Crash every other startup

Post » Tue Feb 01, 2011 3:19 pm

I neither use nor like that OBSE plugin. If it is actually fixing something for you, go ahead, keep it; otherwise, toss it. Please post your updated load order. Have you merged any more of your plugins into the Bashed Patch?

nope load order is the same as in the first post
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Tue Feb 01, 2011 12:18 pm

nope load order is the same as in the first post

Did you rebuild the patch after adding the hotfix (which would change your load order, since the version number would be 3.2.9...)? Have you tried disabling groups of plugins yet?
User avatar
Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Tue Feb 01, 2011 5:42 pm

Did you rebuild the patch after adding the hotfix (which would change your load order, since the version number would be 3.2.9...)? Have you tried disabling groups of plugins yet?

yes and yes ive disabled all but fcom, i dont think its fcom as ive already reinstalled it (with fresh downloads of everything)
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Wed Feb 02, 2011 12:46 am

bump and updated OP
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Tue Feb 01, 2011 6:24 pm

Well let's see:

1. a lot of your esps can be merged into the bashed patch: I don't know if it affects stability but you've got no reason not to merge them it seems (especially all your FCOM esps - also the SM esps)
2.Tamriel Travellers is badly installed: get rid of 36 TamrielTravellersItemsVendor.esp
3. I think you can also get rid of 7F Francesco's 10 days respawn time - 1-20 day lenght rescale.esp, since you can change this setting elsewhere
4. Are you sure about this:

++Duke Patricks - BASIC Script Effect Silencer.esp
++ Duke Patricks - BASIC Script Effect Silencer BETA.esp

It seems to me there should be only one. Frankly I would get rid of it altogether. But I might be biased.

5. Move your Thief Armor way up.

Most importantly: are you using any OBSE plugins? I'm thinking of Stutter Remover which can cause problems if you have messed with the settings (especially the heap replacer). And yes, weOCPS is not really necessary.

Hope it helps.
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Wed Feb 02, 2011 1:09 am

didnt even realize theif armor was still active i thought i deleted it, thanks for pointing tha tout =p

and yes here are all the obse pluggins i have

algohol
elys_usv
fastexit2
nifscript
obge (not active)
pluggy
stutter remover (have not fiddled with the ini)
and ofcorse the crash prevention system. which ill try removing on your recommendation

also on the topic of merging into bashed patch, if its green deactivate it correct?

oh i probably should add that i also have the 4gb patch
User avatar
Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Tue Feb 01, 2011 1:14 pm

Yes, green, purple, and italics mean the esps can be merged or imported and then deactivated. If you haven't touched the OSR ini, you shouldn't have any stability problems (though I strongly recommend, once you've sorted out your problem, to activate heap replacement - i think it's off by default).

If the load order tips don't help, I would try to remove the OBSE plugins one by one (especially OSR, OBGE, and pluggy, but maybe also algohol and nifscript which I don't use) to see if the problem goes away. I 've just been through the same testing only to find out OSR was badly configured -hence the earlier advice.

when you say OBGE is not active, you mean it's not in the OBSE plugin folder? In case you want to reactivate it, make sure you're using shadeMe's updated version (link in the OP of the OBGE thread).

last thing, I assume you have a 64 bit Windows if you have applied th 4gb patch?

Good luck with your testing :)
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Wed Feb 02, 2011 1:54 am

i have win 7 X64, and by not active i mean the plug in is off because it was causing a major fps hit on my machine, as i have a lower end graphics card (just a 4650)

ok ive followed all the advice so far and im still getting crashes on cell change
User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Tue Feb 01, 2011 2:43 pm

i have win 7 X64, and by not active i mean the plug in is off because it was causing a major fps hit on my machine, as i have a lower end graphics card (just a 4650)

ok ive followed all the advice so far and im still getting crashes on cell change

Try removing Pluggy.
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Tue Feb 01, 2011 10:53 pm

Try removing Pluggy.

ok but wont that cause UV to stop working >.>

i realize i can just play without uv but id kind of dont want to..
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Tue Feb 01, 2011 6:40 pm

ok but wont that cause UV to stop working >.>

i realize i can just play without uv but id kind of dont want to..

Find the conflict first. Think about how to get around it afterward. ...or leave it...
User avatar
Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Tue Feb 01, 2011 11:56 am

Find the conflict first. Think about how to get around it afterward. ...or leave it...

..good point, let me see if it fixes anything, i do appreciate the help


so if, hypothetically it is pluggy thats the problem, how would one fix the issue so that one can still use UV?
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Tue Feb 01, 2011 8:55 pm

..good point, let me see if it fixes anything, i do appreciate the help


so if, hypothetically it is pluggy thats the problem, how would one fix the issue so that one can still use UV?

Honestly, I do not know... I use Pluggy v132 dev, and the only mods in my setup that rely on it are Enhanced Economy...and might have a mod or two that uses it for extra logging functionality, utilities, I think...
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Tue Feb 01, 2011 10:12 pm

And yes, weOCPS is not really necessary


I'd go further and say it's probably not the best idea to rely on this at all. In programming circles, circumventing a crash is generally a bad idea because it allows bad data to survive, where it can potentially cause corruption.

It's also not a universal crash prevention module. It only acts on very specific cases, so having it does nothing when a case it doesn't know about comes along.
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Tue Feb 01, 2011 5:19 pm

I'd go further and say it's probably not the best idea to rely on this at all. In programming circles, circumventing a crash is generally a bad idea because it allows bad data to survive, where it can potentially cause corruption.

It's also not a universal crash prevention module. It only acts on very specific cases, so having it does nothing when a case it doesn't know about comes along.

Some conflict (I suppose) it had with my setup generated at least one new crash (consistently observed in B&M Bravil), and I was not fond of the beeping either...
User avatar
Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Tue Feb 01, 2011 4:11 pm

ok so after removing pluggy and uv..ah still get crashes, i also removed cps and the crashes seem to be a bit less frequent though that could just be my imagination
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Tue Feb 01, 2011 8:22 pm

ok so after removing pluggy and uv..ah still get crashes, i also removed cps and the crashes seem to be a bit less frequent though that could just be my imagination

Have you done just a straight binary search through your mod list to try and catch the culprit(s)?
User avatar
KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Tue Feb 01, 2011 11:04 pm

my friend i dont even know what a binary search is =P
User avatar
Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Wed Feb 02, 2011 1:53 am

my friend i dont even know what a binary search is =P

Binary search for the conflict steps:

0) Disable all mods and see if the problem goes away, in which case, continue; otherwise, the problem is not mod-related.
1) Disable half of your mod list and test.
2) If the problem went away, disable the enabled half and enable the other half and test; else, disable half of the enabled half and test.
3) Repeat step #2 on the reduced mod list until you have reduced the list to the problematic mod(s).
User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Tue Feb 01, 2011 10:01 pm

ah ok i know exactly what your talking about, ive just never heard it called a binary search before.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Previous

Return to IV - Oblivion