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Oblivion
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Random Crashes After 10-15 min of playing
alphabeticjunk replied to Deleted4874182User's topic in Fallout 4's Discussion
When I followed the link I came to a blank page. It sorta looks like the site requires javascript to view your mods. Maybe you might try posting your mods in a picture like this person: https://forums.nexusmods.com/index.php?/topic/5026860-shower-mod-and-character-vanishes/ No way javascript should be necessary to look at a picture or a text description (leaving javascript turned on is one way people get malware infections...). Anyway, what game are you talking about? Oblivion? Didn't say. There is an Oblivion Stutter Remover (OSR) extension for Oblivion that might help a common cause of crashing after a period of time in the game... -
BTW -- here are the progs -- relatively short...depends on cygwin/perl and sysinternals to get the logs. #!/usr/bin/perl -w use strict; open my $logh, "psloglist Application 2>&1|" || die "Can't open psloglist: $!\n"; use strict; use Date::Parse; my $record; my %errors; my $debug=0; my $curtime=0; my $thistime=0; my $thistime_incr=0; while (<$logh>) { chomp; unless ($record) { m{^\s+Time:\s+(\S+\s+\S+\s+\S+)\s+ID} && do { $curtime=str2time($1); #keep ordering of same-time log messages by spacing successive #messages .1ms apart if ($curtime==$thistime) { $curtime+=$thistime_incr/10000.0; ++$thistime_incr; } else { $thistime=$curtime; $thistime_incr=0; } next; }; /^Faulting application name: Oblivion.exe/ && do { $record={s => " ", t=>$curtime}; $debug && printf "OB Fault: "; next; }; } else { /^Faulting module name:\s*(\S+),/ && do { $record->{s}.="$1-"; $debug && printf "mod $1, "; next; }; /^Exception code: (\S+)/ && do { $record->{s}.="$1-"; $debug && printf "err:%s, ",$1; next; }; /^Fault offset: (\S+)/ && do { $record->{s}.="$1"; $debug && printf "off:%s",$1; next;}; /^\s*$/ && do { $errors{$record->{s}}++; $record=undef; $debug && print "##END\n"; next; }; } } my @output; { my @tmp; foreach (keys %errors) { push @tmp, [ $errors{$_}, $_]; } @output=sort {$a->[0]<=>$b->[0] or $a->[1] cmp $b->[1] } @tmp; } printf "output=%d\n",0+@output; for (my $i=0; $i < @output ; ++$i) { $_=$output[$i]; next unless ref $_ eq 'ARRAY'; printf "%4d %s\n", $_->[0], $_->[1]; } # vim: ts=2 sw=2 ---------------------------------------------------------- The one that shows the percentages (takes input file from 1st one)... #!/bin/bash ( read total rest< <( declare -i sum=0; while read cnt rest;do sum+=cnt; printf "%5d %5d %s\n" $sum $cnt "$rest" done < <(cat /tmp/Oblivion-faults-by-addr.txt) | tail -1) && echo $total ) | ( declare -i total cnt sum=0; read total; while read cnt rest ; do sum+=cnt; declare -i val=sum declare perc=$( printf "%d.%d%%" $[(val=100*sum)/total] \ $[((100*sum+50*total)/total)%10] ) printf "%6s %5d %5d %s\n" $perc $sum $cnt $rest done < <(cat /tmp/Oblivion-faults-by-addr.txt) ) | tee /tmp/obliv+percent-tot # vim: ts=2 sw=2
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I didn't know there was more than one exit in some OB worlds... But game is definitely bugged. Went into a new OB world -- maybe 4th that looks substantially different, (dunnow the numbers), fought my way up....hard to use a bow when you got the adrenaline mod going...and my sneaking was worthless in OB... oh well, at least I have good damage resistance. But again -- got the sigil stone -- and made like it was going to close -- then whiteout -- then I was left inside the gate. Dang!...next thing I'll probably trying setting max open to 0 and closing all OB gates and see if that resets them... Not sure what else to try.... Been playing this off and on for ... well since it was new! (before all the patches were out)...never seen this symptom....but then I've never had/been through/ so many extensions either... ;-).... By been through, I mean I add something if I don't like it, I remove it...try to make sure I have no items from the extension and save before, immediately after, etc... Still can take its toll maybe... Hah... looked at my windows log.... (have a script that tallies the errors...) numbers with repeat addressses >10: ---running--- % total #this mod/prog error offset 22.2% 555 10 Oblivion.exe-0xc0000005-0x00080163 22.2% 565 10 Oblivion.exe-0xc0000005-0x0058140c 22.2% 576 11 Oblivion.exe-0xc0000005-0x001f28d4 23.3% 588 12 Oblivion.exe-0xc0000005-0x000c9a80 23.3% 600 12 Oblivion.exe-0xc0000005-0x0030a123 24.4% 613 13 Oblivion.exe-0xc0000005-0x000dfa7f 24.4% 626 13 Oblivion.exe-0xc0000005-0x0012d448 25.5% 639 13 Oblivion.exe-0xc0000005-0x00254e1e 25.5% 652 13 obse_1_2_416.dll-0xc0000005-0x0001aef3 26.6% 666 14 Oblivion.exe-0xc0000005-0x00097e10 27.7% 680 14 Oblivion.exe-0xc0000005-0x000da301 27.7% 694 14 Oblivion.exe-0xc0000005-0x0058141c 28.8% 709 15 Oblivion.exe-0xc0000005-0x0000548e 28.8% 724 15 unknown-0xc0000005-0x001c5abc 29.9% 740 16 ntdll.dll-0xc0000374-0x000ce6c3 30.0% 757 17 OBGEv2.dll-0xc0000005-0x0002873e 30.0% 774 17 Oblivion.exe-0xc0000005-0x00175ba9 31.1% 792 18 Oblivion.exe-0xc0000005-0x000e3f53 32.2% 810 18 Oblivion.exe-0xc0000005-0x00376cad 33.3% 829 19 d3dx9_27.dll-0xc0000005-0x000d2eaa 33.3% 851 22 Oblivion.exe-0xc0000005-0x001e944a 34.4% 874 23 Oblivion.exe-0xc0000005-0x0001347e 35.5% 901 27 Oblivion.exe-0xc0000005-0x000c9aa0 37.7% 930 29 Oblivion.exe-0xc0000005-0x00031056 38.8% 962 32 Oblivion.exe-0xc0000005-0x003d22d5 39.9% 996 34 kernel32.dll-0xc0000005-0x0003d20e 41.1% 1040 44 Oblivion.exe-0xc000000d-0x00584d6a 43.3% 1085 45 Oblivion.exe-0xc0000005-0x00582789 45.5% 1132 47 Oblivion.exe-0xc0000005-0x000025d2 47.7% 1184 52 Oblivion.exe-0xc0000005-0x00376dba 49.9% 1243 59 Oblivion.exe-0xc0000005-0x00158f6d 51.1% 1304 61 Oblivion.exe-0xc0000005-0x0018dc7c 54.4% 1368 64 Oblivion.exe-0xc0000005-0x000fa940 57.7% 1441 73 Oblivion.exe-0xc0000005-0x0008be5f 60.0% 1518 77 Oblivion.exe-0xc0000005-0x004e19fa 63.3% 1600 82 weOCPS.dll-0xc0000005-0x00002c20 67.7% 1696 96 Oblivion.exe-0xc0000005-0x0018927e 72.2% 1815 119 Oblivion.exe-0xc0000005-0x0013162c 78.8% 1978 163 Oblivion.exe-0xc0000005-0x0002b77f 88.8% 2209 231 Oblivion.exe-0xc0000005-0x0001e232100.0% 2510 301 unknown-0xc0000005-0x00000000
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I didn't know there was a sigil stone V2! I've been using it for about 5 years w/no problems, so I don't think that's it (but will have to go find the update now!)... What I did find out... related to some stuff you said earlier, sorta.... Went back into another gate, NW of Imperial city... ... this time I noticed my surroundings looked awfully familiar -- in fact all the time that this *HAD* occurred, I'm pretty certain it was the same Obv.World. So I tried the closecurrentobliviongate -- no worky! ;-(... so... went back outside the gate -- traveled back to gate & went outside (this wasn't all w/o crashes, mind you, but streamsaves are a life saver!)..... When I came out... I WASN'T where I went in -- Was back at that gate north of lewelwin coast guard station!... Closed it from 'without'... Then tried another gate... got a different world... in it was sigil stone... Ahhhhh.... BUT...problem still not solved. got the SS, and gate building to explosion occurred inside, then .... dud. i'm still there -- inside the game holding a SigStone, but having to walk back out to close the game w/the closeoblviongate command. ARG!!!!! Tried it again -- got a 3rd world... same prlblem.... So It WAS the case that the random gates were restoring me to the same location when I got back....somehow was ending up in the same world that had gotten broken somehow.. But as I mention things are still broken -- I can pick up the sigil stone-- and it makes like it closing, but then -- no return to the outside world. I think the bright light I see all around me when I first enter one of these final areas (inside tower top llvel), is the same as the white-light that is shown just before the gate closes and you are dumped back in the 'real' world... So ... still weird.... gonna go look for an update... ;-)
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---- Ahh... didn't see Close*Current*OblivionGate....for when you are inside... Here's a current mod list .. about to try another OBGate, and will see if it is wacked or not... The slanted floors -- the normal ramps... that and the "holder" of the sigil stone -- on the first one looked like it does when you remove the sigil stone and it sometimes tilts off to the side as it is falling apart -- 2nd 'holder' appeared normal. At least I might be able to get out without going to a prevsave -- but the point is to get the sigil stone!! ARG... yeah, I know player.additem...sigil#..blahblah That's ^not the point! ;-) Thanks if you see anything... This is a report on your currently active/merged mods. Mods that need cleaning with TES4Edit Congratulations all mods appear clean. Active Mod Files: • 00 Oblivion.esm • 01 Beautiful People 2ch-Ed.esm • 02 CyrodiilUpgradeResourcePack.esm • 03 Toaster Says Share v3.esm • 04 X.Dryads.GotF.esm • 05 Unofficial Oblivion Patch.esp [Version 3.4.2] • 06 UOPS Additional Changes.esp • ++ Oblivion Citadel Door Fix.esp • 07 DLCShiveringIsles.esp • 08 Unofficial Shivering Isles Patch.esp [Version 1.5.0] • 09 USIPS Additional Changes.esp • ++ LoadingScreens.esp • 0A Realistic Water.esp • 0B MIS Low Wind.esp • 0C MIS New Sounds Optional Part.esp • 0D OBSE-Storms & Sound SI.esp • 0E WindowLightingSystem.esp • 0F RAEVWD Cities.esp [Version 1.9] • 10 RAEVWD New Sheoth.esp [Version 1.7] • 11 RAEVWD Imperial City.esp [Version 1.9] • 12 VipCxj_AirSystem.esp • 13 Get Wet.esp • 14 AyleidStatueMap.esp • 15 ShadowbanishMap.esp • 16 ShowDaedricShrines.esp • 17 Hotkey Pro.esp [Version 1.2] • 18 DLCHorseArmor.esp • 19 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.7] • 1A DLCOrrery.esp • 1B DLCOrrery - Unofficial Patch.esp [Version 1.0.5] • 1C DLCVileLair.esp • 1D DLCVileLair - Unofficial Patch.esp [Version 1.0.7] • 1E DLCMehrunesRazor.esp • 1F DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5] • 20 DLCSpellTomes.esp • ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] • • • EVE_StockEquipmentReplacer.esp • 21 M16A2_With_m203.esp • 22 SwordDancer.esp • 23 R18PN - Bs Bondage.esp • 24 DLCThievesDen.esp • 25 DLCThievesDen - Unofficial Patch.esp [Version 1.0.10] • 26 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.5] • ++ AdrenalineOblivion-SupportElements.esp • ++ AdrenalineOblivion-SpawnElement.esp • 27 Auriel's_Retreat.esp [Version 1.1] • 28 Better Dark Brotherhood Sanctuary.esp [Version 3.21] • 29 BrotherhoodRenewed.esp [Version 1.1.2] • 2A Clintmichs Beautiful IC District Pack Plus.esp • 2B Valenwood Improved.esp [Version 1.02.0] • 2C Apachii_Goddess_Store.esp • 2D Wayshrines in the University.esp • 2E DLCBattlehornCastle.esp • 2F DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.6] • 30 DLCFrostcrag.esp • 31 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.6] • 32 AFK_Frostcrag.esp [Version 1.2.Non-COBL] • 33 Knights.esp • 34 Knights - Unofficial Patch.esp [Version 1.1.2] • • • EVE_KnightsoftheNine.esp • 35 Origin of the Mages Guild.esp [Version 6.1] • 36 ElsweyrAnequina.esp • 37 ElsweyrValenwoodImprovedPatch.esp • 38 Tales from Elsweyr Anequina.esp • 39 Walkabout.esp • 3A road+bridges.esp [Version 4.6.3] • 3B xuldarkforest.esp [Version 1.0.5] • 3C xulStendarrValley.esp [Version 1.2.2] • 3D xulTheHeath.esp • 3E xulEntiusGorge.esp [Version 1.2.1] • 3F xulFallenleafEverglade.esp [Version 1.3.1] • 40 xulColovianHighlands_EV.esp [Version 1.2.2] • 41 xulChorrolHinterland.esp [Version 1.2.3] • 42 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.5] • 43 xulBravilBarrowfields.esp [Version 1.3.4] • 44 xulLushWoodlands.esp [Version 1.3.2] • 45 xulAncientYews.esp [Version 1.4.4] • 46 xulAncientRedwoods.esp [Version 1.6] • 47 xulCloudtopMountains.esp [Version 1.0.3] • 48 xulArriusCreek.esp [Version 1.1.4] • 49 xulPatch_AY_AC.esp [Version 1.1] • 4A xulRollingHills_EV.esp [Version 1.3.3] • 4B xulPantherRiver.esp • 4C xulRiverEthe.esp [Version 1.0.2] • 4D xulBrenaRiverRavine.esp [Version 1.1.1] • 4E xulImperialIsle.esp [Version 1.6.8] • 4F xulBlackwoodForest.esp [Version 1.1.0] • 50 xulCheydinhalFalls.esp [Version 1.0.1] • 51 xulAspenWood.esp [Version 1.0.2] • 52 xulSkingradOutskirts.esp [Version 1.0.2] • 53 xulSnowdale.esp [Version 1.0.5] • 54 xulCliffsOfAnvil.esp [Version 1.12] • 55 xulSilverfishRiverValley.esp [Version 1.0.3] • 56 Bag of Holding.esp [Version 1.4.0] • 57 Better Dungeons.esp • 58 EVE_ShiveringIslesEasterEggs.esp • ++ Jhaerik's Dungeon Fog Remover.esp • ++ Unlimited Rings 1.0.esp • ++ Unlimited Amulets 1.0.esp • 59 Quest Award Leveller.esp [Version 2.0.1] • ++ Quest Award Leveller - Vile Lair.esp [Version 2.1.0] • ++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0] • 5A WPHealthRegen.esp [Version 1.0] • 5B SetBody.esp • ++ ND_LongerSummons_x3.esp • 5C DirenniAlchemyApparatus.esp • 5D IshMultipleApparelEnchantments.esp • ++ Bow_Damage_Equalizer.esp • ++ FastTravelAllowed.esp • 5E Demoness.esp • 5F DemonRace.esp [Version 2.9.16] • ++ Beautiful People 2ch-Ed Disable BandBlindMask.esp • ++ Beautiful People 2ch-Ed Vanilla Race.esp • ++ Beautiful People 2ch-Ed Merged Hair Modules.esp • ++ Beautiful People 2ch-Ed Merged Eye Modules.esp • ++ Beautiful People 2ch-Ed Merged SKSRENs Hair Modules.esp • ++ Beautiful People 2ch-Ed Merged RoseSims Hair Modules.esp • ++ Beautiful People 2ch-Ed CustomRace.esp • ++ Beautiful People 2ch-Ed Cute Elves.esp • ++ Beautiful People 2ch-Ed Nec Mystic High Elf Remake.esp • ++ Beautiful People 2ch-Ed ENG Race.esp • 60 Lop-ears Elf.esp • 61 Kani's Elves.esp • 62 bgMagicEV.esp [Version 1.6EV] • 63 X.Earth.Magic.esp • 64 HentaiMania2.esp • 65 Hentai Mania.esp • ++ HVH_LifeDetect.esp • ++ Visually Enchanted Fire 3.esp • ++ Visually Enchanted Frost 3.esp • ++ Visually Enchanted Shock 1.esp • 66 Shining Creatures.esp [Version 1.2] • 67 Shining Creatures_AtronachFlame.esp [Version 1.2] • 68 Shining Creatures_AtronachFrost.esp [Version 1.2] • 69 Shining Creatures_WillOWisp.esp [Version 1.2] • ++ Shining Creatures_DLCFrostcrag.esp • ++ a4VnlObSI_HiResHGEC-BBB-Fems+RmMales.esp • 6A Adonnays Elven Weaponry.esp • 6B Toaster Says Share Faction Recruitment.esp • 6C Arwen companion.esp • 6D Satu Ra - Lord of Beasts.esp • 6E DarkRoseSet.esp • 6F Thunderbird Armor.esp • 70 Cloud Armor Compilation.esp • 71 HentaiSeraphimArmour.esp • 72 HentaiDarkLilith.esp • 73 EY_AoD.esp • 74 Silverlight Armor Addon by Xcytress.esp • 75 ShaiyaOutfit.esp • 76 Dress WBBW DMRA+.esp • 77 GGBDDCW.esp • 78 Demonic Monstera.esp • 79 Like a Flower Outfits.esp • 7A Dynamic Map.esp [Version 2.1.1] • 7B DMC Stylish - Specialanims.esp • 7C Kosai's Welkynd Armor.esp • ++ Sexy Dark Seducer & Golden Saint Armour.esp • 7D Streamline 3.1.esp • ++ Brighter Caves.esp • 7E cities_alive_at_night.esp • ++ Summon 3 Creatures.esp • 7F Sigil Stone Fuser.esp • 80 Crimson Eyecandy Black.esp • 81 NeoDarkarmor.esp • ++ Bigger_Soul_Gem.esp • ++ ArcaneVelocity250.esp • 82 Azure Warrior Chest.esp • 83 SeraphimMode.esp • 84 LOTR Hadhafang v1.2.esp • 85 sexydancer.esp • 86 SDchest.esp • 87 Sexy Daedric Priestess.esp • 88 Witch LongDress.esp • 89 Bashed Patch, 0.esp<br><br>-----------------<br>Edit: Note -- this time it was just about as weird, but not quite as much.<br><br>I went straight for the top and didn't bother w/the monsters or fighting my way up <br>(being a demon has it's perks, but doing it that way gets boring if you do it that way all the time...)<br>Went to the top and AS SOON as I went through the door to the sanglium sanctus (or whatever<br>it is called...where the normal last ramps are, around the ouside) -- where it has been *white* before -- It popped me out of the gate and closed it!...<br>Ouch -- didn't let me get close to the sigil stone... just threw me out of the gate and closed it!<br>(not out of the game... but just as if I'd closed the gate)...<br><br>Thing is -- this was a gate that was in a spot I'd thought I'd closed before -- just north of Leyawin -- right behind the coastguard house station...<br><br>I finally figured out why storm atronachs give me such problems.<br>they not only resist shock, (which my most commonly used weapons have had recently), BUT ALSO -- reflect damage?!!?... *ouch*...<br><br>maybe a spell/item to lower magic resistance+ a drain health -- as that isn't exactly damage (or is it?)...what a pain. Grumble grumble...another gate opportunity down the drain...oh well..<br><br>
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um...remember, I said the first time I ran into this and went to where the sigil should have been and instead ran into the beam. The layout of the one holding the sigil stone is fairly consistent ... but also the only one with a beam going up the center is the one where the sigil stone *should* have been.... sigh...
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DANG!... Just now -- the 2nd time (last one was a few days ago .. but haven't been in any since then)...went into an O.Gate. Fought my way to the top... First clue something is wrong. When I get to the top level .. the Sangillum Sanctus... the slanted floor on the outside -- IT's WHITE OUT conditions. First time I sorta just went with it... thought it was some weird new effect. I could barely see the floor and I could see walls right next to me. Made it to the place where the sigil stone should have been -- and instead of running into sigil stone ran in to the beam.... *ahem*... next load, started looking through my console commands for something to turn down the light. "togglelitebright" - tlb - I thought it had been toggled on, but when I toggled it, it said lite bright was turned on -- but then I could see almost normally -- cept that the clothes of everyone and most surfaces were white. Went back up to the place where the sigil stone was and it looked like it had been removed and the gate had not closed. The holder for the thing was tiled at an angle -- no way to close it -- finally reverted to an earlier save. Today went into a DIFFERENT gate... nearly same thing -- cept the cage or stand where the stone should be was just empty (didn't look like it had started to fall apart). I know about the close oblivion gate command -- but I couldn't "target" it from the inside. Also, now that it has happened twice... I'm wondering if all of them are bugged. I can close them from outside -- but the whole reason I was going in was to try to find some good sigil stones to enchant some stuff..GRRRR..... Anyone else ever encounter something so weird and find out a cause/cure? Ideas?? Waaaaaaa.... :-(
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alphabeticjunk replied to leetgamer's topic in Oblivion's Mod troubleshooting
I'm having a 'new' problem... a "middle-age character" with about 86 hours of play-n-crash time... The problem has been and has gotten worse -- that I can play 'for a little while'... but crashes are likely the more distance I cover -- or at door points or fast travel. Usually, I have a recent save -- within 5-10 minutes -- Use 'streamsave' .. that's been the only way to make progress, as it crashes so often. The thing is, that *usually*, after re-entry, I can go into whatever door or fast travel...or whatever... I've gone back and forth between trying to add things now and then but usually backing things back out to get some minimal uptime. I find if I am in a dungeon, crashes are *less* likely to happen than outdoor areas....outdoors, just walking 3ft or 100ft (it varies) I can get a crash... One point earlier today, I couldn't load a save without it crashing within the first 15 seconds of me getting there. interesting thing about that is that from earlier saves, if I walk forward to the saved point, the game would also crash -- like it was a 'bad place'. So I walked in a different direction -- around the unstable area and did a dungeon, but last I tried, found I had problems leaving the dungeon without a crash. Haven't exhausted solutions there -- one thing that has worked in the past. Teleport spell to someplace else like a mages guild or such. that seems to usually get around the crash area. All my mods have been cleaned -- AND when I do exit, it exits w/o crashing!... I'm using a very minimal bashed-patch... with no combined mods -- just having it "tweak" things, actors, assorted, clothes, names settings... Earlier -- it may have been coincidence, but when I stopped putting a bunch of things in the bashed patch, the game got more stable. (maybe it's just changes, sometimes that randomly make things better)... Right now using archiveinvalidation!.bsa, though have at times found that not using it has gotten around a few probs (but causing others). I do use RAEVWD and run TES4LODgen... I also have all the ULComp1.72BAIN, the tamriel height maps (which I though would make it more stable, but maybe not?), and also finally got ElsweyrAnequina+Valenwood up...though haven't been there much as I'm not sure how stable the area is...but looks good on the dynamic map.... Have the Beautiful people series loaded + stock addons... but I get a lot mroe stability if I remove all the xul/addons... which really is poopy, as I really like the scenery!..... Anyway... main symptom has been -- more cells I "cover" =>greater chance of crashing. Almost like it runs out of memory to load things -- because it isn't unloading the old stuff. (Have 1.5G in VRAM on an Nvidia 600 series card)... So sad...I remember having so much fun when it was stable -- now it is so much work. 100's (like 300-400 crashes logged in the Win-app log over the past year or so...) But I got exposed to too many neat extensions...that **seem** stable....well usually...never can tell which might be interacting with which..... I can post a mod list if anyone is intersted....but is there some reason cells wouldn't be let out of memory to make way for new ones? Sorta a shot in the dark. Very sad... Has been my favorite game ever. Wish Bethesda would release the source so the bugs could get fixed -- unless Bethesda wants to issue another update for Ob. (fat chance). Salt in the wound: MS-keeps telling me there is a fix for my app crashing... and tells me to go to bethesda download site to get new version... the link is a 404... LAME... Cheers! Astara -
Useful tips and information
alphabeticjunk replied to leetgamer's topic in Oblivion's Mod troubleshooting
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Useful tips and information
alphabeticjunk replied to leetgamer's topic in Oblivion's Mod troubleshooting
Without being able to test it right now (don't have OB installed -- eats too much disc w/all my extensions...;-)) that the above *should* be likely to improve things for just about anyone -- especially if you keep other processes OFF of those two cores. I'm not real sure it matters *which* 2 cores you use, .. actually it might... but that would depend, also, on what oblivion runs on those two core.. Suffice it to say that I've never seen oblivion use MORE than 2 processors, so limiting it to 2 and keeping other processes off of those 2 cores would be likely to keep the most frequently used oblivion instructions in memory (since everyone's chipset has some type of 'L2 Cache' (and some L3 Cache').. and *some* of that L2 cache, on some models is available to only 1-2 cores.. Like on a more modern Xeon that has 12MB L3 cache -- which is shared by all the cpu, there is still 256k of L2 cache on each that isn't shared. It's the stuff that isn't shared that is important -- since if you keep 1 program in those cores, it will get sole use of the cache -- and run faster. By keeping them on 2 fixed processors you help guarantee they will have higher likely hood of them getting the same cache content each time. ALSO, for Intel cpu's with speedstep/Turbo boost, -- that meant if you only had 2/4 cores active, it might be more likely to run at a higher clock rate (like 3.2GHz instead of 2.9GHz or 3.4 instead of 3.2)... on the 2 that were active. So there are a couple of good reasons why only using 2 cpu's for OB would help. The number "9" = 0000 1001b (binary). using core numbers 0 and 3 the lowest bit on the right and the 4 from the right... Some modules might work slightly better with 0101 => 5 or 0011=>3, but 1001=>9 is of likely, direct benefit on your model. importantly, would be sure to measure that OB is still actually using 2 cores... For example, on a 6 core XEON chip, the cores are number non-adjacently -- from a 12-core linux machine... the even and odd cores are located on separate cpu chipsP: CPUs which run at the same hardware frequency: 0 2 4 6 8 10 CPUs which run at the same hardware frequency: 1 3 5 7 9 11 With 1 core, likely values would be 010101 -> or any 2 of those 3: 16+4 or 16+1 or 4+1 (20, 17, 5)... It may be only Xeon chips that skip bits like that. Dunno. But whatever works -- 2 cores is the magic number -- so good catch there! -
tes.nexus.com is no more? (renamed;links bad)
alphabeticjunk replied to alphabeticjunk's topic in Oblivion's Discussion
Ah...thanks... didn't see that until after managing to find the main site again via google -- it knew the new site name, even if I didn't.... -
While I don't mind the objective of the split, the handling of the name forwarding was completely ignored/dropped. If you want this split, then links like tes.nexus.com/xxx=12356 should be redirected to the proper site -- since MANY other sites -even comments and descriptions of mods on this site have the old address in the comments/readme...etc. This is going to cause alot of people thinking how flakey this community is when so many links are bad and broken -- if they figure out that it could have been prevented -- and the old addresses could either tell them to retype the address with 'morrorwind or oblivion', OR could just redirect to the appropriate subsite based on the content (presumably, in splitting, you know which mods went to which sub-site, so you could make things easiest on users by having 'tes' be a permanent forwarder to the correct site -- automatically --- or be a message page telling them what the new address is and what they should type in the addr bar to correct it... I'm neutral about the split from a content management point (I found them interesting as much as a bother... so neutral), but from a tech-management point of view... it can really be made alot smoother for the many addrs out there that reference the old site. It took me almost an hour before I found this note/comment -- I looked in the forums first -- and finally posted a comment in the oblivion forum .. putting the comment on the page you need to know the new address for 'oblivion' is a bit of a recursive-NP-impossible problem, as you have to already know the new information to read about the new change (but if you know, you don't need to read it... um....*hi*!!) ;-)
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tes.nexus.com is no more? (renamed;links bad)
alphabeticjunk posted a topic in Oblivion's Discussion
Um... someone appears to have renamed the tes.nexus.com to oblivion.nexus.com (admittedly more descriptive to those not knowing the history of things), BUT, there are now tons of links on the web that don't work anymore. Seems like this is either a 'mistake' (i.e. - "oops"), or bad planning. I.e. shouldn't a CNAME have been added for tes to point to oblivion, otherwise links on many old sites will just stop working "no such site/name not found"... If you want to get rid of the old name, have the tesname goto a page and tell them how to edit the address (I'm serious -- no auto forward!) and replace where it says 'tes' (keep the address the same in the addr bar, i.e. don't jump to another page with a generic message or this won't work) -- but tell them to change that 'tes' to 'oblivion' and press "ENTER" (or click the 'Go' button if that's their thing). The reason for doing this is 2 fold -- 1) the manual effort will make more people give feed back to referring sites to change things. 2) typing in the new address and hitting enter will enter the new address into their "hand-typed address history". I can't say for other browsers, but FF gives highest weight in recalling old addresses to those that the user specifically typed in (vs. say got to from some followed link -- even a bookmark!).... Anyway, I didn't see an announcement acknowledging the fact, and I tried a manual trace from the root -- it turned up w/no IP address mapped: > dig +trace tes.nexusmods.com ; <<>> DiG 9.7.3-P3 <<>> +trace tes.nexusmods.com ;; global options: +cmd . 227571 IN NS f.root-servers.net. . 227571 IN NS g.root-servers.net. . 227571 IN NS h.root-servers.net. . 227571 IN NS i.root-servers.net. . 227571 IN NS j.root-servers.net. . 227571 IN NS k.root-servers.net. . 227571 IN NS l.root-servers.net. . 227571 IN NS m.root-servers.net. . 227571 IN NS a.root-servers.net. . 227571 IN NS b.root-servers.net. . 227571 IN NS c.root-servers.net. . 227571 IN NS d.root-servers.net. . 227571 IN NS e.root-servers.net. ;; Received 436 bytes from 127.0.0.1#53(127.0.0.1) in 1 ms com. 172800 IN NS a.gtld-servers.net. com. 172800 IN NS b.gtld-servers.net. com. 172800 IN NS c.gtld-servers.net. com. 172800 IN NS d.gtld-servers.net. com. 172800 IN NS e.gtld-servers.net. com. 172800 IN NS f.gtld-servers.net. com. 172800 IN NS g.gtld-servers.net. com. 172800 IN NS h.gtld-servers.net. com. 172800 IN NS i.gtld-servers.net. com. 172800 IN NS j.gtld-servers.net. com. 172800 IN NS k.gtld-servers.net. com. 172800 IN NS l.gtld-servers.net. com. 172800 IN NS m.gtld-servers.net. ;; Received 498 bytes from 128.63.2.53#53(h.root-servers.net) in 179 ms nexusmods.com. 172800 IN NS ns1.nexusmods.com. nexusmods.com. 172800 IN NS ns2.nexusmods.com. ;; Received 103 bytes from 192.26.92.30#53(c.gtld-servers.net) in 219 ms nexusmods.com. 10800 IN SOA ns1.nexusmods.com. admin.krystal.co.uk. 2012012503 10800 7200 3600000 10800 ;; Received 94 bytes from 77.72.7.90#53(ns1.nexusmods.com) in 170 ms Ideas? Or is this meant to break links from most sites using the old name (can't imagine why you'd want to do that though...so I tend to think this is NOT intentional...)... -
Useful tips and information
alphabeticjunk replied to leetgamer's topic in Oblivion's Mod troubleshooting
Another tip -- besides giving yourself all access like someone suggested above, is to right click on the short cut to your 'game' (probably the obse loader eh?) -- under compat, check 'run as administrator'.... Even with the permissions done like suggested, I noticed in my event log many permission denied audit messages (I log audit 'fails', since I usually run progs with sufficient privs to do their job, so if their is a failure, I wanna know about it...successes are uninteresting)... from obvlivion!... TCB priviledge? Why Win7 thinks it needs that (trying to run as part of the the OS -- maybe one of the graphics drivers addons?).. So that can help too.... Just a thought. -
Source or 'trigger' of bug found. Last time when it got really bad (about 1 second on for 4 seconds off) -- I got out of the game to look at the running binary. in Process Hacker to look at the threads and see what they were waiting for. The process as a whole was using almost a full 1% cpu !!! WOW!... *cough*.. Several threads were busiest competing for that 1%... several of the busiest were in a multimedia MS library called quartz.dll. Clustered with these waiting processes was the the "EnhancedMusicControl" -- something that tries to make the music more coherently fit the mood. I tried disabling it. *Bingo*. No growing stuttering. Still crashes on exit though. C'est La Vie...