I checked compatibility between different mods to help choose appropriate repairs for Oblivions flaws. I can install many mods using Wrye Bash & BOSS & use OBSE, fastexit, pluggy, Oblivion stutter remover, & weOCPS, formIDfinder.
So far I've helped 't' the Imperial on his ongoing journey to the desktop by starting the tutorial dungeon & saving at the sewer exit. I end up taking him through the wilderness in the hopes of reaching the fabled two hours of stability (ie no CTDs) but alas, he always finishes his journey sooner than I would prefer.
Unfortunately they happen very sporadically so the cause is tough to track down. The only certainties is that disabling MMM removes them & they only occur outside (wilderness). Loading the last save & doing the same action does not result in a crash. Not looting or hitting something. Just walking. Oblivion was around 1GB in memory at the time so not a memory ceiling CTD. 1st 1/2hr never seems to crash. These tests produce similar results on two separate gaming capable computers.
I have not tried using TES4View yet. I was hoping to see how stable I could get things before learning that tool.
I have these file updates too:
Loot-Drop-Merchant_changes_Proposal-21104.7z
The new MMM-Cobl.7z that CorePC had uploaded.
I didn't forget these:
Bonemold_Helmet-6997.zip
The_Ordinator_Armors_V2-12485.rar
I don't see missing meshes in-game.
Active Mod Files:00 Oblivion.esm01 Francesco's Leveled Creatures-Items Mod.esm02 Francesco's Optional New Items Add-On.esm03 Cobl Main.esm [Version 1.73]04 Mart's Monster Mod.esm [Version 3.7b3p3]05 VASE - core.esm06 Armamentarium.esm [Version 1.35]07 Artifacts.esm [Version 1.1]08 Unofficial Oblivion Patch.esp [Version 3.2.4]09 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]0A DLCShiveringIsles.esp0B Unofficial Shivering Isles Patch.esp [Version 1.4.0]0C Ayleid Loot EXtension.esp++ Item interchange - Extraction.esp [Version 0.78]0D DLCHorseArmor.esp0E DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]0F DLCOrrery.esp10 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]11 DLCVileLair.esp12 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]13 DLCMehrunesRazor.esp14 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]15 DLCSpellTomes.esp16 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]17 DLCThievesDen.esp18 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]19 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]1A Fran Armor Add-on.esp1B Fran_Lv30Item_Maltz.esp1C Francesco's Optional Chance of Stronger Bosses.esp1D Francesco's Optional Chance of Stronger Enemies.esp1E Francesco's Optional Dungeon Chest Loot.esp1F Francesco's Optional Dungeon Chest Locks.esp20 Francesco's Optional House Chest Loot.esp21 Francesco's Optional Vendor Tweaks.esp22 Francesco's Optional Leveled Quests.esp23 Francesco's Optional Leveled Arena.esp24 FranDarkSeducerWeapFix.esp25 Cobl Glue.esp [Version 1.73]26 Cobl Si.esp [Version 1.63]27 ArmamentariumLL.esp [Version 1.35]++ ArmamentariumLLVendors.esp [Version 1.35]28 ArmamentariumArtifacts.esp [Version 1.35]29 Mart's Monster Mod for Fran.esp [Version 3.7b3p3]2A Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]2B Mart's Monster Mod - Fran's leveled quests.esp [Version 3.7b3p3]2C VASE - Cyrodiil for MMM.esp2D VASE - Vanilla SI.esp2E MMM-Cobl.esp [Version 1.73]2F Artifacts.esp [Version 1.1]30 Artifacts - ArmaCompleteAddon.esp [Version 1.0]31 DLCBattlehornCastle.esp32 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]33 DLCFrostcrag.esp34 Knights.esp35 Knights - Unofficial Patch.esp [Version 1.0.9]36 SM Plugin Refurbish(Merged).esp [Version 1.21]37 Mart's Monster Mod - Knights.esp [Version 3.7b3p3]38 Salmo the Baker, Cobl.esp [Version 3.08]++ Item interchange - Placement.esp [Version 0.78]39 Cobl Races.esp [Version 1.52]** Cobl Races TNR.esp [Version 1.53]** Cobl Races TNR SI.esp [Version 1.53]++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]3A Bashed Patch, 0.esp3B FormID Finder4.esp
Since most FCOM users seem to have less problems than I do, I was thinking of just inserting OOO into the mix but I was hoping that someone here might know what I am doing wrong before I tried adding another variable to my game. I am not opposed to adding OOO, I was just delaying it until I got more pieces in place first. If it would solve some strange issue I have then I would not mind throwing it in sooner. Unless the infamous testing cell is so much easier that doing FCOM could make it worth the extra complication.
On a different note, debugging crashes or freezes is not easy. How do you find or cause crashes?
What kinds of crashes mean what (ie Crash on Looting, Crash on quickload)? When testing mod interactions, where do you walk / travel or what actions do you try out (ie are there specific locations or spawn-points that showcase instability better than others).
I currently know about Windows Event Viewer + weOCPS + Pluggy but not sure how to begin understanding the log outputs.