, that's basically your only option. Either do the "song and dance" by going to the testing cell and spending 4 days there, or just avoid the particular area for the same length of time.

Since it's possible that the issue is resource related, have you tried these? http://www.tesnexus.com/downloads/file.php?id=34830 It's a long shot, but probably worth trying.


Ok, I went with the advice, and just ignored the area and the crash. And I instantly have the same problem in an other area. :(


BUT THIS TIME I HAVE IT NARROWED DOWN!

We′ll know exactly what′s causing it. :mohawk:



I managed to save so that I don′t even have to turn the camera - the game crashes in 10s if I load the save. So I edited my "radar" to

1. Just print all the loaded NPCs, once, with direction angle

2. Installed "kill angle", so that the plugin kills the NPC if he′s in certain direction.



And it worked - killing all NPCs in sector 180 degrees ahead of player saved the game from crashing, and there′s only a few possible culprits:

Spoiler
KILLED NPC Camonna Tong Thug from mod 0 Oblivion.esm, player heading angle -85.52
KILLED NPC Camonna Tong Thug from mod 0 Oblivion.esm, player heading angle -88.28
NPC Deer from mod 0 Oblivion.esm, player heading angle -106.63
NPC Grey Rabbit from mod 6 Mart's Monster Mod.esm, player heading angle -137.55
KILLED NPC Ogre from mod 0 Oblivion.esm, player heading angle -45.17
KILLED NPC Ogre from mod 0 Oblivion.esm, player heading angle -47.06
KILLED NPC Ogre from mod 0 Oblivion.esm, player heading angle -47.29
NPC Welsh Rabbit from mod 6 Mart's Monster Mod.esm, player heading angle -178.65
NPC Welsh Rabbit from mod 6 Mart's Monster Mod.esm, player heading angle -177.69
NPC Deer from mod 0 Oblivion.esm, player heading angle -176.08
NPC Deer from mod 0 Oblivion.esm, player heading angle -176.96
NPC Deer from mod 0 Oblivion.esm, player heading angle -177.47
NPC Deer from mod 0 Oblivion.esm, player heading angle -176.11
NPC Fallen One from mod 45 Oblivion WarCry EV.esp, player heading angle 150.00
NPC Fallen One from mod 45 Oblivion WarCry EV.esp, player heading angle 154.29
KILLED NPC Barbarian Shaman from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle -0.33
KILLED NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle 1.25
KILLED NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle 1.44
KILLED NPC Lesser Hill Giant from mod 6 Mart's Monster Mod.esm, player heading angle 20.17
KILLED NPC Torbern from mod 0 Oblivion.esm, player heading angle 64.10
KILLED NPC Fallen One from mod 45 Oblivion WarCry EV.esp, player heading angle 60.62
KILLED NPC Fallen One from mod 45 Oblivion WarCry EV.esp, player heading angle 62.64
NPC Fallen One from mod 45 Oblivion WarCry EV.esp, player heading angle 99.97



So it′s one those killed ones. As you can see, many similar NPCs as with my last problem area. I′ll narrow the angle params now, and will zero out the culprit.



EDIT: 90 degrees to go..

KILLED NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle 1.25
KILLED NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle 1.44
KILLED NPC Lesser Hill Giant from mod 6 Mart's Monster Mod.esm, player heading angle 20.17
KILLED NPC Torbern from mod 0 Oblivion.esm, player heading angle 64.10
KILLED NPC Fallen One from mod 45 Oblivion WarCry EV.esp, player heading angle 60.84
KILLED NPC Fallen One from mod 45 Oblivion WarCry EV.esp, player heading angle 62.64



EDIT: 45 degrees to go - this time it crashed, so it′s one of the NOT killed ones:

NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle 1.25
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle 1.44
NPC Lesser Hill Giant from mod 6 Mart's Monster Mod.esm, player heading angle 20.17

User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Mon Dec 12, 2011 6:06 am



KILLED NPC Lesser Hill Giant from mod 6 Mart's Monster Mod.esm, player heading angle 20.17



I am leaning toward Hill Giants

If you use the MMM no Hill Giants Plugin is ctd still present

Are you using the Warcry.bsa that is posted in FCOM thread

Possible animation error causing it to happen that does sometime happen for some
User avatar
Czar Kahchi
 
Posts: 3306
Joined: Mon Jul 30, 2007 11:56 am

Post » Mon Dec 12, 2011 8:55 am

I am leaning toward Hill Giants

If you use the MMM no Hill Giants Plugin is ctd still present

Are you using the Warcry.bsa that is posted in FCOM thread

Possible animation error causing it to happen that does sometime happen for some


Nope, the winner is...

the barbarians! :intergalactic:

(sorry I′m being just silly, I′m so happy I got some control over this problem)


Crash:

NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle 1.25
NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle 1.44
KILLED NPC Lesser Hill Giant from mod 6 Mart's Monster Mod.esm, player heading angle 20.17



No crash:

KILLED NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle 1.25
KILLED NPC Barbarian from mod 54 Mart's Monster Mod - Additional Enemy NPC Vars.esp, player heading angle 1.44
NPC Lesser Hill Giant from mod 6 Mart's Monster Mod.esm, player heading angle 20.17



As you can see, the logs are consistent (I didn′t even post those with redundant info) - it always crashed if the barbarians were not killed, and didn′t crash if they were.

I′ll use TAI now, and set the plugin in the "print only" mode, and find those Barbarians. Who know, maybe they have missing mesh or something - I have never see one in my game this far.
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Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Mon Dec 12, 2011 12:56 pm

Lol, what an intense hunt!
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jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Mon Dec 12, 2011 1:25 am

CorePC, I think we can find out exactly the cause for the crash, I can provide all the info you want.

I found the Barbarians - nothing seemingly wrong with them. I approached them with AI processing off, and it naturally didn′t crash. When I was there, I turned the AI back on. They attacked me, and with TGM and I let them beat me for a good minute. No crash.


Now, obviously it′s something they are doing there by themselves. So next time I used TAI with TFC (free floating camera), so see what they do when I turn the AI on without the player there.

They started casting spells on themselves. Constantly. Violet shaders. I managed to see 2-3 casts in 2s and then the game crashed. There′s something wrong with the constant casting (AI), or the spell itself. I′ll print their active spell next.
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Mon Dec 12, 2011 10:13 am

Ok, I killed the other Barbarian and used Refscope to get info on the other one.

This one NPC alone crashed the game when I turned AI processing back on - he casted a spell, and instantly again casted the same spell -> crash. Also this one has blood on him, stumbled down between the crashes EDIT: castings, so one possibility is a conflict between MMM wounding effects and the spell he′s casting on himself.


Here′s the refscope info (I skipped the tabs I didn′t think were important here)

Spoiler
----[ 2010-11-16 02:18:55]
Reference FF00171B
(Non-Persistent)
Defined in player savegame

NPC 36000CF1
Name: Barbarian
Defined in Mart's Monster Mod - Additional Enemy NPC Vars.esp

Script 06007533
Defined in Mart's Monster Mod.esm

----[ 2010-11-16 02:19:12]
Barbarian
No low-level processing

Race 000191C0
Name: Orc
Defined in Oblivion.esm
Playable

Class 00023788
Name: Barbarian
Defined in Oblivion.esm

Hair 00066A27
Name: War Braids
Defined in Oblivion.esm

Eyes 0002730A
Name: Orc
Defined in Oblivion.esm

----[ 2010-11-16 02:19:22]

EDIT: These are the spells he has + marks active

Green Heart
+Berserker's Rage

----[ 2010-11-16 02:19:30]
Marauder Faction

----[ 2010-11-16 02:19:36]

EDIT: AI PACKS

<0003DB29>
<0003DB28>
<00058DAF>

----[ 2010-11-16 02:19:59]

EDIT: Active effects list

Stunted Magicka
Stunted Magicka
Weakness to Fire
Weakness to Magic
Weakness to Magic
Weakness to Magic
Weakness to Poison
Weakness to Poison
Weakness to Poison
Fortify Attribute (Strength)
Resist Normal Weapons
Restore Health
Restore Health
Script Effect: Berserker's Rage
Script Effect: Berserker's Rage

----[ 2010-11-16 02:20:02]
Stunted Magicka
Stunted Magicka
Weakness to Fire
Weakness to Magic
Weakness to Magic
Weakness to Magic
Weakness to Poison
Weakness to Poison
Weakness to Poison
Fortify Attribute (Strength)
Resist Normal Weapons
Restore Health
Restore Health
Script Effect: Berserker's Rage
Script Effect: Berserker's Rage

----[ 2010-11-16 02:20:07]
Stunted Magicka
Stunted Magicka
Weakness to Fire
Weakness to Magic
Weakness to Magic
Weakness to Magic
Weakness to Poison
Weakness to Poison
Weakness to Poison
Fortify Attribute (Strength)
Resist Normal Weapons
Restore Health
Restore Health
Script Effect: Berserker's Rage
Script Effect: Berserker's Rage




EDIT: I added comments to make the log easier to read.


As you can see, there′s multiple "Berserker′s rage" script effects active, which is he′s active spell - the spell he′s casting and which is obviously crashing my game.

I′m happy to take a peek at the script, if someone knows where I can find it. :)
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Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Mon Dec 12, 2011 9:37 am

This must be pinned as an exercise for problem solving!
However, the barbarians in my game behave much better. Had same problem with one of the Tamriel Travellers some 2 months ago and had to kill the guy in order to enter Roxy Inn.

Am quite intrigued by this:
71 Mounted_Spellcasting_Deadly_Reflex_Compatible.esp
72 DRSplatter.esp
73 Skycaptains NPC radar.esp
74 DeadlyReflex 6 - Combat Moves.esp

especially 71, 73 and 74 :D
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Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Mon Dec 12, 2011 2:53 am


As you can see, there′s multiple "Berserker′s rage" script effects active, which is he′s active spell - the spell he′s casting and which is obviously crashing my game.

I′m happy to take a peek at the script, if someone knows where I can find it. :)


CSNPCTough <- MMM.esm is the script they use.

wonder if Cobl Races Balanced is not causing the double up somehow on the scripted effects..

Also we may have already fixed this in our Alpha Release's I know Shadowborn has tweaked and fixed alot of script's once again. (Activating your Alpha account will give you access to them, do you need another invite :hubbahubba: )

searching ...
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..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

Post » Mon Dec 12, 2011 1:23 pm

I′m starting to think it could be COBL races...here′s the Orc′s power from Race Balancing project readme:

Power: Fortify Strength 25 (90 sec), Fortify life 50 (90 sec), Restore health 3 (90 sec), Resist normal weapons 25 (90 sec), weakness to magic 50 (90 sec) silence (120 sec), stunted magicka (90 sec), Damage Magicka 1000, Dispel 1000. Using this power causes Orcs to fall down exhausted at it's end!


No if we compare what the Barbarian has active...and take into account that I just witnessed the Barbarian to fall down between the casting! ^ "Using this power causes Orcs to fall down exhausted at it's end!" ^

Stunted Magicka
Stunted Magicka
Weakness to Fire
Weakness to Magic
Weakness to Magic
Weakness to Magic
Weakness to Poison
Weakness to Poison
Weakness to Poison
Fortify Attribute (Strength)
Resist Normal Weapons
Restore Health
Restore Health
Script Effect: Berserker's Rage
Script Effect: Berserker's Rage


Of course, it could be as simple as having everything twice, especially the script.
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Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Sun Dec 11, 2011 11:21 pm

RESOLVED - IT′S THE SPELL ITSELF FROM COBL.esm


There are 3 scripts in the Berker′s Rage power, and I don′t know yet why they would crash the game.

But when I removed the scripts from the spell, saved and used the modified esm (rebuilt my Bashed patch with all same settungs of course) it FIXED BOTH THE ORIGINAL CRASH ZONE AND THE SECOND CRASH ZONE. :celebration:

The barbarians in this second site were still casting the spell, but this time no ctd.


This should be investigated further, as it′s actually the COBL.esm itself with the script(s) causing the crash.
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CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Mon Dec 12, 2011 1:47 am

Yay resolved! NOW GET BACK TO WORK ON DEADLY REFLEXES... pretty please? :P jk, glad u got it figured out... hate when something like that happens especially when its something huge like FCOM.
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CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Sun Dec 11, 2011 9:56 pm

Are you using Cobl Racial Power Exhaustion?

Kuertee and I went over this issue several times - I can't recall exactly where the discussion of it was at but there might be some in http://www.gamesas.com/index.php?/topic/1053086-relz-mods-by-kuertee-thread-5.

My memory is vague but it had to do with extra wounding and power exhaustion.

I stopped using power exhaustion because of the issue. Kuertee made a kind of work around plugin for MMM found in his http://www.tesnexus.com/downloads/file.php?id=24604 - described in its readme as:
MMM OnLoadCS scripts with disabled Health, Magicka, Fatigue effects
===================================================================
MMM's diversifaction system uses ModActorValue to vary the Health, Magicka, and Fatigue of actors.
Unfortunately, this causes I think, some unusual effects to the actors in the game.
Two examples are:
1. Health is healed rather than lost when physical damage is inflicted.
2. Actors continously casting healing spells because their AI detects a loss of health due to the modified base Health with ModActorValue. This was confirmed by shadowborn: http://www.gamesas.com/bgsforums/index.php?showtopic=1049752&view=findpost&p=15272211
"kuertee MMM OnLoadCS disabled hmf effects.esp" disables these effects from MMM's scripts.
Note, however, that MMM's diversifcation system on other attributes (e.g. Strength, Intelligence, etc...) are still intact.

So my memory is fuzzy on it but as I recall it had to do with MMM setting the health too low and if the character had power exhaustion then they spammed berserk power and on the third cast ctd every time. Without power exhaustion NPCs would at times appear weakened and hit with a health drain that could never be healed. I only had ctds with orc NPCs present.

I have his plugin still in my FCOM load order even though I don't have the main battle fatigues mod installed anymore - it is mergeable into bash and has only Oblivon.esm as master. It really ought to be an optional esp for MMM.
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Anna Beattie
 
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