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Windom Earle_s Oblivion Crash Prevention System


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#21
windom

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Build 2009-02-05
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Bugfix. Fixed previous handlers for:
0x0001E232 - rewritten using assembly for multithreading support
0x0001E298 - fixed a bug
No additional functionality.

#22
windom

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Build 2009-02-06
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Fixed a previous handler for:
0x0025C640 - now tries to fix invalid pointers
Added support for crash offsets:
0x0007C99F
0x000A0CD5
0x000FA940
0x001DBE63
Total: 24 crash offsets

ALWAYS USE THE LATEST BUILD!

#23
windom

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Build 2009-02-07
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This program was rewritten to be more reliable, for making its development easier etc.
A new generation, for sure.
Added support for crash offsets:
0x0008E811
0x00140869
Total: 26 crash offsets

PLEASE TEST IT!

#24
Spaceboy

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thank you windom, you fix problems i dident even now i had=)


keep up the good work!!!

#25
windom

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Build 2009-02-08
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Bugfix.
Fixed a previous handler for:
0x000F7C64 - stack handling error

See this link on how to report crashes:
http://www.bethsoft....howtopic=870869

#26
windom

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Build 2009-02-08 (upd)
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Added support for crash offsets:
0x000025D2
0x000DFA7F
0x0024956E
0x0036E7A2
Total: 30 crash offsets

#27
jgweston

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I believe I may have solved the cause of the CTD at offset 0x0018fba6: missing mod dependencies and/or too many things attempting to be loaded. I have a LOT of mods loaded: in total, creeping up on 500 now. When I cross the limit of 255 mods, I load up several non-conflicting related ESPs in the construction set and export a combined plugin to use in their place. When Oblivion crashes at startup, before the progress bar even moves, it's usually related to a mod load error, meaning either an ESP referenced by another mod is missing or there were just too many mods attempting to be loaded. ESP and ESM files obviously count towards the limit. What I haven't been able to figure out until today when random mods I've been using for months without issue began crashing Oblivion at startup is why I was getting the same kind of crash with no missing ESPs and a maximum mod load order ID of F3 (243) in Wrye Bash. Using weOCPS would get me past the CTD at 0x0018fba6, but Oblivion would still crash as soon as the progress bar hit the end, just before the title screen appeared, with offset 0x001b5c9d.

I hadn't played Oblivion in a few weeks, so I got behind on mods. I built OMODs and installed a whole mess of them at once, almost always a sure-fire way to crash. It did. Disabling the new mods, however, did NOT allow Oblivion to load. I even tried updating my nVIDIA drivers to no avail. Last night, I discovered that if I disabled ALL mods, then enabled my Bashed Patch and allowed Wrye Bash to enable all of its child mods (98 of them, including a few newer ones), Oblivion did not crash. This at least narrowed the field of suspects down considerably. I then began the arduous task of enabling a few mods at the time, then testing Oblivion. I found several mods that I had NOT updated were suddenly causing pre-titlescreen CTDs. I couldn't identify any enabled mods that would potentially cause problems with them. For the record, the "problem" mods were HGEC Boots (new), Improved Soulgems (old), Sentient Weapon (new), KOT9 Rings (old), and several official DLC, including SHIVERING ISLES (which, since I couldn't enable, prevented me from testing a whooooole lot of others that require it)! All but the ones marked (new) have been working flawlessly for months, or in some cases over a year.

It wasn't until this morning that I noticed what each and every one of these mods had in common: BSA archives. I use BSA Redirection in OBMM. In total, I had 37 BSA files being loaded (with only the BSA redirection one, the non-DLC core Oblivion ones, and Francesco's being referenced in Oblivion.ini) alongside my 243 ESM+ESP files. This was apparently too much for Oblivion to handle. I discovered that if I enabled every single mod that I want to use (A-Type2 just released a new mod, so 244 now), and removed all of the custom mod BSA files from my DATA directory (I did leave all the official DLC ones and Francesco's), Oblivion did not crash at startup. I'm currently in the process of re-packing some "resource" OMODs containing the contents of the "problem" mods' BSA files. Wish me luck.

In summary, there seems to be a limit to the number of BSA files Oblivion is able to load simultaneously (or possibly just a limit to the number of characters in the filenames when combined onto a single load line).

#28
windom

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Build 2009-02-09
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Fixed a previous handler for:
0x0007C8F1 - more checks
0x0036E7A2 - more checks
Added support for crash offsets:
0x00021FE5
0x0008BE63
0x00264EE3
0x00349CC4
0x0036E762
Total: 35 crash offsets

#29
DXmen

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This is a must have.
Great work

#30
windom

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Build 2009-02-10
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Bugfix. Fixed previous handlers for:
0x0001E298
0x0008E811
0x00349CC4

ATTENTION! WEOCPS IS AN EXPERIMENTAL SOFTWARE! I DO NOT RECOMMEND RELYING ON IT! YOU'VE BEEN WARNED!




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