As series of strange issues

Post » Wed Mar 30, 2011 12:22 am

Hello

i have up and running a pretty stable modded FCOM game. However there are a series of very strange issues / CTD that i get and i wobnered it the gurus out there had any ideas. They dont stop me playing the game, but can be quite infuriating. It may be that these are normal/inevitable with all the mods etc, but i'm not so sure. Especially point 1.....

I am running windows 7 64 and have oblivion installed in a c:/games so there sould be no problems there. I also have 8 gig ram (I am also running with the 4gb patch installed - i originally ran this on the wrong .exe, but i don;t think that matters...). and i am running the stutter remover.

1. When i try to start Oblivion it hangs and i get the message (after 2 mins or so) saying something about "Couldn't inject dll". I think this is related to OBSE. When i try and run oblivion again, it works.... Is this causing me a problem? i am running OBSE v18
2. When i load a game when I am mid game, if the loaded game is in a different cell, I get a CTD. EVERY TIME. i thought this may be a purge cell buffers issue, but i removed my mod for that and it still happens....
3. i get very regular CTD outdoors, but hardly ever in cities or dungeaons etc. This always happens in the waterfront district. I wondered if its a memory issue, as this bit seems to have the lowest framerate, but thats not always the cast outdoors

Thanks a lot guys, i really appreciate any words of wisdom, the people on here are fantastic

Jellylad


Mod List:
00 Oblivion.esm
01 Windfall.esm
02 Jog_X_Mod.esm
03 EnhancedWeather.esm [Version 1.4.1]
04 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
05 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
06 Cobl Main.esm [Version 1.72]
07 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
08 Mart's Monster Mod.esm [Version 3.7b3p3]
09 CyrodiilUpgradeResourcePack.esm
0A FCOM_Convergence.esm [Version 0.9.9MB3]
0B CURP_Controller.esm
0C NNWAEMaster.esm
0D CM Partners.esm
0E TNR ALL RACES FINAL.esp
0F TNR - ShiveringIsles no helms.esp
10 Unofficial Oblivion Patch.esp [Version 3.3]
11 Oblivion Citadel Door Fix.esp
12 DLCShiveringIsles.esp
13 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
14 Shivering OOO.esp
15 Francesco's Optional Chance of Stronger Bosses.esp
16 Francesco's Optional Chance of Stronger Enemies.esp
17 Francesco's Optional Chance of More Enemies.esp
18 Francesco's Optional Leveled Guards.esp
19 FCOM_Francescos.esp [Version 0.9.9]
1A FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
1B FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
1C EnhancedWeather.esp [Version 1.3.5]
1D EnhancedWeather - Darker Nights, 80.esp [Version Final]
1E Enhanced Water v2.0 HDMI.esp
1F Storms & Sound.esp
20 WindowLightingSystem.esp
21 Ayleid Loot EXtension.esp
22 Ayleid Loot EXtension - OOO Dungeons.esp
23 Purge Cell Buffers - Loading.esp [Version 1.0.0]
24 Q - More and Moldy Ingredients v1.1.esp
25 Enhanced Economy.esp [Version 4.2.2]
26 Choices and Consequences.esp [Version 2.02]
27 Thieves Arsenal.esp
28 Thieves_Arsenal_Patch_033010.esp
29 Cobl Glue.esp [Version 1.72]
2A Cobl Si.esp [Version 1.63]
2B OOO 1.32-Cobl.esp [Version 1.72]
2C FCOM_Cobl.esp [Version 0.9.9]
2D Bob's Armory Oblivion.esp
2E FCOM_BobsArmory.esp [Version 0.9.9]
2F Loth's Blunt Weapons for Npcs.esp
30 FCOM_LothsBluntWeapons.esp [Version 0.9.9]
31 Oblivion WarCry EV.esp [Version 1.09]
32 FCOM_WarCry.esp [Version 0.9.9MB5]
33 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
34 OMOBS.esp [Version 1.0]
35 OMOBS_SI.esp [Version 1.0]
36 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
37 FCOM_Convergence.esp [Version 0.9.9Mb3]
38 FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
39 FCOM_RealSwords.esp [Version 0.9.9]
3A FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9MB3]
3B Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b3p3]
3C Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
3D FCOM_SaferRoads.esp [Version 0.9.9]
3E FCOM_NoReaversInGates.esp [Version 0.9.9]
3F Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
40 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
41 Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]
42 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
43 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
44 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]
45 FCOM_TamrielTravelers.esp [Version 0.9.9]
46 kuerteeWanderingEncounters.esp
47 FCOM_DiverseGuardUnity.esp [Version 0.9.9]
48 FCOM_BobsGuardUnity.esp [Version 0.9.9]
49 FCOM_HungersUnitySI.esp [Version 0.9.9]
4A FCOM_Archery.esp [Version 0.9.9]
4B FCOM_FriendlierFactions.esp [Version 0.9.9]
4C Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
4D PersuasionOverhaul_OOO.esp [Version 1.2]
4E PersuasionOverhaul_MMM.esp [Version 1.2]
4F MMM-Cobl.esp [Version 1.69]
50 Ivellon.esp [Version 1.8]
51 AdenseEpicDungeon1_5.esp
52 Artefacts of the Ancestors.esp
53 BrotherhoodRenewed.esp [Version 1.0.4]
54 hackdirtabyss.esp
55 HeartOftheDead.esp [Version 6.2]
56 Kragenir's Death Quest.esp
57 Corpse_Kvatch.esp
58 KragenirsDeathQuest-LetThePeopleDrink patch.esp
59 NNWAREAyleidDungeons_Series1EV.esp [Version 2.2]
5A NNWAEDungeons-Series2EV.esp
5B NNWARE06-RhyeliaEmeroEV.esp
5C The Ayleid Steps.esp [Version 3.4]
5D thievery.esp
5E VaultsofCyrodiil.esp
5F Windfall.esp
60 za_bankmod.esp
61 Lynges_Thieves_Highway-10256.esp
62 Knights.esp
63 Knights - Unofficial Patch.esp [Version 1.0.10]
64 TOTF.esp
65 TOTF Delayer.esp
66 RTT.esp
67 Enhanced Weather - Ruined Tail's Tale Patch.esp [Version Final]
68 The Lost Spires.esp
69 Mighty Umbra.esp
6A Blood&Mud.esp
6B Blood&Mud - EE patch.esp [Version 4.2]
6C Origin of the Mages Guild.esp [Version 7.3]
6D The Mystery of the Dulan cult.esp
6E Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
6F FCOM_MightyUmbra.esp [Version 0.9.9]
70 FCOM_Blood&Mud.esp [Version 0.9.9]
71 FCOM_Knights.esp [Version 0.9.9Mb3]
** FCOM_OMG.esp [Version 0.9.9]
72 FCOM_DulanCult.esp [Version 0.9.9]
73 xuldarkforest.esp [Version 1.0.5]
74 LostSpires-DarkForest patch.esp
75 xulStendarrValley.esp [Version 1.2.2]
76 xulTheHeath.esp
77 XulEntiusGorge.esp
78 xulFallenleafEverglade.esp [Version 1.3.1]
79 LostSpires-Everglade patch.esp [Version 1.2]
7A xulColovianHighlands_EV.esp [Version 1.2.1]
7B xulChorrolHinterland.esp [Version 1.2.2]
7C xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
7D KragenirsDeathQuest-LostCoast patch.esp
7E xulBravilBarrowfields.esp [Version 1.3.2]
7F xulLushWoodlands.esp [Version 1.3]
80 xulAncientYews.esp [Version 1.4.3]
81 xulAncientRedwoods.esp [Version 1.6]
82 xulCloudtopMountains.esp [Version 1.0.3]
83 KragenirsDeathQuest-CloudtopMountains patch.esp
84 xulArriusCreek.esp [Version 1.1.3]
85 xulPatch_AY_AC.esp [Version 1.1]
86 HeartoftheDead-ArriusCreek patch.esp
87 xulRollingHills_EV_withoutWheat.esp [Version 1.3.2]
88 KragenirsDeathQuest-RollingHills patch.esp
89 xulPantherRiver.esp
8A Blood&Mud-PantherRiver patch.esp
8B xulRiverEthe.esp [Version 1.0.2]
8C xulBrenaRiverRavine.esp [Version 1.0.2]
8D NakedNord.esp
8E xulImperialIsle.esp [Version 1.6.5]
8F xulBlackwoodForest.esp [Version 1.0.4]
90 xulCheydinhalFalls.esp [Version 1.0.1]
91 Blood&Mud-CheydinhalFalls patch.esp
92 TearsOfTheFiend-CheydinhalFalls patch.esp
93 DungeonsOfIvellon-CheydinhalFalls patch.esp
94 xulAspenWood.esp [Version 1.0.2]
95 xulSkingradOutskirts.esp
96 xulSnowdale.esp [Version 1.0]
97 bartholm.esp
98 Bartholm-Panther River Patch.esp [Version 1.0]
99 BarrowFields-Blood&Mud-Patch.esp [Version 1.3]
9A Harvest [Flora].esp [Version 3.0.0]
9B Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
9C Bag of Holding.esp [Version 1.5.0]
9D Drop Lit Torches Weight.esp [Version 1.6]
9E PersuasionOverhaul.esp [Version 1.43]
9F ReneersGoldMod.esp
A0 Enhanced Vegetation [100%].esp
A1 Storms & Sound - Bank of Cyrodiil.esp
A2 Storms & Sound - Bartholm.esp
A3 Storms & Sound - Blood&Mud.esp
A4 Storms & Sound - The Lost Spires.esp
A5 RealHungerv1.4.esp
A6 RealisticFatigue.esp
A7 RealisticForceMedium.esp
A8 RealSleepExtended.esp [Version 2.4.2]
A9 MerchantFriendsBuysStolen.esp
AA SM Combat Hide.esp [Version 1.2]
AB StealthOverhaul.esp
AC Stealth Entrances v1.esp
AD No psychic guards v1.2.esp
AE Wrye Leveling.esp [Version 07]
AF Let There Be Darkness - Cyrodiil + SI.esp
B0 Let There Be Darkness - Knights.esp
** Item interchange - Placement for FCOM.esp [Version 0.78]
B1 Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
B2 bgBalancingEVCore.esp [Version 10.52EV-D]
B3 bgMagicEV.esp [Version 1.7EV]
B4 bgMagicItemSigil.esp [Version 1.68EV]
B5 bgMagicEVStartspells.esp [Version 1.68EV]
B6 bgMagicBonus.esp [Version 1.7EV]
B7 bgMagicEVAddEnVar.esp [Version 1.68EV]
B8 bgMagicEVPaperChase.esp [Version 1.68EV]
B9 bgMagicAlchemy.esp [Version 1.57]
BA bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
BB bgBalancingOptionalLessHealth.esp [Version 10.0UV-U]
BC bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
BD bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
BE bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
BF bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
C0 bgIntegrationEV.esp [Version 0.993]
C1 TheOubliette.esp
C2 MM_NoMoreAnnoyingMessages.esp [Version 1.2]
C3 Francesco's 10 days respawn time - 1-16 day lenght rescale.esp
C4 bgMagicEVShader.esp [Version 1.7EV]
C5 bgMagicShaderLifeDetect.esp [Version 1.68]
C6 bgMagicLightningbolt.esp
C7 Bashed Patch, 0.esp
C8 FormID Finder4.esp
User avatar
Miss Hayley
 
Posts: 3414
Joined: Tue Jun 27, 2006 2:31 am

Post » Tue Mar 29, 2011 5:01 pm

1. Could be the 4gb patch not installed properly or using wrong version?

2. Never load from within the game. Exit to the Main Menu first.

3. Random crashes in the wilderness sounds like system overload. Persistent crashes in the wilderness are usually due to corrupt spawns.
User avatar
Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Tue Mar 29, 2011 7:50 pm

thank you for your reply, I appreciate it.

I "like" the sound of corrupt spawns... how would I identify if this is the case. And how would i go about fixing it?

(I have a pretty good rig: i7, 5850 ati and 8 gig....)
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Tue Mar 29, 2011 7:44 pm

1. Could be the 4gb patch not installed properly or using wrong version?

2. Never load from within the game. Exit to the Main Menu first.

3. Random crashes in the wilderness sounds like system overload. Persistent crashes in the wilderness are usually due to corrupt spawns.


Corrupt spawns? never heard of this, I too would love to know more about this and how to remedy it. I suffer from alot of outdoor CTD's as well.
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Wed Mar 30, 2011 4:43 am

thank you for your reply, I appreciate it.

I "like" the sound of corrupt spawns... how would I identify if this is the case. And how would i go about fixing it?

(I have a pretty good rig: i7, 5850 ati and 8 gig....)

http://www.gamesas.com/index.php?/topic/1033875-tracking-down-a-corrupt-spawn-point/page__p__14977571__hl__how%20%20to%20corrupt%20spawns__fromsearch__1&#entry14977571. Good luck. :foodndrink:
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Tue Mar 29, 2011 5:06 pm

http://www.gamesas.com/index.php?/topic/1033875-tracking-down-a-corrupt-spawn-point/page__p__14977571__hl__how%20%20to%20corrupt%20spawns__fromsearch__1&#entry14977571. Good luck. :foodndrink:


Hmmmm that doesn't look easy, and i seem to get CTD all over the wilderness, not just in one cell. Could all my spawn points be corrupt? I dont know if its related, but i also seem to have quite a lot of fish "flopping" about on land......
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Wed Mar 30, 2011 6:12 am

Could all my spawn points be corrupt?


No. If you get CTDs all over the place it suggest you game is not stable - either due to system overload or mod conflicts.
Note that it's important to check if the crashes are random or persistent, and of they are instant CTD or slow crashes, as that can give you an idea about the cause.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Tue Mar 29, 2011 9:37 pm

You're missing Item interchange - Extraction.esp. Install this and rebuild your Bashed Patch merging all mergeable mods and importing all mods that show up in the Import XXXX sections. For the floppy fish get the updated Diverse Waterlife from the beginning of the MMM thread. :foodndrink:
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Tue Mar 29, 2011 8:04 pm

Quick note, I don't believe you're supposed to be using FCOM_Cobl.esp. Probably wanna check on that over in the FCOM thread, though I doubt that's related to your issues.
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Wed Mar 30, 2011 5:09 am

thanks all. I will twaek my setup when I get home.

couple of things:

1 I think i I do need FCOM Cobl, at least according to the FCOM website...?
2 I don't currently merge my mods into the bashed patch. Is there any reason to / not to?

I think I may have a general instability issue, so may have to undergo the tricky task of removing some mods. Not easy!
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Wed Mar 30, 2011 3:32 am

thanks all. I will twaek my setup when I get home.

couple of things:

1 I think i I do need FCOM Cobl, at least according to the FCOM website...?
2 I don't currently merge my mods into the bashed patch. Is there any reason to / not to?

I think I may have a general instability issue, so may have to undergo the tricky task of removing some mods. Not easy!

1. There is an updated MMM-Cobl which can be used instead of the FCOM one. Again see CorePC's posts at the beginning of the MMM thread.

2. Using the Bashed Patch to its potential will greatly improve general stability. There is generally no reason not to.
- Merging mods allows them to remain inactive => less active esps is good
- Using Bash tags to import records into the bashed patch will help to reduce conflicts, etc => also good
:foodndrink:
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Tue Mar 29, 2011 6:51 pm

again thanks!

I'll havre a look at the MMM thread. I do use my bashed patch, i just don't merge the mods into it. I guess if doing that helps stability, its a no brainer.

Thanks a lot, I appreciate it
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Wed Mar 30, 2011 7:45 am

How can you have any issues with such a short list of mods?
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Tue Mar 29, 2011 7:52 pm

haha, I know what you mean, I did get carried away.

It didn't FEEL like I was adding a lot.

Then I looked and suddenly got dizzy.

I'm sure when I cull my mods by removing "Stealth Entrances v1.esp" it will all run fine!!!!
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm


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