Another crash :)

Post » Tue Oct 12, 2010 1:07 am

Heyas, I am getting a crash at a specific point in the main quest. It happens right after the Akatosh statue turns to stone. Through my tests I have found this to be a very odd problem, it seems that if I start a new game and type "setstage mq16 5" and go through the quest it will not crash but if I go through all of the mainquest until that point it will. Something that happens during the course of the mainquest makes this part crash, the problem is finding this. :D

I use an alternate start mod that I made for myself which includes a way to start the mainquest after. As far as I know I did everything right but I wonder if it could somehow contribute. Other than that I use a set essential spell to make sure some quest specific NPCs don't die. I think this might be a cause as well.

Now, I actually wont be able to play Oblivion for the next week starting tonight as I will be away from my computer but I will have internet access. Despite this I hope you guys can put your heads together for me and help me while I am away.

My load order for reference.

Spoiler
Oblivion.esm
EnhancedWeather.esm
Cobl Main.esm
TamrielTravellers.esm
BetterMusicSystem.esm
Unofficial Oblivion Patch.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
SM Plugin Refurbish - SI.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
SM Plugin Refurbish - FrostCrag.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
SM Plugin Refurbish - ThievesDen.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
SM Plugin Refurbish - Battlehorn.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
SM Plugin Refurbish - HorseArmor.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
SM Plugin Refurbish - Orrery.esp
DLCSpellTomes.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
SM Plugin Refurbish - MehrunesRazor.esp
Knights.esp
Knights - Unofficial Patch.esp
SM Plugin Refurbish - Knights.esp
Oblivion XP.esp
kuerteeCleanUp.esp
Side's EAX Control.esp
RefScope.esp
Cobl Si.esp
Cobl Glue.esp
Salmo the Baker, Cobl.esp
Happyhannah's Wines.esp
More_Vegetables.esp
Slof's Horses Base.esp
kuerteeHorseCommands.esp
FarmAnimalsofCyrodiil.esp
TamrielTravellers.esp
TamrielTravellersItemsCobl.esp
TamrielTravellersHorseTextures.esp
ShiveringIsleTravellers.esp
Better Sheogorath.esp
Wrye Shivering.esp
Wrye Shivering Death - Edited.esp
MOBS SI Optional Combat Settings.esp
kuerteeAttributeAndSkillBasedDamageModifiers.esp
Creature Damage Fix.esp
PTActorsCare.esp
PTLessKnockback.esp
PTDoorExploitBegone.esp
vampirism_tweaks_backwards-2216.esp
SM Encumbrance and Fatigue.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_EnchantStaff.esp
Kyoma's Spell Renamer.esp
Lightweight Potions.esp
Enchantment Enhanced.esp
EnchantmentRestore.esp
Wayshrines Improved.esp
sr_casting_time.esp
sr_casting_hand.esp
Syc_AtHomeAlchemy.esp
Leviathan Soulgems.esp
WNewShockBoltEffects20.esp
PortableOblivionPortal - Edited.esp
SetEssentialActors.esp
Active_Inventory_Spell_1.2.esp
lumi_enchantments.esp
DS Flaming Arrows.esp
SkeletonShaders.esp
AgarMoreVariedSpellEffects.esp
HungerFix.esp
RenGuardOverhaul.esp
LFox No Trespassing.esp
Enhanced Economy.esp
Elys Invest More.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
MiniMap.esp
Display Stats.esp
SPAWN.esp
kuerteeAutoSaveAndTime.esp
EnhancedWeather.esp
Enhanced Weather - Across-The-Borders Mods Patch.esp
OBSE-Storms & Sound SI - Edited.esp
Get Wet.esp
Rainbows.esp
Enhanced Vegetation [125%].esp
Natural_Habitat_by_Max_Tael.esp
Distant Chapel Bells.esp
New_Sheoth_Palace_LOD_fix-10076.esp
Full Harvest.esp
Harvest [Flora].esp
Harvest [Flora] - DLCFrostcrag.esp
WindowLightingSystem.esp
FlamesRandomLightUOP.esp
All Natural - Real Lights.esp
Echo_ChapelChant.esp
LoadingScreens.esp
Natural Selection.esp
RealisticForceMedium.esp
ChaseCameraMod.esp
VanityCameraSmoother.esp
HorseTurnSpeed-Faster.esp
RealDaysAndMonths.esp
No More Annoying Comments.esp
CDM - Shivering Time.esp
MartinslongswordLeveled.esp
Cliff_RankDependantArenaSpectators.esp
CT-Just Another Combatant.esp
sr_super_hotkeys.esp
Toggleable Quantity Prompt.esp
Lock Bash Omega.esp
DropLitTorchOBSE.esp
Better Bruma Statue.esp
Mayu's Animation Overhaul - Edited.esp
actors_in_charge.esp
ActorsInMadness.esp
ActorsInEmotions.esp
Quest Award Leveller.esp
Book Jackets Oblivion.esp
ImprovedSigns.esp
RoadSigns.esp
HeavenStoneNirn.esp
Ushnar's Re-skinned Hound.esp
EVE_ShiveringIslesEasterEggs.esp
MB - Races and Birthsigns.esp
XtHairs-Eyes.esp
XtRace.esp
XtEquips.esp
XtTwilight.esp
XtTwilightStart.esp
Bashed Patch.esp
XtMaster.esp

User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Tue Oct 12, 2010 3:57 am

Other than that I use a set essential spell to make sure some quest specific NPCs don't die.


This might well be cause. Be sure to revoke the essential status of the npcs you wanted to "save". If you already haven't just use an else statement when checking IsRefEssential, and if isn't SetRefEssential 0.
Alternative you could make an spell that runs a script and normalizes the essential flags to all the npcs you essentialed at once.
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Tue Oct 12, 2010 12:34 pm

Ahh I see, the question is why would it crash if I did this? I plan to run through and not use the spell to see if it crashes again but it takes time to go through the quest and it would svck not being sure of whether it will help or not :)

The script the mod uses

Spoiler
scn aaSetEssentialActorsScript

ref me
short button
short next

Begin ScriptEffectStart

set me to getself

Messagebox "Select a condition to modify" "Essential Status" "Rumor Status" "Quest Item Status" "Respawn Status" "Persuasion Status" "Exit"

End

Begin ScriptEffectUpdate

set button to getbuttonpressed

if next == 1
if button == 0
me.setrefessential 1
set next to 0
set button to -1
elseif button == 1
set next to 0
set button to -1
endif
endif

if next == 2
if button == 0
me.setrefessential 0
set next to 0
set button to -1
elseif button == 1
set next to 0
set button to -1
endif
endif

if next == 3
if button == 0
me.SetNoRumors 0
set next to 0
set button to -1
elseif button == 1
set next to 0
set button to -1
endif
endif

if next == 4
if button == 0
me.SetNoRumors 1
set next to 0
set button to -1
elseif button == 1
set next to 0
set button to -1
endif
endif

if next == 5
if button == 0
me.SetQuestItem 0
set next to 0
set button to -1
elseif button == 1
set next to 0
set button to -1
endif
endif

if next == 6
if button == 0
me.SetQuestItem 1
set next to 0
set button to -1
elseif button == 1
set next to 0
set button to -1
endif
endif

if next == 7
if button == 0
me.SetActorRespawns 0
set next to 0
set button to -1
elseif button == 1
set next to 0
set button to -1
endif
endif

if next == 8
if button == 0
me.SetActorRespawns 1
set next to 0
set button to -1
elseif button == 1
set next to 0
set button to -1
endif
endif

if next == 9
if button == 0
me.SetNoPersuasion 1
set next to 0
set button to -1
elseif button == 1
set next to 0
set button to -1
endif
endif

if next == 10
if button == 0
me.SetNoPersuasion 0
set next to 0
set button to -1
elseif button == 1
set next to 0
set button to -1
endif
endif

If Button == 0
if me.isrefessential == 0
messageBox "Actor is not essential, change status?" "Yes" "No"
set next to 1
elseif me.isrefessential == 1
messageBox "Actor is essential, change status?" "Yes" "No"
set next to 2
endif
endif

If Button == 1
if me.GetNoRumors == 1
messageBox "Actor is set No Rumors, change status?" "Yes" "No"
set next to 3
elseif me.GetNoRumors == 0
messageBox "Actor is not set No Rumors, change status?" "Yes" "No"
set next to 4
endif
endif

If Button == 2
if me.IsQuestItem == 1
messageBox "Actor is set as Quest Item, change status?" "Yes" "No"
set next to 5
elseif me.IsQuestItem == 0
messageBox "Actor is not set as Quest Item, change status?" "Yes" "No"
set next to 6
endif
endif

If Button == 3
if me.IsActorRespawning == 1
messageBox "Actor is set to Respawn, change status?" "Yes" "No"
set next to 7
elseif me.IsActorRespawning == 0
messageBox "Actor is not set to Respawn, change status?" "Yes" "No"
set next to 8
endif
endif

If Button == 4
if me.HasNoPersuasion == 0
messageBox "Actor is set to Persuasion, change status?" "Yes" "No"
set next to 9
elseif me.HasNoPersuasion == 1
messageBox "Actor is not set to Persuasion, change status?" "Yes" "No"
set next to 10
endif
endif


End

User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Tue Oct 12, 2010 11:50 am

I gosh.. I really hope you didn't change the questitem flag on any of the OC npcs.
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Tue Oct 12, 2010 11:49 am

I gosh.. I really hope you didn't change the questitem flag on any of the OC npcs.


no, I just use the essential function
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Tue Oct 12, 2010 1:58 pm

Hmn. It is strange. Nornaly I would say that changing the essential flag in to certain npcs while doing the MQ would cause errors on certain points like if you set their essential flag before a battle and don't revoke it after the battle -> later a script wants to do something to a non-essential npc but your npc is essential now... but crashes!?

Well maybe. A if statement checks for the essential flag ( some npcs do get their flag changed due the MQ flow ) .. but our npc has a different essential flag as it should have -> script flow disruption. Normaly you should get only strange behavior of npcs or MQ progress freeze.. but it IS possible that you get crashes too. Its all about how the specific script is build.

And its the only difference. You tested it.
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Tue Oct 12, 2010 11:30 am

Well then, the next time I play I will be sure to not use that mod. I will try and save them the old fashioned way instead of being lazy lol
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Tue Oct 12, 2010 6:02 am

Well then, the next time I play I will be sure to not use that mod. I will try and save them the old fashioned way instead of being lazy lol


Nah. You can essentialize them, I do it too :D. Just normalize them when the action ends.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm


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