Game hangs when trying to enter a specific area

Post » Tue May 17, 2011 1:02 pm

Looks like there are no creatures/NPCs or levelled creatures in that section at all. At least, not in vanilla and not in any mods I have.

The UESP mentions that it is heavily trapped with gas traps and has odd lighting. Might have to try going into the CS and removing the more oddball lighting and gas clouds?
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Susan Elizabeth
 
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Post » Tue May 17, 2011 6:35 am

This likely isn't your problem, but I'll mention it just in case...

Some months ago Oblivion began crashing consistently whenever I tried entering certain cells (sometimes overland, sometimes attempting to exit or enter a city gate). Once the crash occurred, it always occurred at the same point. I went through most everything you tried, with equally dismal results. I finally convinced myself that the problem must be spawn related, and was researching the causes and cures for corrupt spawns. Then out of sheer frustration I decided to see how far away I was from the animation bug. Much to my surprise, my tool (a stand-alone fixer rather than the one provided with Wrye Bash) showed that my save file had reached the point where the bug should have kicked in.

Only, I had no traditional animation-bug symptoms. No frozen torch-light or magic-cast freezes. Nothing. I went ahead and ran the fix so as to have one less thing to worry about while working on the crash issue. To my amazement, when I next launched Oblivion the game ran flawlessly. I entered every single cell that had been crashing with nary a hiccup. Nor did my crashes reappear.

Again, this prolly isn't your issue, but if nothing else works (and you want to keep your current save(s), it might be worth a look-see.

-Decrepit-
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Cartoon
 
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Post » Tue May 17, 2011 2:10 pm

This likely isn't your problem, but I'll mention it just in case...



Again, this prolly isn't your issue, but if nothing else works (and you want to keep your current save(s), it might be worth a look-see.

-Decrepit-

My hero :)

I have OAF, just ran it and it had reached the magic number (although ni symptoms in my game). Ran the fix and did a coc to Moranda03 ...... and ..... it works!!! ..... you have fixed my problem!!!!

Thanks to all of you for taking the time and trouble to help me solve this problem - I really appreciated all the support
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Sarah Bishop
 
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Post » Tue May 17, 2011 1:56 am

Nice to know. Decrepit, have you posted about this in the http://www.gamesas.com/index.php?/topic/813915-slowfrozen-doors-fire-spell-etc-animations-thread-8-of-jittering-doorseffectsobjects/ thread? It should be added to the symptoms in the OP.
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CxvIII
 
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Post » Tue May 17, 2011 11:01 am

I've been having crashes like crazy in the outdoors.

Comes and goes though - I've removed all textures, LOD additions, anything that could be dragging down performance. I do have FCOM and its many spawn points though.

My save game is at 197 hours. You could say I've grown attached to it.

Recently while in the Ayleid ruin Nornal I would enter certain sections (of the same level) and the animations on spell casting and bow draw animations would turn to sludge. I found that literally being what seems like in game 15 feet away from the area and all was fine - go back and it was slow again.

... does that sound like the abomb issue?

also - in trying to complete the part of Tears of a Fiend where you go to the burned house - crash every time when entering that cell (or adjacent cells that would load that cell next) from all directions.

Was thinking of running the abomb fix - when i do it states that it is only 70% of the way to that point. So a few questions:

1. How does Wrye bash determine that? I thought the 200 hour thing was pretty much set.
2. Is there harm in running it if these are not the real symptoms?
3. If these are and it works then does that start the timer again? Would it need to be run again in another 196 hours?

thanks for letting me use this thread to ask.
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Causon-Chambers
 
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Post » Tue May 17, 2011 7:33 am

Was thinking of running the abomb fix - when i do it states that it is only 70% of the way to that point. So a few questions:

1. How does Wrye bash determine that? I thought the 200 hour thing was pretty much set.
2. Is there harm in running it if these are not the real symptoms?
3. If these are and it works then does that start the timer again? Would it need to be run again in another 196 hours?

thanks for letting me use this thread to ask.

I used the OAF utility, which displays the value of the byte in question and tells you which values are OK - so it would not do any harm to run that utility as a second opinion. When you use OAF, it creates a new save game so it would not do any harm, because you could always delete the save it created.

Can't comment on WB, because I decided to use OAF - having used it before, I felt I understood it better :) Can't imagine that you would cause any harm by running it (and you could always make a backup of your save before chnaging it to be on the safe side)

My thread is at your disposal :)
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Wayne W
 
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Post » Tue May 17, 2011 4:03 pm

Well I ran it on Bash and that did not resolve that constant crashing near Cheydinhal. I'd disabled both the UL there and TOTF and all related patches and still constant crashing - making progress with TOTF impossible.

Going to reload an earlier save to when I'm not supposed to go to the same burnt house
Spoiler
and I'm not accompanied by the creepy woman
(slight TOTF spoiler). If that does not work then respawn in hopes it is a corrupted spawn point.

Would you happen to have a link to that utility?

thanks
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suzan
 
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Post » Tue May 17, 2011 2:38 am

Would you happen to have a link to that utility?

thanks

Have emailed it to you - can't remember where I downloaded it from.
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Mike Plumley
 
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Post » Tue May 17, 2011 8:28 am

Hi,

AS these are Old saves close to the (bug) any chance the Saves are "Bloated"? That was a different thing i thought. IE: 2 choices in BASH one to remove A-bomb the other to remove Bloat. I know With my save at 130 hours I have a ton of crap I have collected.

Just a thought.

Thing is THE Day I got out of Prison I started main quest, got my horse ,rode back to the IC near Prision . Left Horse outside near Gate. Put an Apple and an ear of corn on the ground for the Horse.

Long ass story short. The horse is now Long since dead. the main Quest is over . 98days later went to the Prison to collect something and Guess what i saw?? Yep the damn Apple AND the corn are Still right where I put them? Does this Game ever clean up?

Edit: on nexus is this the File?/link\ to make it easier for anyone reading along...lol Removed link this was fixed by the 416 official patch.
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Nicole Coucopoulos
 
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Post » Tue May 17, 2011 4:20 pm

Kuertee made a mod that cleans things up. Really makes you watch your stuff though.

My saves are 15,000 KB - not sure if that is too big or what to compare it to really. And that is at 200 hours and many mods brought in and many out with the garbage. Probably more mods than I'd care to admit. Seems I've tested just about every kind of mod out. I've run remove bloat about 3 times with this character - never found much.

Off to work for a few hours back later tonight.

One thing that is bugging me about FCOM - the quests are so embedded - you can't remove the scaling leveling part to test things ever for fear of losing the quest progress.

Thanks Suazal! Check it later.
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Jessie Rae Brouillette
 
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Post » Tue May 17, 2011 12:45 am

For comparsion reasons...

Save game: 11,215 KB Day 98, 127 hours in. 200 + mods involved.

About on Par with your 200 hour 15,000 KB
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Lisha Boo
 
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Post » Tue May 17, 2011 11:10 am

Psymon, post your load order.
Have you added any mods recently?
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Bethany Watkin
 
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Post » Tue May 17, 2011 5:24 am

For comparsion reasons...

Save game: 11,215 KB Day 98, 127 hours in. 200 + mods involved.

Save game: 10,978 KB, Day 634, 371 hours - 200 + mods

I don't use any overhauls such a FCOM, OOO, etc
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Andrew Lang
 
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Post » Tue May 17, 2011 4:16 pm

After a few more rounds of testing and failing to find an answer I was about to post a diatribe about how posting my load order rarely helps.

Usually because I've rarely had answer worthwhile come from that. I was going to go about how I've convinced myself that FCOM is the main problem in my load order (many spawn point corruptions) - and that Enhanced Daedric Invasion compounds the issue. I was going to go on .... blah blah blah.

Then a breakthrough - I found the offending mod. About a half a year ago or more I went on a mod merging spree - motivated by PetrusOctavainus no less - and one product of that was a mod I named 'Villages and Forts.esp' it is a merger of these mods:
-Villages & Inns-GottshawVillages 1.1Tel VallusPine Peak Lodge-forts & Hideouts-ImpeREAL Unique FortsFort Nova SadFort Novi VarosBandit HideoutsBarbarian Camp-Other-Hunting TowersWatchtower
Basically a lot of locations. And so it was the Villages mod by Martinb was the 'thing' in that area causing crashes. Now here is the main point - when I made this I had extensively went out of my way to make sure that it worked. That meant examining in tes4edit for any conflicts with other mods loaded (including TOTF), Gift of Kynareth ... and especially the UL and the patch Vorians made for the UL (renaming masters, checking in CS, etc) then testing in game by going there with characters and testing with both fast travel and running all over the place. It was work.

Well even though I had done all that and the character had been to tall those places - well now it doesn't work. No great loss - I like the village of Beram and the other mods in there, but weighed against the main quest and TOTF - I can live without the added fluff of the villages/forts. Perhaps I will reactivate again later and retest - once I've convinced myself (maybe fooled myself) that I have stability again. Or remerge them without that mod.

So long story short - my fault. I study BOSS and stay on top of every update I can so I was doubtful load order would have helped and I was right (in a sense).
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John N
 
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Post » Tue May 17, 2011 1:35 am

After a few more rounds of testing and failing to find an answer I was about to post a diatribe about how posting my load order rarely helps.
Usually because I've rarely had answer worthwhile come from that.


The reason I asked you to post your mod list was that I had a suspect - a mod that you may have installed after a lenghty discussion in another thread.


Then a breakthrough - I found the offending mod. About a half a year ago or more I went on a mod merging spree - motivated by PetrusOctavainus no less


I didn't see that one coming. :eek:

- and one product of that was a mod I named 'Villages and Forts.esp'


Any idea what actually caused the crashes?
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Taylah Illies
 
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Post » Tue May 17, 2011 10:50 am

No not really.

I suppose I could dig deeper and find out, but truthfully I don't care enough and there is only so much testing I can stomach anymore.

I've decided on a ratio - 70% play to 30% upkeep and problem solving. If I can't strike that ratio (exceptions expected) then what is the point in going on? I love this game but if I spend more time debugging than playing then that to me is no longer a fun proposition. Sure it was for a while - it can be fun to debug, edit, explore tools, and all that. But when the problems crop up again and again it can become more of a chore.

Reasons? This game is finicky and delicate as gossamer wings it its requirements. It also has ghosts. One minute things work - the next - all to hell.

The reason I chose those mods for that merger and the mods I chose for my other mergers was that really they are filler mods. The quests are minimal (and really the quests of Villages are basic fetch quests). What this means is that I can take them out with little worry that much would really be lost. Similar logic in a the dungeon merger compilation, early and late game tweaks compilations (those have never given grief though).

I'm curious though - what mod were you suspecting? Could be that Villages was conflicting with it. I'd be willing to check it out.

[edit] oh and I'm not opposed to posting my load order - if you can make sense of the merged/unrecognized mods:
Spoiler
Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 0.9.9]
02 Francesco's Leveled Creatures-Items Mod.esm
03 Francesco's Optional New Items Add-On.esm
04 Cobl Main.esm [Version 1.72]
05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
06 Mart's Monster Mod.esm [Version 3.7b3p3]
07 Enhanced Daedric Invasion.esm
08 CyrodiilUpgradeResourcePack.esm
09 TamrielTravellers.esm [Version 1.39c]
0A FCOM_Convergence.esm [Version 0.9.9MB3]
0B Armamentarium.esm [Version 1.35]
0C Artifacts.esm [Version 1.1]
0D Progress.esm [Version 2.2]
0E MALO - MAIN.esm
0F TamRes.esm
10 Unofficial Oblivion Patch.esp [Version 3.2.5]
11 DLCShiveringIsles.esp
12 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
++ Shivering OOO.esp
13 TamRes.esp
14 Francesco's Optional Chance of Stronger Bosses.esp
15 Francesco's Optional Chance of Stronger Enemies.esp
16 Francesco's Optional Chance of More Enemies.esp
17 Francesco's Optional Leveled Quests-SI only.esp
18 Francesco's Optional Leveled Guards.esp
++ Francesco's Dark Seducer Weapons Patch.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
19 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
1A Fran Armor Add-on.esp
1B Fran_Lv30Item_Maltz.esp
1C _Environments Mods Merged1.esp
1D All Natural - Real Lights.esp [Version 0.9.9]
1E All Natural.esp [Version 0.9.9]
1F All Natural - SI.esp [Version 0.9.9]
++ All Natural - EW + NW + AWS.esp [Version Final]
20 Enhanced Water v2.0 HD.esp
++ Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1]
++ Symphony of Violence.esp
21 MIS.esp
22 Atmospheric Oblivion.esp
++ Diverse Voices.esp
23 PowerAttack Voicemod - The Shivering Isles.esp
24 WindowLightingSystem.esp
25 Ayleid Loot EXtension.esp
26 Ayleid Loot EXtension - OOO Dungeons.esp
** Book Jackets Oblivion.esp
++ Cobl Bookjackets.esp
++ FrbitPotionReplacer.esp
++ Item interchange - Extraction.esp [Version 0.78]
27 QZ Easy Menus.esp
28 Game Tweaks Early.esp
29 Home Care Mods Merged.esp
2A CNRP 4 OOO.esp
2B ImperREAL IC + Additions.esp
2C Enhanced Economy.esp [Version 3.4.3]
2D Choices and Consequences.esp [Version 2.02]
2E Map Marker Overhaul.esp [Version 3.4]
2F Map Marker Overhaul - SI additions.esp [Version 3.0.2]
30 sr_super_hotkeys.esp
31 Armor and Weapon Quests.esp
32 DLCHorseArmor.esp
33 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
++ Mart's Monster Mod - DLCHorseArmor+Slofs .esp [Version 0.91]
34 DLCMehrunesRazor.esp
35 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
++ YX33A Razor Edit.esp
36 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
** Book Jackets DLC.esp
++ GrimbotsSpellTomes.esp
++ ArtifactsFemaleArmor.esp
37 ClassyClothingCompendium.esp [Version 1.2]
++ CSR - Fine Iron.esp
++ CSR - Golden Saint.esp
** Armamentium female.esp
38 kuerteeHorseCommands.esp
39 Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp [Version 1.0]
3A MALO - Guild Tweaks.esp
3B KDCircletsOOOOptimized - NPC Equip.esp [Version 1.2]
++ FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]
++ MMM_Runeskull_Rebalance_BETA2.esp [Version Beta]
3C Slof's Oblivion Robe Trader.esp
3D Cobl Glue.esp [Version 1.72]
3E Cobl Si.esp [Version 1.63]
3F OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
40 Bob's Armory Oblivion.esp
41 FCOM_BobsArmory.esp [Version 0.9.9]
42 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
43 Oblivion WarCry EV.esp
44 FCOM_WarCry.esp [Version 0.9.9MB3]
45 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ OOO-Container_Trap_Instant_Effects.esp [Version 1.33]
46 Choices and Consequences - OOO.esp [Version 2.0]
++ ArmamentariumLLVendors.esp [Version 1.35]
47 ArmamentariumArtifacts.esp [Version 1.35]
48 OBSE-Storms & Sound SI.esp
49 MALO - Clutter Replacer.esp
4A MALO - Vendor Additions.esp
4B MALO - Loot Tweaks.esp
4C MALO - Loot Tweaks DCRP.esp
4D Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
4E FCOM_Convergence.esp [Version 0.9.9Mb3]
4F FCOM_RealSwords.esp [Version 0.9.9]
++ FCOM_SpawnRatesStronger.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_LessReaversInGates.esp [Version 0.9.9]
50 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3]
51 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
52 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
53 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
54 Mart's Monster Mod - Farm Animals.esp [Version 1.4]
55 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ MALO - Clutter Replacer MMM - HUNT.esp
56 TamrielTravellers4OOO.esp [Version 1.39c]
++ TamrielTravellersItemsNPC.esp [Version 1.39c]
57 ShiveringIsleTravellers.esp [Version 1.39c]
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.40]
** TamrielTravellersHorseTextures.esp
++ 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]
++ FCOM_FriendlierFactions.esp [Version 0.9.9]
58 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]
59 Enhanced Quest Roleplaying.esp
++ Atmospheric Oblivion - MMM Patch.esp
++ Atmospheric Oblivion - OOO Patch.esp
++ Fransfemale.esp
++ EVE_StockEquipmentReplacer4FCOM.esp
** RustyItems for OOO.esp
** Fine Weapons for OOO.esp
5A Dungeons Merged.esp
5B SI Dungeons Merged.esp
5C KvatchAftermath.esp
5D Ivellon.esp [Version 1.8]
5E Artifacts.esp [Version 1.1]
++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
5F BHC_Expanded.esp [Version 1.2]
60 Demonhunter.esp
61 Gaelendryl.esp
62 Gift of Kynareth.esp
++ Gift of Kynareth_delayer.esp
63 Shezrie's Villages.esp
64 kingdomofAlmar.esp
65 Kragenir's Death Quest.esp
66 KDQ - Rural Line Additions.esp
67 Feudal Empire 300.esp
68 OldCrowInn.esp [Version 1.5]
69 Region Revive - Lake Rumare.esp
6A Region Revive - Lake Rumare - OOO LockBash.esp [Version 0.2]
6B The Ayleid Steps.esp [Version 3.3]
6C TheElderCouncil.esp
6D TheElderCouncil_TempleOfTheOne.esp
6E VHBloodlines 1.2.esp [Version 1.4]
6F DLCfrostcrag.esp
70 Knights.esp
** Knights - Book Jackets.esp
71 Knights - Unofficial Patch.esp [Version 1.0.9]
++ EVE_KnightsoftheNine.esp
++ KotN Wayshrine Fix.esp
72 SM Plugin Refurbish Minus BH-Orrery-Vile-Thieves.esp
++ As Intended - OOO Boars & Imps.esp
73 TOTF.esp
74 RTT.esp
75 RTT-Weye Relocation Patch.esp [Version 2.0]
76 The Lost Spires.esp
77 AFK_Weye.esp
78 Rumare-AFK_Weye Patch.esp
79 GuardsofCyrodiilRedux.esp [Version 1.02]
7A GuardsofCyrodiilRedux - RRLRpatch.esp
7B Mighty Umbra.esp
7C Blood&Mud.esp
7D Lost Paladins of the Divines.esp
7E Origin of the Mages Guild.esp [Version 6]
7F TheNecromancer.esp
80 HoarfrostCastle.esp
81 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
++ FCOM_MightyUmbra.esp [Version 0.9.9]
82 FCOM_Blood&Mud.esp [Version 0.9.9]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
++ FCOM_SlofsRobeTrader.esp [Version 0.9.9]
83 FCOM_OMG.esp [Version 0.9.9]
++ FCOM_OMGSRT.esp [Version 0.9.9]
84 Origin of the Mages Guild OOO Patch.esp [Version 5.0.FINAL]
85 Enhanced Daedric Invasion.esp
++ FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9]
86 EDI - Less Monotonous DOT.esp
87 ElsweyrAnequina.esp
88 Tamriel Houses Merged.esp
89 Villages and Forts Merged.esp
8A SI Homes Merged.esp
8B road+bridges.esp [Version 4.5.5]
8C Feldscar.esp [Version 1.0.1]
8D Vergayun.esp [Version 1.0.4]
8E Faregyl.esp [Version 1.0.10]
8F Faregyl+Anequina Patch.esp
90 Sylix.esp
91 xuldarkforest.esp [Version 1.0.5]
92 LostSpires-DarkForest patch.esp
93 xulStendarrValley.esp [Version 1.2.2]
94 xulTheHeath.esp
95 XulEntiusGorge.esp
96 KvatchAftermath-EntiusGorge compatibility patch.esp
97 TheNecromancer-EntiusGorge patch.esp
98 xulFallenleafEverglade.esp [Version 1.3.1]
99 TheElderCouncil-FallenleafEverglade patch.esp [Version 1.2]
9A Anequina-Fallenleaf-Patch.esp
9B LostSpires-Everglade patch.esp [Version 1.2]
9C xulColovianHighlands_EV.esp [Version 1.2.1]
9D xulChorrolHinterland.esp [Version 1.2.2]
9E xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
9F KragenirsDeathQuest-LostCoast patch.esp
A0 xulBravilBarrowfields.esp [Version 1.3.2]
A1 xulLushWoodlands.esp [Version 1.3]
A2 HoarfrostCastle-LushWoodlands patch.esp
A3 xulAncientYews.esp [Version 1.4.2]
A4 xulAncientRedwoods.esp [Version 1.6]
A5 xulCloudtopMountains.esp [Version 1.0.3]
A6 KragenirsDeathQuest-CloudtopMountains patch.esp
A7 Ravenview-Cloudtop-Patch.esp [Version 1.0.5]
A8 xulArriusCreek.esp [Version 1.1.3]
A9 xulPatch_AY_AC.esp [Version 1.1]
AA xulRollingHills_EV.esp [Version 1.3.2]
AB KragenirsDeathQuest-RollingHills patch.esp
AC xulPantherRiver.esp
AD xulRiverEthe.esp [Version 1.0.2]
AE xulBrenaRiverRavine.esp [Version 1.0.2]
AF Gaelendryll-BrenaRiver patch.esp [Version 1.1]
B0 NakedNord.esp
B1 xulImperialIsle.esp [Version 1.6.5]
B2 xulBlackwoodForest.esp
B3 xulCheydinhalFalls.esp [Version 1.0.1]
B4 Blood&Mud-CheydinhalFalls patch.esp
B5 GiftOfKynareth-CheydinhalFalls patch.esp
B6 TearsOfTheFiend-CheydinhalFalls patch.esp
B7 Villages-CheydinhalFalls patch.esp
B8 DungeonsOfIvellon-CheydinhalFalls patch.esp
B9 xulAspenWood.esp [Version 1.0.1]
BA Lakewood+AspenWood Patch.esp [Version 1.0]
BB xulSkingradOutskirts.esp
BC BarrowFields-Blood&Mud-Patch.esp [Version 1.3]
BD Blood&Mud-PantherRiver patch.esp
BE NRB4+UL-II Patch.esp [Version 5.0.1]
BF NRB4+RR Patch.esp [Version 2.1]
C0 RegionReviveLakeRumare-ImperialIsle patch.esp [Version 1.3.3]
C1 bartholm.esp
C2 Fort Akatosh Redux.esp
C3 FortAkatoshRedux-NewRoads&Bridges patch.esp
++ Cyrodiil Legion Addon.esp
++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
C4 NPC new clothes V2.6.esp
++ FCOM_NewNPCClothes.esp
C5 Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
C6 Enhanced Vegetation [125%].esp
C7 Quest Award Leveller.esp
++ Quest Award Leveller - Knights of the Nine.esp
++ Quest Award Leveller - Mehrunes Razor.esp
C8 Game Tweaks Late.esp
C9 Dialogue Mods Merged+.esp
CA DropLitTorchOBSE.esp [Version 2.4]
CB Oblivifall - Let's Talk!.esp [Version 1.1]
CC Oblivifall - Something's Not Right.esp [Version 1.0]
CD Oblivifall - Ambiant Dungeon SFX.esp [Version 1.1]
CE Duke Patricks Sickness+Health Alarm.esp
CF kuerteeInventoryIsABackpack.esp
D0 ReneerNPCSneakMod.esp
D1 RealisticFatigue.esp
D2 Duke Patricks - Nosferatu Class Vampires.esp
D3 SSEE-OOO.esp
++ SigilStonesUnlevelled - SSEE-OOO.esp
D4 Magic Tweaks.esp
D5 kuerteeMagickaBasedMagicJeweleryLimits.esp
D6 EnchantmentMastery.esp
D7 SupremeMagicka.esp [Version 0.90]
D8 SM_ShiveringIsles.esp [Version 0.86]
++ SM_DLCSpellTome.esp [Version 0.80]
++ SM_MMM.esp [Version 0.89]
++ SM_OOO.esp [Version 0.89]
++ SM_COBL.esp [Version 0.86]
++ SM_Scrolls.esp [Version 0.84]
++ SM_UnlockSpells.esp [Version 0.70]
D9 SM_EnchantStaff.esp [Version 0.80]
DA MidasSpells.esp
DB AudaciousMagery.esp
++ MIEO.esp
DC RshAlchemy.esp
DD StealthOverhaul.esp
DE StealthOverhaul, Cobl.esp [Version 1.1]
DF ZumbsLockpickingMod - OBSE.esp
E0 RenGuardOverhaul.esp
E1 RenGuardOverhaulShiveringIsles.esp
E2 Enhanced Grabbing.esp [Version 0.5]
E3 kuerteeNPCsYield.esp
++ kuertee MMM OnLoadCS disabled hmf effects.esp
E4 nGCD.esp
E5 Progress Plugins Merged.esp
++ Item interchange - Placement for FCOM.esp [Version 0.78]
++ Item interchange - Placement for Frostcrag Reborn.esp [Version 0.78]
++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
E6 bgBalancingEVCore.esp [Version 10.52EV-D]
++ TamrielTravellers Cosmetics Cobl or RBP.esp
E7 bgMagicEV.esp [Version 1.7EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
E8 bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
E9 bgMagicEVPaperChase.esp [Version 1.68EV]
++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
** bgBalancingEVOptionalNPCDiversity, TNR Merge.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
EA bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
** bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
++ bgBalancingEVOptionalSeamReducerHighElfFix.esp [Version 10.0EV-D]
EB bgIntegrationEV.esp [Version 0.96]
** bgMagicEVShader.esp [Version 1.7EV]
++ kuertee bgMagicEVShader default drain effects.esp
** Let There be Darkness-Merged.esp
++ Life Detected - Skeleton - Tiny - 2.esp
++ Visually Realistic Deadly Lava.esp
** NRB4 Standard Road Record.esp
++ CoreRandmonClothing4Npcs.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
++ OOO-Magic_Script_Effect_Fix.esp [Version 1.33]
** LoadingScreens.esp
EC Bashed Patch - John.esp
ED Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp
EE Duke Patricks - Fresh Kills Now Alert The NPCs.esp
EF Duke Patricks - Actors Can Miss Now.esp
F0 Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.esp
F1 Duke Patricks - Basic Combat Geometry.esp
F2 Duke Patricks - Momentum Damage And Jump Risk.esp
F3 Duke Patricks - SCA Shield Tricks.esp
F4 Duke Patricks - SCA Melee Combat with NO RECOIL.esp
F5 Duke Patricks - Combat Archery.esp [Version 2]
F6 Duke Patricks - Double Arrow Nock Shot.esp
F7 Duke Patricks - BASIC Script Effect Silencer.esp
F8 Streamline 3.1.esp

User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Tue May 17, 2011 1:48 am



I'm curious though - what mod were you suspecting? Could be that Villages was conflicting with it. I'd be willing to check it out.

[edit] oh and I'm not opposed to posting my load order - if you can make sense of the merged/unrecognized mods:[spoiler]Active Mod Files:



I was thinking of the Alternate Armor Forumla mod. I had problems with it in the past, when it constantly caused crashes on cell transisiton. The problems were supposed to have been fixed, so I tried it again for my upcoming games, but it still causes crashes. The constant crashes went away when I uninstalled it. But I have 350 plugins installed now, so it may be some weird script conflict. I'm in the final stages of collecting all the mods I want, so I haven't looked closely for conflicts in TES4EDIT yet.
Anyway, I don't see it in your mod list, unless it's merged? If it is you may want to disable it and see if there's any difference.
I see we use much the same mods, but I don't use Tamriel Travellers, EDI (too much AI processing), Supreme Magicka (LAME is enough for me), Blood&Mud (too weird), Zimiya's mods (don't like companions) or any of the Mod Nazi's mods.
User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Tue May 17, 2011 7:20 am

I haven't used Alt armor formula in over a year. I kept finding shields with 100 AR - made me god like. Wasn't sure if it was interacting with Duke's SCA mod and I preferred that mod anyway so I ditched it.

EDI is my prime number one suspect mod of all time. So many times I have a crash then after some testing I see a gate open nearby or a Daedra raiding party active nearby. I've a goal to get this main quest thing done and those gates closed to see if the removal of EDI has an effect on stability.

I've played through part of the Elder Council and will get to the rest of that someday, but I think what Onra is doing will replace it completely eventually. I've yet to get through OMG and not playing a mage (should maybe remove it).

Immersive travelers - right?

I can't live without Supreme Magicka though - and mainly for the area of affect on projectile spells tweak - great for shooting a fireball or convalescence in third person. That is the best feature in my opinion.

I adore Blood and Mud NPCs though - for once NPCs who you cannot read their intentions outright in a video game. The characterizations I think are top notch - they convey a mystery and funkiness I wish more of Tamriel had.
User avatar
Roberta Obrien
 
Posts: 3499
Joined: Tue Oct 23, 2007 1:43 pm

Post » Tue May 17, 2011 1:54 am

Immersive travelers - right?


No, for me Crowded Roads Revisited. Haven't tried IT, but it seems to do the excact same thing. TT was too focused on merchants for my taste. I'm also using Inns Revised in Cyrodiil, which adds lots of life to http://www.tesnexus.com/downloads/file.php?id=29333 Combine it with the brilliant http://www.tesnexus.com/downloads/file.php?id=11892 and an inn can feel like The Prancing Pony of Bree, with a cloaked ranger in the corner smoking his pipe.


I can't live without Supreme Magicka though - and mainly for the area of affect on projectile spells tweak - great for shooting a fireball or convalescence in third person. That is the best feature in my opinion.


For me more than one magic overhaul, something OOO already does to some agree, feels like overkill.
This time I have to use LAME since I want to play Integration, but next time I'll try Supreme Magicka.


I adore Blood and Mud NPCs though - for once NPCs who you cannot read their intentions outright in a video game. The characterizations I think are top notch - they convey a mystery and funkiness I wish more of Tamriel had.


Problem for me it that it breaks immersion too much for the "serious" game I'm preparing, But it would be fun to try the mod properly once, maybe together with some other mods that also don't fit in with my upcoming game, I agree about the NPCs; I've rarely been so angry with an NPC as I was with that french tart that stole all my equipment. But I missed the chance to confront her afterwards, so I insted chopped her head off. :evil:
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

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