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Oblivion Mod errors


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#11
DrakeTheDragon

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Yes, that's the one. It looks different than what I'm used to, but that's only because I haven't had a look at a BOSS log myself for quite some time now and the version numbers went up quite a bit.

 

Hmm, there's no direct error messages or Delinquent Master warnings or anything, only a couple "use only 1 of..." plugins used all at once, and other things which shouldn't be able to cause actual CTDs.

However, close to the end there's also some "requires..." lines which make me wonder. Make sure you have all those external tools, OBSE plugins, and the like, as they will never show up in a load order or mod list:

OBGEv2 (Oblivion Graphics Extender), or deactivate the DRSplatter.esp,

NifSE (enables plugins to directly manipulate NIF files in memory, like swapping right-handed'ness to left-handed, or upside-down grip),

Drop Lit Torches OBSE (whatever it's required for, sounds like a regular mod, but there's no such plugin in your load order)

 

I wonder why it doesn't throw any direct errors though, while the game itself still keeps crashing.

 

As it crashes that early though, it could as well be caused by something different, maybe a corrupted Oblivion.ini perhaps. You could try to locate your "Oblivion.ini" somewhere inside your user files (NOT "Oblivion_default.ini" found inside your Oblivion folder) and just rename it to something different for a test-run, so the game won't find it and create a clean new one from the default, as soon as you start it up again. If it doesn't help, nothing was lost, as you can always just remove the new one and rename your backup one back to its original name. Maybe you'll have trouble with non-applied Archive Invalidation after creation of a new INI, but if the crashes were caused by a corrupt INI only, then they'd be gone and we'd know what to do next to get everything back into working order.



#12
DevM22

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Ok I disabled DRSsplatter and it didnt work, also I installed OBGEv2 and still the black screen, as for the oblivion.ini file method is still the same, how important is the mod order in this kind of things?

 

If it was the mod order would the BOSS see the error?


Edited by DevM22, 23 May 2013 - 09:19 PM.


#13
DrakeTheDragon

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How important the load order is? Well, if a plugin that requires another one comes earlier in load order than the one it requires => CTD. The other way round in load order => all is fine.
And yes, the BOSS log 'should' show these issues.
 
What about the other DR6 requirements, "NifSE" and "Drop Lit Torches OBSE"? Or maybe try deactivating the DR6 plugin requiring them and see if it still crashes. Then we'd have it boiled down to DR6 and its requirements.
 
I'm a little worried about those "... for FCOM" plugins as well though. Maybe they do require something, a masterfile or plugin which isn't there, and that's why it's crashing. But the BOSS log doesn't show any errors in this regard and I never used FCOM myself to go by experience here. I recall a proper FCOM installation requires some file renaming even for everything to work, but I don't know if this can cause crashes when not done, or if you're even trying to use an FCOM installation there. You're almost using all of its parts, maybe a few conflicting ones even, but I couldn't tell the difference between this and a proper FCOM compilation, even if my life depended on it.
 
If you have Wrye Bash, you can take a look at each individual plugin's requirements by clicking on it and reading the list of parents/masters to the right. There you'll also see the order in which they should be to each other and all of them need to be present in your load order 'before' the plugin you're looking at. I think Wrye Bash will even highlight missing or off-placed ones in different colors. I'm especially looking at those "... for FCOM" ones, as I basically expect them to have a dependency on some FCOM files, but got no idea which ones this could be, if any.

edit: It also seems you're not using a bashed patch, yet, although a list of mods such as this certainly recommends it. However, this should only cause incompatibilities and conflicts, again no actual crashes.

Edited by DrakeTheDragon, 23 May 2013 - 09:39 PM.


#14
DevM22

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Update on this, I deactivated one mod at the time to find out which one was causing it and it was the unnoficial mods patch, but I got another error now :P, I have that mod with the alternative start and after I go to the bed ( when you have already chosen where to go) it crashes, it doesn't even get to the loading, also there are some mods not working like the inventory one, why is this happening :/.



#15
DrakeTheDragon

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Ah, now we're getting somewhere. At least the game's starting again, as you got rid of the "missing master" situation. I wonder why BOSS didn't throw an error that obvious, but it doesn't matter anymore now.

 

Hmm, those crashes on the other hand very well can be caused by conflicts and incompatibilities now. So I suggest letting Wrye Bash compile a bashed patch, to make all those plugins work together without conflicts. BOSS is already setting the proper bash tags each run. All that's missing now is compiling a patch from these accordingly.

 

And which inventory mod do you mean? There's none in your load order as far as I know. If it's only a replacer-type mod, that is one without a plugin, we should take a look at Archive Invalidation next, to get the game to use external files from mods over the ones from inside the BSAs.



#16
DevM22

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This wrye bash is confusing, I installed it and then I did some kind of installer thing option, not quite sure where should I go here ^^.



#17
DrakeTheDragon

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Not sure what you mean by 'installer thing option'.

You should be going to the Mods or Plugins tab or what's it called, where it'll show you your plugins/masterfiles and in load order. If you there right-click the title line of what it is, it should give you the option to create a new "bashed patch 0.esp" or something like that, if there isn't already one found in the list after installing Wrye Bash. This "bashed patch 0.esp" you can then right-click and say "recompile bashed patch". This will come up with a wizard kind of dialog window where most options should already be set up properly anyways, and you should just need to click the button to compile the patch. This is all documented on Wrye's webpage in detail.

http://wryemusings.c...l#BashedPatches

...and yes, all of it together 'is' confusing. Better only concentrate on the 1 thing you're after now. It's pretty simple actually, so don't let yourself get overwhelmed by all that 'can' be done with Wrye Bash.



#18
DevM22

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Well it actually works now thanks :).



#19
DrakeTheDragon

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Well it actually works now thanks :smile:.

Really? No crashes anymore?

What did you do? Compile a bashed patch and all crashes were gone?

That was pleasantly surprisingly quick.

And what about the inventory mod you were talking of? Was it something like DarkUI or DarnUI and you just read up about Archive Invalidation, applied it through one of the mod managers, NMM, OBMM, or Wrye Bash, and everything was working already?

No issues or unaddressed questions left now?



#20
DevM22

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Yup I did what you said and it doesn't crash anymore, the inventory mod doesnt work (darnUI) but I can live with that :P.






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