Game Crashes On Exit

Post » Tue May 10, 2011 7:49 am

Hi All

I decided to replay Oblivion after long time and I have just installed it with several mods. My problem is….the .esp files of the mods below crash the game when i exit the game and this reset my audio and video configurations. I have to open the device manager every time to close the game manually.

Sutch Reborn
A Sorceress Love
Akatosh Mount
Alchemists Cave
Artefacts of the Ancestors
Bartholm
Blood In The Night
Castle Of Night
Cybiades
Eyja
Five Blind Mice
Official Knights Of The Nine
Legion Faction

I added lots of mods to the game and the total volume of the game folder is around 27 GB. I want to learn if there is a way to fix these crashes + configuration resets when exiting the game. I am playing in a laptop which have i3 2.13 Ghz CPU and Ati 5650 GPU.

Thanks
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Tue May 10, 2011 8:06 am

This is a very common engine bug associated with dirty edits deleted references in an ESP, everyone has run into it at some time.

Use http://www.tesnexus.com/downloads/file.php?id=22410 to fix the problem (requires OBSE).
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Tue May 10, 2011 3:02 am

How do you know it is just those mods you list?

List your entire load order.

What operating system?

If it is just the usual crash on exit that plagues Oblivion, there is Fast Exit 2 you can download at Nexus.
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Tue May 10, 2011 3:01 pm

How do you know it is just those mods you list?

List your entire load order.

What operating system?

If it is just the usual crash on exit that plagues Oblivion, there is Fast Exit 2 you can download at Nexus.


I controlled all the esp files one by one and after unchecking the files i listed, the game didn't crashed on exit. My operating system is Win7 64 bit and in order to prevent any compatibility problem the game is running at XP SP2 compatibility mode.


I will try Fast Exit 2, thanks :)
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Tue May 10, 2011 8:04 am

And here I thought that crashing on exit was a sign showing you that you were using at least the recommended minimum number of mods. :P Before FastExit2 came along, of course. Now it's just a sign showing you're not using FastExit2.
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Tue May 10, 2011 4:37 am

I wish there was a program that kept the focus on the W7 program close window when there is a crash. It is annoying to have to alt tab to it, then hit enter.
User avatar
Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Tue May 10, 2011 6:43 pm

Fast Exit 2 really works, no more crash on exits :)

Thanks for all the comments

Have a nice day
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Tue May 10, 2011 6:00 am

I wish there was a program that kept the focus on the W7 program close window when there is a crash. It is annoying to have to alt tab to it, then hit enter.

As if the game crash isn't annoying enough, that you need another annoyance!:) Personally, I'd prefer a program to make it not crash in the first place! :hubbahubba: think alt-tabbing is OK, and another program to do that small lil' task is a belts-and-suspenders kind of thing!
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Tue May 10, 2011 1:58 pm

This is a very common engine bug associated with dirty edits in an ESP, everyone has run into it at some time.


It's actually from deleted records which are in conflict, not dirty edits. Either way it's annoying that the engine bothers to try and clean up its memory like that when it's been told to quit anyway.
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Tue May 10, 2011 3:01 pm

I stand corrected... :rolleyes:
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Tue May 10, 2011 6:30 am

It's actually from deleted records which are in conflict, not dirty edits.


This is why modders should never delete any vanilla references in their mods. If you don't want an item to appear, bury it. Drop it down below the ground level so that it still exists within the game but is no longer visible or accessible. For items that aren't vanilla, you're better off using TES4 Edit or opening up the Details window when loading the mod and removing it that way. Sometimes just deleting an item in the CS itself doesn't clear it from the mod, and there is still a record of it left behind.
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am


Return to IV - Oblivion