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NCRSoleSurvivor

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Everything posted by NCRSoleSurvivor

  1. To be honest with you, that's what I would always do. There's just one too many tweakable options it's hard to identify which one is the culprit and the best one to use, so I have a hard time identifying which one to get at, which is why I made this thread. Thanks again.
  2. Alright. Here. Oblivion.ini sr_Oblivion_Stutter_Remover.ini It should be noted I'm using an OSR ini preset provided from this stability guide. You aren't using OSRs heap replacement (Which is the main reason people use it). bReplaceHeap is 0 in your OSR ini, 1 would be enabling it. I don't like the stability guide you linked, I disagree with quite a lot of things the author writes (But that doesn't mean that I am an expert, he could be right with what he says, I just don't agree with much of what he says because of my personal experience.). After enabling it you should see massive improvements to stability and performance. You might need to try other heap replacements (The "iHeapAlgorithm=" setting), as the game might not start with some of them. I use 8, tcmalloc. If that doesn't help, you could try and change some settings in your oblivion.ini. I will provide mine as a comparison as I have a very stable game. Though it is unlikely that these settings are causing the crashes, it might be worth the try. Pretty much all crashes in the game almost always come from mod conflicts: uInterior Cell Buffer=12 uExterior Cell Buffer=142 bSelectivePurgeUnusedOnFastTravel=1 My goddamn hero... it worked. Simply activating the replaceheap in OSR fixed the entire issue. I cannot thank you enough for that. If I had to be honest, in my years of modding Oblivion, there were some things in that guide that I didn't agree with either. But from the looks of it, the guy seemed to know what he is was doing, so who was I to argue? But I'm glad to see somebody else agrees with me. If you have anymore advice regarding performance and all that, I would love to hear it and it would probably help anyone else who comes looking at this thread for guidance on performance issues.
  3. Alright. I'll hold you to that. Thanks for the advice. Btw, since we're on the topic, I might as well mention this to you and see if this is harmless. Usually when I resolve some conflict across esps myself in TES4Edit, I always allow anything added from another mod that is removed from another that is prioritised to be added in said prioritised one. So for instance, when an NPC with an item added from Oblivion Uncut is being overriden by say Better Cities, I always add that item into the Better Cities file and allow Oblivion Uncut to be a master file for Better Cities. Obviously I see this as no harm since I'm going to be using the mod anyway, and I highly doubt that I'd be removing said master file in the future of my playthrough as I usually always play with those mods anyway. Does this create issues in performance? Because it's always been itching the back of my head that this may be the issue. I see no technical difficulty in this, but you seem to know what you're doing more than me so I just want to confirm if it's harmless, as I've done this with a lot of esps in my load order. Now don't take as "take it to the bank" gospel as it is my own thinking on the relationship between masters and dependent ESPs. A normal master (i.e. one with the file extension ESM that has the master bit flipped on permanently in the file header) provides the game with a starting point as it loads resources. ESPs are used to modify that known starting point. When we move onto the situation of an ESP used as a master as you are speaking about the game doesn't necessarily have the same ESM and file header flags to go by but I believe it will still preserve that master/dependent relationship in exactly the same way. In the normal situation (ESM and ESP) the game loads all ESMs first (regardless of where in the load order they are) working from the first ESM to the last. Now with all of that information loaded into memory it works down the load order loading ESPs. Where any individual records are the same as in an ESM the game will overwrite the data found in the ESM with the dta found for that record in the ESP. If the next or a subsequent ESP also changes that same record then then lowest or last loading ESP will "win" the conflict. Each individual game record can only contain data from a singe source so last loaded always wins. In the situation of ESP master and ESP, even though the ESM flag is missing from the ESP master that "last loaded wins" still determines the outcome. The dependent ESP will have a record in the file header that says that this particular ESP is it's master (as well as other ESMs such as Oblivion.esm), and even though the ESP master doesn't contain a file header flag declaring it as a master the game will crash due to missing master if the dependent ESP is loaded before the master ESP. All that establishing that master/dependent relationship holds is that it demands that the master be loaded before the dependent (and that the master is present of course). Beyond the missing master scenario I don't see any performance implications. If your load order contained 10,000 individual game records in the ESMs and ESPs it will still only have 10,000 records. The portions of those records that are active in memory at any given moment will still be the same ... whatever the game requires for displaying that next video frame. Without doubt there is more to this than my simple explanations cover ... not sure whether I've made things clearer or muddier for you. Right, I've tried all I can, and I'm still facing the same problem. I completely reinstalled every single esp and esm from their original sources, completely unmerged and unedited and uncleaned from TES4Edit, and I still have crashes... I've tried the bashed patch just like you recommended, and it's done nothing to help. I backed up all of my files, reinstalled all of Oblivion and used all the same OBSE plugins and 4gb patch from a fresh install instead of using the same ones from my previous instalment, and have put all my esps back in the data and avoided replacing vanilla plugins (such as Oblivion.esm and the like), and even then I'm still facing the same problem. I'm completely clueless on what to do now. If you have anymore suggestions, that'd be great. If you wanna see my current load order without a bashed patch, here ya go. Hopefully it's a well-known mod that is known for crashes and the sort that is causing the problem and you'll have a chance to find it now: My load order has been completely sorted by BOSS, I have not moved anything manually except for the unrecognised ones in a fitting priority. I appreciate your attempts to help thus far, as well as the addition of explaining the esp masters and such. Thanks man.
  4. Alright. I'll hold you to that. Thanks for the advice. Btw, since we're on the topic, I might as well mention this to you and see if this is harmless. Usually when I resolve some conflict across esps myself in TES4Edit, I always allow anything added from another mod that is removed from another that is prioritised to be added in said prioritised one. So for instance, when an NPC with an item added from Oblivion Uncut is being overriden by say Better Cities, I always add that item into the Better Cities file and allow Oblivion Uncut to be a master file for Better Cities. Obviously I see this as no harm since I'm going to be using the mod anyway, and I highly doubt that I'd be removing said master file in the future of my playthrough as I usually always play with those mods anyway. Does this create issues in performance? Because it's always been itching the back of my head that this may be the issue. I see no technical difficulty in this, but you seem to know what you're doing more than me so I just want to confirm if it's harmless, as I've done this with a lot of esps in my load order.
  5. I don't use a bashed patch as I've been told that it seemingly tends to choose the wrong IDs, so I've been deterred from ever using it. Plus in all of my previous attempts to use it, I sometimes found that it wouldn't give out correct results and seems like a complicated thing to use. I didn't make one specifically, I merged a couple existing plugins with one or the other. For instance, I've merged Diverse Effect Icons.esp and [GFX]_Initial_Glow-all.esp into DLCSpellTomes - Unofficial Patch.esp. As I want to put as less a many active esps into my load order as possible. I used BOSS, as that it was built for Oblivion, LOOT was made for Skyrim. Some of them have been manually moved around, such as the CNRP esps as BOSS loaded them higher and there is some priority I wanted them to get for NPCs which would only happen if they're lower. Plus, like I said in my first comment, I handpick out and fix any conflict with TES4Edit. I understand better now. For years I resisted using a bashed patch myself (actually resisted Wrye Bash entirely) but since I've started using a bashed patch I can't say I've found an instance where it made for a less stable game for my part. I can't really tell if your load list was generated through Wrye Bash or not ... do you have Wrye Bash installed? As well as resolving conflicts between mods Wyre Bash will merge many simple mods into the bashed patch and then deactivate the ESP (basically what you are doing yourself) with one important difference ... the bashed patch is generally at or very close to the bottom of your load order. That way any conflicts it resolves are the last (or near last) loaded by the game and overwrite the conflicts they were intended to resolve. You method, though not necessarily focused on conflict resolution, as your merges loaded high in your load order. Give some consideration to trying out a bashed patch to see if it helps on the stability front. To do a true test you will need to restore your unmerged version of things like the DLCSpellTomes - Unofficial Patch.esp and put the ESPs you've merged like Diverse Effects Icons.esp back into your load order before creating the bashed patch. Some of those ESPs may be merged and deactivated by WB during the bashed patch building and some may not, but by seeing what difference having a bashed patch makes vs your current situation you are basing your future path based on evidence instead of what you have heard (I hear all kinds of things that my own experience says aren't true). It's easy to revert back afterwards if you decide against using a bashed patch ... simply delete the Bashed Patch,0.esp and restore your former setup. In my opinion simply trying to reduce ESP count when your number of ESPs is so far below the ESP limit of 255 is complicating life for little or no gain. I have seen plenty of load orders that included both Better Cities and Unique Landscapes that were far closer to the 255 limit than you are without anything like your problem, but those load orders always used a bashed patch. Even if an esp is deactivated though, doesn't that still cause memory loss with it still being lodged into the data? I'll definitely give bashed patch a go and hopefully it'll be the end of it. Just gotta go through the task of getting my mods unmerged.
  6. Alright. Here. Oblivion.ini sr_Oblivion_Stutter_Remover.ini It should be noted I'm using an OSR ini preset provided from this stability guide.
  7. I don't use a bashed patch as I've been told that it seemingly tends to choose the wrong IDs, so I've been deterred from ever using it. Plus in all of my previous attempts to use it, I sometimes found that it wouldn't give out correct results and seems like a complicated thing to use. I didn't make one specifically, I merged a couple existing plugins with one or the other. For instance, I've merged Diverse Effect Icons.esp and [GFX]_Initial_Glow-all.esp into DLCSpellTomes - Unofficial Patch.esp. As I want to put as less a many active esps into my load order as possible. I used BOSS, as that it was built for Oblivion, LOOT was made for Skyrim. Some of them have been manually moved around, such as the CNRP esps as BOSS loaded them higher and there is some priority I wanted them to get for NPCs which would only happen if they're lower. Plus, like I said in my first comment, I handpick out and fix any conflict with TES4Edit.
  8. I don't normally favour coming to mod forums having to ask for advice in order to prevent crashes on The Elder Scrolls IV: Oblivion since I have almost a decade of experience in modding and fixing irregular patterns in the game, but at this rate, I'm desperate and are running out of ideas. I've installed various recommended OBSE plugins to try and fix this issue and all of them having been either helpless or were made for different issues, stuff like OSR, MoreHeap, OneTweak, NVAC, SkyBSA, EngineBugFixes, etc. and even have the 4gb patch. So now I'm turning to the discussion board in order to see if anyone can help my situation. For starters, as the title suggests, I have a heavily modded Oblivion. In total I have 88 esps, I've merged some miniature mods together in order to lessen out the amount of esps being lodged into my data, and I've used TES4Edit to clean them and to sort out any conflicts across them. Regardless, you'll probably want to see it, here it is; Not a lot I know, but those are some big mods, which in my experience in years of modding is probably the issue. Better Cities and Unique Landscapes together is a lot for the game to take in. Anyway, I've rambled enough and ya'll will probably want to know the problem at hand. Like the title says, I'm experiencing crashes. This happens every time I am in the worldspace and are moving about when the area does it's loading transition, it happens every time I enter a cell, whether be into a building, out into the open world, moving through new cells in a cave/ruin, and it's a guaranteed crash every time I enter a city. The game just crashes, closes, and sends me right back to my desktop. I've spent literally days trying to see if an esp is the culprit, and none specifically are the issue, it's the abundant amount of activated esps I'm using, which I can imagine is only due to me using large mods contained in said esps. I've gone on doing searches for help on the matter, and the only helpful one I've found is this. But even then I still encounter crashes. The rest were either irrelevant, non-helpful, or were mainly about framerate issues which isn't a problem for me. I've got perfect performance at a steady 60fps with no micro-stutter, but the entirety of my gameplay experience is being ruined thanks to this constant crashing every time an area has to load or I go to enter a new cell. This is annoying the hell of out me and I don't know what else to try, my only hope at this rate is to do what I'd do back in the day when I had little modding fixing experience and ask the message board for help. If any of you are curious about my specs to think that they could be the issue, I can guarantee you they're not. If anyone at all knows how to prevent the crashes I'm experiencing and is willing to inform me on what I can do in order to stop them and so I can enjoy my days of heavily investing mods into this game, I would really appreciate it. Thanks for taking the time read this.
  9. So far the only guide that became helpful is this: https://www.reddit.com/r/oblivionmods/comments/cwg7kg/mod_fix_for_persistent_crashes_on_heavily_modded/ However it doesn't completely fix all crashes that I still encounter.
  10. 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.
  11. I found out the problem. For some reason my audio tool; Sonic Studio 3, causes the issue. Every time I load the game with the tool running in the background, the entire game lags like hell. But if I load a game with the tool closed, the game runs fine. I don't know WHY it is the cause of it, nor do I know how it's just only started to affect it now, but from here on out, I'll be playing the game without it running until I can find out how to fix it. Thanks for attempting to help. Should I run into an error similar to this again, I'll be sure to take the advice you wrote out for me.
  12. Hi, I'm in the middle of my TTW playthrough, and recently, I've encountered a problem that just suddenly appeared right out of the blue. I loaded my game one day and found it suffering massive lag, like, the frame rate is unplayable, it is practically 1 frame per 2 seconds. Not only that the audio isn't playing. Loading the main menu was fine, but upon loading my save, everything just went to s***. I had no idea what caused this and tried whatever I could to rectify the issue, deleted mods in my data folder, tweaked the ini files. Nothing worked, the problem still persisted. Without any other option, I uninstalled New Vegas and installed it again, but for whatever reason, the problem is still here, even on a freshly new installed vanilla game, the problem is still there. At this point I have no idea what to do, New Vegas is unplayable at this point and reinstalling it doesn't fix the problem. This is the first time it's ever come up for me, and I have a high-end PC so there is no way my specs could be causing any of this, I usually get a decent 30 to 50 fps in regular gameplay. If anyone knows the issue and knows how to fix the problem, please let me know as I would really like to get back to my TTW playthrough which I thankfully backed up.
  13. I was aware of that mod. After finding the hair, the texture doesn't seem to be the same. Any idea which other mod may have done that?
  14. Hi, I've been in search of a mod that adds the hair as seen in the image below, I've been unable to locate it anywhere. If anyone could assist me in locating it, I'd really appreciate it. Thanks.
  15. Someguy2000, finally back. Been wondering when you were going to return after your interview with Username-72 on the GUNetwork. So glad to see you back to finish this long awaited mod :) I also can't wait for Big In Vegas. The wikia dedicated to your mods has been thriving, I am an admin on there and I've been putting some time aside to fill in the quest page for your FNV mods. I need to get around to your Skyrim mods at some point. Especially your Oblivion ones since that is my favourite game, haven't had the chance to play with Culus yet. Can't wait to hear more from you my dude. As a side note, if you need anymore voice actors for any of your upcoming mods, just know that you can contact me. I enjoy the work and it would be a huge pleasure to get a role in one of your remarkable projects ;)
  16. Thanks for the info dude. I'll be sure to use the mod manager for that from here on out. Never thought about actually using it, but it's worth giving a go knowing how popular it is.
  17. Sorry for responding after almost a full month. How do you convert tlk to xml and vice-versa? Do you have to use ME3Explorer? If so, what do you do exactly?
  18. Hi, just recently I noticed that I had not installed the rest of my DLC in Mass Effect 3 and decided to install them. However, I have already done the initial setup on ME3Explorer, so I am no longer given the wizard that allows me to unpack DLC, so I have no option to unpack this DLC I just decided to install now. I've looked on the wiki to see if there is another option that allows you to unpack DLC other than having to go through the initial setup, but I have found nothing. Does anyone else know a solution to this? Because I do not want to have to uninstall Mass Effect 3 and ME3Explorer and then install them all over again just so I can go through the initial setup and have these last remaining DLC unpacked. Thanks.
  19. I know this idea is over half a year old now, and that nobody has said anything on it, but if anyone is still interested in giving it a go. It's here.
  20. During many segments of the game, Shepard has various dialogue options he/she can choose from. However sometimes it can be a hassle when deciding which one to choose from because the interface only gives you an idea of what he/she is going to say in the conversation through a paraphrase. It really bugs me just sitting there deciding which one to choose from not knowing what it's actually going to sound like when he/she actually says it, and in some cases the dialogue options say the exact same thing, making sitting there pondering what to choose from completely pointless. So my idea to rectify this small issue is to change the display of the dialogue to show the full lines of what your Shepard will actually say, instead having to go off from a paraphrase in order to make your decision. It'll give the player a better perspective and they won't have to sit there wondering what Shepard will actually say when having to pick from a small paraphrase that only gives them an idea. This is just a small idea I thought someone could pick up on and make into an actual thing, I would do this myself I really would, but I do not know where or how to modify the script files in order to change the dialogue interface's text. I do not know much about modding Mass Effect, but I imagine it would be an easy task (but lengthy) since all you have to do is edit some text that'll be appearing on screen. If anyone knows how to pull this off and is willing to explain to me how it can be done, post it here or send me a PM and I'll give it a try, and hopefully if I'm able to bring myself to, I could try doing it myself. Thanks.
  21. Nvm, it was something to do with the stutter remover. This mod helped fix it for me.
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