Weird, WEIRD time+ weather bug :S

Post » Fri May 20, 2011 10:21 am

Ok, so I have FCOM working and its all going well, not a crash in sight. All the right weapons are in the right place etc... then I go to anvil.
First and most noticably it starts crashing on the gold coast near the main gate. Like, 3-4 minuets into gameplay it will crash. So I take apart the patch, and try again with Esps loaded normally i.e not merged. same result. I go to bed and the next day things have improved- slightly. The whole game plays as normal away from anvil, so I decide to try again to see what will happen. Now instead of bloody crashing, Time is frozen at 12 midnight, no matter where I go, and the sky is a stretched grey blur!! Everytime I exit or enter a cell it loads a differnt weather, and even waiting doesn't advance time!! what on gods earth causes THIS?

I have various enviroment mods installed (as suggested by FCOM in 50 steps) including
Enchanced Weather.esm
Enchanced Weather.esp (fiddled with for darker nights)
Enchanced water.esp
Enchanced vegitation.esp
Natural enviroments.esp
Storms and sounds.esp

I have better cities with a few supported plugins like Vaults of Oblivion, and Delivery Job.

I really hope somone can figure this out, I have finally got FCOM working almost and now THIS happens! :P

Thanks in advance,
Om nom nom
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Fri May 20, 2011 1:44 am

Ok, so I have FCOM working and its all going well, not a crash in sight. All the right weapons are in the right place etc... then I go to anvil.
First and most noticably it starts crashing on the gold coast near the main gate. Like, 3-4 minuets into gameplay it will crash. So I take apart the patch, and try again with Esps loaded normally i.e not merged. same result. I go to bed and the next day things have improved- slightly. The whole game plays as normal away from anvil, so I decide to try again to see what will happen. Now instead of bloody crashing, Time is frozen at 12 midnight, no matter where I go, and the sky is a stretched grey blur!! Everytime I exit or enter a cell it loads a differnt weather, and even waiting doesn't advance time!! what on gods earth causes THIS?

I have various enviroment mods installed (as suggested by FCOM in 50 steps) including
Enchanced Weather.esm
Enchanced Weather.esp (fiddled with for darker nights)
Enchanced water.esp
Enchanced vegitation.esp
Natural enviroments.esp
Storms and sounds.esp

I have better cities with a few supported plugins like Vaults of Oblivion, and Delivery Job.

I really hope somone can figure this out, I have finally got FCOM working almost and now THIS happens! :P

Thanks in advance,
Om nom nom


1. Natural enviroments.esp does not exist as a mod available for download.
2. There's an EW thread which I'd normally recommend, but:
3. Something is clearly completely screwed up that goes beyond the realm of what's possible with EW. I have no idea how you managed it.
4. PYLO (Post Your Load Order)

Type 'show timescale' into the console and see what it comes back with. If it's 0, type 'set timescale to 30' to set it back to vanilla, which might solve your time passing problem.

All other problems probably derive from the time problem.
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Fri May 20, 2011 10:19 am

Thank you for the fast reply! :D

I feel like such an idiot. I realised, litterally seconds after posting, that I actually still had the bashed patch enabled along with the other mods -_-' so, the weather and the time is actually now fixed. However I am still left with the issue of crashes around the gold coast near anvil- and no where else. I played for two hours this afternoon without a crash naer the imperial city- I got 2 mineuts into a save near anvil. Sorry, I ment natural_habitiat_by_max_tael.esp

Im sorry but the only way I know to post load orders is through BOSS atm, if there is a mroe efficiant way I shall post it again as its very messy to read like that...

Oblivion.esmEnhancedWeather.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esm  . Note:  Do not use Tamrielic Ingredients and COBL at the same time.Oscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmTamrielTravellers.esmFCOM_Convergence.esmArmamentarium.esmArtifacts.esmBetter Cities Resources.esmToaster Says Share v3.esmHorseCombatMaster.esmTNR - THE REDGUARDS.esp  . Bashed Patch tag suggestion:  {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE DUNMER.esp  . Bashed Patch tag suggestion:  {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE IMPERIALS.esp  . Bashed Patch tag suggestion:  {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE BRETONS.esp  . Bashed Patch tag suggestion:  {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE ALTMER.esp  . Bashed Patch tag suggestion:  {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE BOSMER.esp  . Bashed Patch tag suggestion:  {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - THE NORDS.esp  . Bashed Patch tag suggestion:  {{BASH:NpcFaces,NoMerge}} and deactivate.TNR ALL RACES FINAL.esp  . Bashed Patch tag suggestion:  {{BASH:NpcFaces,NoMerge}} and deactivate.TNR - ShiveringIsles no helms.esp  . Bashed Patch tag suggestion:  {{BASH:NpcFaces,NoMerge}} and deactivate.Unofficial Oblivion Patch.esp  . Bashed Patch tag suggestion:  {{BASH:C.Climate,C.Light,C.Owner,Delev,Invent,Names,Relev,Stats,Relations}} and remove the C.Water tag.DLCShiveringIsles.espUnofficial Shivering Isles Patch.esp  . Note:  Remember to use the 'MOBS' version when using Francesco's and FCOM.  . Note:  Newest MOBS and non-MOBS versions have the same name.  . Bashed Patch tag suggestion:  {{BASH:C.Light,C.Owner,Invent,Names,Stats,Delev}}Shivering OOO.espOMOBS_SI.esp  . Bashed Patch tag suggestion:  {{BASH:Stats}}Better Cities .esp  . Note:  Dummy file to load Better Cities .BSAFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.esp  . Note:  Requires Shivering Isles expansion.FCOM_Francescos.esp  . Note:  Francesco's Leveled Creatures-Items 4.5b required.FCOM_FrancescosItemsAddOn.esp  . Note:  Francesco's Leveled Creatures-Items 4.5b required.  . Note:  Francesco's supplementary addon package required.FCOM_FrancescosNamedBosses.esp  . Note:  Francesco's Leveled Creatures-Items 4.5b required.Natural_Habitat_by_Max_Tael.espEnhancedWeather.espEnhanced Water v2.0 HD.espSymphony of Violence.esp  . Note:  May cause CTDs when used with Deadly Reflex. Unverified.Atmospheric Oblivion.espIWR-Lights.esp  . Note:  Remember there are also the Retrofitted and Optimised IWR mods.IWR-Windows.esp  . Note:  Remember there are also the Retrofitted and Optimised IWR mods.IWR-Shutters.esp  . Note:  Remember there are also the Retrofitted and Optimised IWR mods.Item interchange - Extraction.esp  . Note:  Requires Bashed Patch.MaleBodyReplacerV4.esp  . Bashed Patch tag suggestion:  {{BASH:Body-M,Graphics}}EVE_StockEquipmentReplacer.esp  . Bashed Patch tag suggestion:  {{Bash:Graphics}}XiaNewAmuletsV1.espArmamentium female.esp  . Bashed Patch tag suggestion:  {{BASH:NoMerge}}KDCircletsOOOOptimized - NPC Equip.esp  . Note:  Has bugs. Use Loot version or a patch or 'FCOM_KDCircletsOOOOptimizedNPCEquip.esp' if using FCOM.  . Note:  Avoid using Potion Belt and KD Circlets at the same time. Character can wear belt or circlet, not both.FCOM_KDCircletsOOOOptimizedNPCEquip.esp  . Note:  Requires 'KDCircletsOOOOptimized - NPC Equip'.  . Note:  Avoid using Potion Belt and KD Circlets at the same time. Character can wear belt or circlet, not both.Slof's Oblivion Robe Trader.esp  . Note:  Requires 'FCOM_SlofsRobeTrader.esp'.Cobl Glue.esp  . Note:  Requires 'FCOM_Cobl.esp'.Cobl Si.esp  . Note:  Requires Shivering Isles expansion.OOO 1.32-Cobl.espFCOM_Cobl.esp  . Note:  Requires 'Cobl Glue.esp' and 'OOO 1.32-Cobl.esp'.  . Note:  Do not use COBL and Tamerielic Ingredients at the same time.Bob's Armory Oblivion.esp  . Note:  Requires 'FCOM_BobsArmory.esp'.FCOM_BobsArmory.esp  . Note:  Requires 'Bob's Armory Oblivion.esp'.Oblivion WarCry EV.esp  . Note:  Requires either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp'.FCOM_WarCry.esp  . Note:  Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both.Oscuro's_Oblivion_Overhaul.espOOO_XiaNewAmulets Addon.espArmamentariumArtifacts.espOBSE-Storms & Sound SI.esp  . Note:  Use only one Storms and Sound mod file.  . Note:  This one is compatible with all weather mods.Mart's Monster Mod - Additional Enemy NPC Vars.esp  . Note:  May cause CTD issues - not recommended.FCOM_Convergence.espFCOM_RealSwords.espFCOM_SpawnRatesStronger.esp  . Note:  Use only one: Reduced, SlightlyReduced or Stronger.  . Note:  'Stronger' is the same as 'Reduced' but spawns will be more powerful.Mart's Monster Mod - More Wilderness Life.esp  . Note:  Use either 'More Wilderness Life' or 'More Wilderness Life No Gates' but not both.Mart's Monster Mod - Extra Wounding.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - No Werewolves.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.esp  . Bashed Patch tag suggestion:  {{BASH:Scripts}}TamrielTravellerAdvScript.espTamrielTravellers4OOO.esp  . Note:  Requires 'FCOM_TamrielTravelers.esp'.TamrielTravellersItemsNPC.espTamrielTravellersItemsCobl.esp  . Note:  Requires COBL.TamrielTravellersItemsVendor.espShiveringIsleTravellers.esp  . Note:  Use of 'TamrielTravellersItemsNPC.esp', 'TamrielTravellersItemsUnscaled.esp', or 'TamrielTravellersItemsVendors.esp' will remove SI items for sale.  . Note:  Requires Shivering Isles expansion.ShiveringIsleTravellersFriendlyFactions.espFCOM_TamrielTravelers.esp  . Note:  Requires 'TamrielTravellers4OOO.esp'FCOM_HungersUnitySI.esp  . Note:  Requires Shivering Isles expansion.FCOM_Archery.espArmamentariumLL4OOO.espOOO-WaterFish.espMMM-Cobl.espArtifacts.espDelivery Job - BC.esp  . Note:  Must deactivate delivery_job.esp if using it. This ESP replaces that file.Slof's Oblivion Goth Shop.espVaultsofCyrodiilBC.espza_bankmod.espFCOM_slofsrobetrader.esp  . Note:  Requires 'Slof's Oblivion Robe Trader.esp'.xuldarkforest.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenLeafEverglade.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.esp  . Note:  Make sure version is 1.6.2 or later.xulbravilbarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV_withoutWheat.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.esp  . Note:  Border region restrictions must be turned off: use Wrye Bash tweak, hand edit .ini file or use no-border mod (not recommended).xulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espEVE_ShiveringIslesEasterEggs.espMassA.I-50.espEnhanced Vegetation [150%].esp  . Note:  Use only one Enhanced Vegetation plugin.Alternative Start by Robert Evrae.esp  . Bashed Patch tag suggestion:  {{BASH:Relations}}MidasSpells.espDeadly Reflex 5 - Timed Block and 250% damage.esp  . Note:  Use no more than one Timed Block ESP.DeadlyReflex 5 - Combat Moves.esp  . Note:  See http://fastfreeupload.com/download.php?file=63DRtestfix.zip for a hotfix for CTD issues.Oblivion XP.espItem interchange - Placement for FCOM.esp  . Note:  Use either FCOM or non FCOM versions as appropriate but not both together.Mart's Monster Mod - Resized Races.esp  . Bashed Patch tag suggestion:  {{BASH:Body-M,Body-F}} and deactivate.Toaster Says Share Faction Recruitment.espCobl Races.esp  . Bashed Patch tag suggestion:  {{Eyes, Hair, R.Relations, Voice-M, Voice-F}}Cobl Races - Balanced.esp  . Bashed Patch tag suggestion:  {{BASH:Body-F,Body-M,Eyes,Hair,R.Relations}}EVE_KhajiitFix.espBetter Cities Full.espBetter Cities - Full City Defences.espBetter Cities - Unique Landscape Barrowfields.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Imperial City.espBetter Cities - COBL.espBetter Cities Full FPS Patch.espBetter Imperial City FPS Patch.esp  . Note:  Only use if using Better Imperial City.esp   . Note:  Old, update to newer version.Francesco's 7 days respawn time - 1-16 day lenght rescale.espForward Motion Blur.espMotionBlur.esp  . Note:  Fix available for 'Over-Darkening' issue: http://tr.im/scy6QTdof.espCobl Filter Late MERGE ONLY.esp  . Note:  Make sure it is deactivated. Must be merged into Bashed PatchCobl Silent Equip Misc.espBashed Patch, 0.espStreamline 3.1.esp-----------------------------------------------------------------Unrecognised mod files:                                          Reorder these by hand using your favourite mod ordering utility. -----------------------------------------------------------------Unknown mod file: VASE - core.esmUnknown mod file: VASE - Vanilla Cyrodiil.espUnknown mod file: VASE - Vanilla SI.espUnknown mod file: Artifacts - ArmaCompleteAddon.espUnknown mod file: Mart's Monster Mod - Safer Quest Locations.espUnknown mod file: OMOBS.espUnknown mod file: ArmamentariumLLMagicOOO.espUnknown mod file: ArtifactsFemaleArmor.espUnknown mod file: xulAspenWood.espUnknown mod file: Better Cities - Unique Landscape Cheydinhal Falls.espUnknown mod file: Better Cities - VWD of the IC.espUnknown mod file: TNR - THE KHAJIIT.esp



Essentially now the only issue is persistant anvil crashes.

Thanks again for replying XD
om nom nom
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Fri May 20, 2011 6:01 am

A BOSS list is better than nothing I guess, especially one that indicates you need to update your masterlist file. The one you have must be pretty old not to recognize things like VASE and UL Aspen Wood. In fact, you very likely need to upgrade BOSS in general since it may have been awhile since you did that either.
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Fri May 20, 2011 2:37 am

I feel like such an idiot. I realised, litterally seconds after posting, that I actually still had the bashed patch enabled along with the other mods -_-'


Sorry I don't understand.. Isn't one supposed to enable the bashed patch after rebuilding, close WB and play? :huh:
User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Fri May 20, 2011 9:59 am

You should probably use TNR - All Races Final instead of the individual TNR plugins, if I am not mistaken.

Posting your load order from Wrye Bash:

In the mod view, right click the first header (called file, the column that list your ESM and ESP files) choose List Mods. Theni copy and paste the results from that window in your forum post. You will see the whole thing but when posted it will have a 'Spoiler' button shown that when clicked will show your load order.

If you are running QTP3 also with BC, Anvil can get up to over 1GB or VRAM usage and you can easily run out of resources and CTD. Make sure you run a PCB (purge cell buffers) mod like Streamline. You could be hitting the 1.8GB limit (on a 32 bit system) really quickly. Take out QTP3 if you have and see if it helps with the CTD.

Take out MMM - Additinal Enemy NPC Vars
Take out MMM - Resized races
Take out MMM - More Wilderness life
Take out MMM - Gems and Gem dust

See how it goes without these. Update your masterlist for BOSS!
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Thu May 19, 2011 10:44 pm

Sorry I don't understand.. Isn't one supposed to enable the bashed patch after rebuilding, close WB and play? :huh:


Indeed they should, but due to my tom-foolery I ended up re-ticking all the mods that were bashed AND have the bashed patch- this ment that all bashed .esps were loaded twice, effectively. I think. Thats my explination anyway! :P

You should probably use TNR - All Races Final instead of the individual TNR plugins, if I am not mistaken.

Rather annoyingly, the ONE race I don't want touched is argonian- meaning I need the rest seperate.

Posting your load order from Wrye Bash:

In the mod view, right click the first header (called file, the column that list your ESM and ESP files) choose List Mods. Theni copy and paste the results from that window in your forum post. You will see the whole thing but when posted it will have a 'Spoiler' button shown that when clicked will show your load order.


Thanks mate, will remember that :D

If you are running QTP3 also with BC, Anvil can get up to over 1GB or VRAM usage and you can easily run out of resources and CTD. Make sure you run a PCB (purge cell buffers) mod like Streamline. You could be hitting the 1.8GB limit (on a 32 bit system) really quickly. Take out QTP3 if you have and see if it helps with the CTD.

No quarls here, mfraid. Allough I did have that very setup not long ago. I swear I saw smoke comming out of the oblivion disk when I opened the tray. :P

Take out MMM - Additinal Enemy NPC Vars
Take out MMM - Resized races
Take out MMM - More Wilderness life
Take out MMM - Gems and Gem dust

Thanks for the tip- are these effects applied by FCOM or will I loose them? :)

A BOSS list is better than nothing I guess, especially one that indicates you need to update your masterlist file. The one you have must be pretty old not to recognize things like VASE and UL Aspen Wood. In fact, you very likely need to upgrade BOSS in general since it may have been awhile since you did that either.

Good idea- I'd never even thought about that till now! -_-'

Thanks everyone for all these tips and suggestions! Even MORE annoyingly, with a new save game, anvil seems to be fine- but I have a feeling as soon as this thread is buried I will get an CTD instantly. -_-' :P
I'll follow all this advice though- I'm sure even if it doesnt solve my particular problem it will improve my stability regardless :D
User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Thu May 19, 2011 11:25 pm

You will lose these changes as there is nothing in the readme that they are in FCOM. But it would help with troubleshooting, that is why I suggested it. As for MMM - Gems and Gem dust, it conflict with OOO Geomancy, although I used it and it worked.
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am


Return to IV - Oblivion