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CTD in specific places in exterior cells

crash ctd oblivion exterior cells

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#1
ctrl94

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I've been banging my head against this for a couple weeks now, I've read I don't know how many threads, tutorials, and guides here and other places about similar issues, and I'm at a loss at this point. It's been years since I've been able to do a playthrough of Oblivion because it is so prone to crashing, I've tried this twice before and quit out of frustration over this issue.

 

For the most part everything is perfect. In interior cells I have absolutely no problems, everything runs smoothly. When I go outside the performance is still decent, but when I walk through certain areas the game will freeze for a second or two before crashing to the desktop. Specifically, the stone circle with the pillar in the center just outside the Vilverin entrance has been pretty consistent about it, if I go near the pillar it will crash, but there are also several places where it happens less consistently along the Talos bridge and the trail leading up to it from the south on the Imperial Isle side. That's as far as I made it before I stopped trying to play and started testing.

 

I have found that if I disable archive invalidation (i.e. most mod textures/meshes/etc. don't load) it doesn't crash, but I have tried disabling and enabling (in Mod Organizer, so the textures/meshes/other files aren't present at all) just about every combination of mods in my list and nothing seems to fix it except disabling archive invalidation completely. Even with just the unofficial patches it will crash (and even with them disabled, but others enabled). I have also tried tweaking the graphics settings, as low as 1080p, no distant land, no AA, with the original settings being 4k, distant land, max settings for everything. I have a Ryzen 7 3700X, 32GB DDR4, and a GTX 1080Ti, and all storage is on SSDs so I can't possibly imagine that the hardware isn't up to the task. I have also watched the resource usage in Task Manager and as far as I can tell there is no noticeable spike or pattern in RAM, CPU, GPU, or disk usage that precedes the crash.

 

I have tweaked settings in OSR and I also have MoreHeap (because enabling heap replacement in OSR causes the game to fail to start entirely) with heap size set to 1000. I've also used the 4GB patcher, first on just the executable and OBSE and then on every exe and dll I could find that was being loaded by the game. I am using Mod Organizer 2 for everything except MoreHeap, ENB, OBSE, and another OBSE plugin I grabbed to log engine messages. I have also tried deleting and recreating INIs with no success.

 

Mod List (order inverted for some reason):

Spoiler

 

Load Order:

Spoiler

 

LOOT is used for load order. Any plugins preceded by asterisks are not actually activated, but are included in the bashed patch. Also, I have used TES4Edit in QuickAutoClean mode to clean all plugins as much as possible, except for the unofficial patch which says to leave ITMs in LOOT.

 

As I mentioned earlier I also have a plugin to get engine message logs but there's nothing in there that obviously indicates a problem. The end of the log is usually filled with things like:

 

"Trait defined outside of any tile."

"Attempting to play 2 channel sound <WAV_FILE> in 3D (must be mono)" (WAV_FILE is usually a sound file from Sounds of Cyrodil)

"AddItem in script 'salWallaceVeyInventory' failed to generate an item."

"Disabling collision on ref '<Arrow1Iron>' (<some_ref_id>)"

 

All warnings, not errors. The only one that's been consistently present regardless of which mods are loaded is the first one, but it's present throughout the logs start to finish so I don't think it's related to the crashing. For reference, before I used the 4GB patcher I would get an out of memory error at the end of the log which clearly indicated what the problem was.

 

Just earlier today I thought I might have it all fixed (after uninstalling/reinstalling, redoing the bashed patch, clearing INIs, reading through forums and readmes and making a few tweaks, and adding OSR and MoreHeap) so I started a new character, and everything was going perfectly until I reached that spot outside of Vilverin where it crashed again, exactly where it had with the previous character. I'm completely at a loss at this point, any help would be much appreciated.



#2
ctrl94

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After playing around some more it seems like this is primarily caused by running into a hard limit on the amount of memory the engine can handle, even when it's patched for 64 bit memory addressing. The specific spots it was crashing in are spots that were changed by Unique Landscapes, so removing those mods alleviated the crashing significantly (although it still happens sometimes) but I also noticed that those areas also line up with LOD changes, where you'll get higher resolution/detail LOD pop-in in the background, so maybe the combination of that and the UL stuff was just too much. It's really upsetting that this great game is so limited by the engine, it would be really amazing if they were able to release a version that wouldn't just CTD once you hit 2-3GB memory usage.

 

Now I just need to figure out how to get it to stop crashing on cell changes (which wasn't even happening before lol) and we'll be golden.



#3
NCRSoleSurvivor

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I was just about to come here to post something regarding crashes myself. I had just started up a new Oblivion playthrough and installed a few dozen mods. Merged some of 'em to reduce the amount of esps that have to be lodged into my load order (preferably the smaller ones) and cleaned them all with TES4Edit, and are still facing CTD. I have up to 88 esps in total in my load order and I still crash. Only in my case it happens after spending some time in one cell and then going to another. Whenever I enter a city from the outside, it's a guaranteed crash. Whenever I fast travel after having spent some time in the worldspace, it's a guaranteed crash.

 

And the unfortunate truth to this is due to the large amount of files being used. There is no specific esp causing the issue as I've literally spent hours unchecking every individual esp after another and loading up the game and walking around to see if the problem persists, while it does fix with a dozen unchecked, there is no specific esp causing the problem, the problem is caused by the amount of data from the esps that are activated. I've looked up countless solutions to my situation, and none of them have fixed it, the only help they've provided is reducing stutter and increasing framerate, which isn't an issue for me due to having up-to-date specs.

 

The unfortunate truth to all of this is like you said due to the engine. People push the game to it's limits and we as modders have gotta be careful how much data we lodge in to make the game as diverse as possible. I use both Better Cities and Unique Landscapes, they're both fantastic but I have to endure constant crashes with no solution.

 

Unless people are able to modify the engine and make it better, that'd be great. But the only people who can really fix it Bethesda. I honestly wish they'd just come back and make a "special edition" version of it that is far more stable than what we have now. But that's never gonna happen.



#4
NCRSoleSurvivor

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So far the only guide that became helpful is this: https://www.reddit.c...heavily_modded/

However it doesn't completely fix all crashes that I still encounter.



#5
ctrl94

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An update:

 

After swearing off Oblivion yet again for several months, I decided to try again a couple weeks ago. I started with a clean slate; I removed everything related to Oblivion from my computer, created a clean profile in Mod Organizer, and redownloaded the game from Steam. I spent a few days sifting through mods, downloading most of the ones I had used last time, with some minor differences, but nothing that I believe would have any effect regarding this issue. I went through the normal process of installing all the mods, patching the executable to be large address aware (4GB+ patch), sorting with LOOT, cleaning the mods with TES4Edit and creating a bashed patch. I started a new character and went through the starting sequence yet again, and just like last time it was flawless until I made it to the Vilverin exterior, where it crashed in exactly the same place. This time I followed the guide you posted and disabled background cell loading. It didn't fix the issue, but it did allow me to confirm that the spot it is crashing in is at the border between two cells. I went to a few other places it had crashed fairly consistently last time and the same was true for them. So on a hunch I disabled RAEVWD in MO, which is also where TESLODGen had dumped its output. I have no idea how or why it's different this time, because I know I tried disabling that mod last time as well, but after disabling that one mod it's about as smooth outside as it is in interior cells, no more crashing randomly in the wilderness. I have had one or two crashes on cell loads (exterior -> interior) but no more crashes at cell borders or in seemingly random places in exterior cells. My next step is to go read the page for that mod more closely and see if there is anything I can do to get it to work. If not it's OK, honestly it looked alright with it turned off.







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