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Budderlettuce

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  1. Hey pal! No worries about modding experience (or lack thereof). I'm just glad somebody responded back to me :D I went to Blind Cliff Cave, as well as a few other cave cells, but did not have the same problem there as I did in Eldergleam sanctuary. Yes, I've come across a few threads which seem to indicate mods that affect fog and dust may effect shadows and flickering. I may link them here if I am able to find them again. I'll go through my mod list and see if any fog or particle or dust mods exist and need to be swapped out and I'll let you know if this fixes my problem! In the meantime, take care and I look forward to hearing about your results!
  2. In the Eldergleam Sanctuary, the grass is turning a dark blackish green colour, like as if it is being abruptly shaded from the lighting in the cell, depending on the direction I'm looking. As you can see in the video, when I look down and away from the grass, it assumes a regular green colour that is appropriate with the rest of the scenery and foliage inside of the cave. Conversely, looking at the grass more directly changes the colour to the aforementioned blackish green. This symptom remains the same with or without ENB enabled. Obviously my game is modded, though I'm not using any lighting or shadow related mods. I wonder if it's an .ini setting that needs to be changed? I'll check out other cave cells and see if the problem persisted elsewhere in my game, but I don't recall seeing this problem anywhere else in my game at this moment. I tried deleting the various light sources in the Eldergleam Sanctuary world cell via Jaxon's positioner because I thought LE's issue with 4+ light sources per cell was the problem (it wasn't). Do you folks have any ideas? Thanks in advance! tl;dr Read the title and watch the associated video! :smile: VIDEO: https://streamable.com/imrkky
  3. P.S. There are pictures on the nexus web-page belonging to "Skyrim Bridges" and the author is using SMIM for his installation of his own mod. The links on the chain of his bridge are in SMIM/3d form. However, another user posted a screenshot of his own installation of the bridge, and it was in 2d, as per vanilla. I haven't installed SMIM and I don't plan to (for stability reasons). Anyways, I thought it would be worth pointing out that these chains are not SMIM dependent. Thanks to all those who may have insight on the matter! Talos bless you :))
  4. Hello fellow lady and gentleman modder people. I've recently gone from scratch with my Skyrim (LE) install on my new beefy-boy rig , and I've fitted plenty of textures and enb stuff on it and blah blah blah... There have been a few bugs so far, graphically-speaking, that have arisen, and one of the more annoying ones (and one that I'm rather too puzzled to solve myself) is this damn chain link that runs along the sides of a bridge that was added by "Skyrim Bridges". The bridge in question is at the cross-roads beside Honningbrew Meadery on the outskirts of Whiterun, and perhaps this glitch might persist in other bridges that were added by this mod as well, though I haven't cared to check (I don't even know where they all are to be honest! haha). Anywho, I am wondering how I might fix this problem of mine, I'm sure it must be a simple enough fix, but graphical bugs always stump me somewhat and this time I'm not sure how to go about solving this issue. Skyrim Bridges (from which the graphical bug comes from): https://www.nexusmods.com/skyrim/mods/38158?tab=images&BH=0 - Up close on the problem. Chain has a black bar that covers the area of its links. Looks really baaaaaad. - My guy standing next to it. - This is the chain on the draw bridge at the Whiterun exterior entrance. It's in 2d, and in healthy shape, just the way I like it :smile:
  5. Okay Fellas! I'll give 'er a go and report back soon, this weekend or just after. And I'll ask any other questions if need be! Thanks again, talk to you soon. -B.L.
  6. Basic Info: Just as the title says. I am wanting to know how I might do this? Reason: Missing a texture from Skyrim Bruma. My Skyrim Bruma is currently on 1.3.0 despite the latest Bruma update being 1.3.3. My version of Bruma has always worked fine and I have a number of mods that I have downloaded that affect BS Bruma and I worry they won't do well with the update. Other than this one texture problem, my Bruma is tip-top. I have tried installing "Archive Loaders for V1.3" (which I believe was the solution to this problem when I had experienced it years ago, when the mod first came out), but to no avail. So I figured I would "pluck" the texture I need from the version 1.3.3 .bsa and pop it, manually, into my skyrim/data files. I just need to find out how to do it! Thank you all for the help! - As you can see from the picture, the texture I am missing belongs to the mill in Applewatch.
  7. Sounds good Grospolina! I'll mix and match those mods and see what can be done, including WoT and SR. No landscape mods but I'll need to double check to be sure if there isn't any worldspace edits added by other mods. Thanks again and I'll check back soon with more detail!
  8. ...another example of visible water seams. This time I was sure to lighten the picture. Provided location too. Is this a vanilla game issue? Impossible to fix? I'm assuming there are a plethora of examples in my modded game at the moment.
  9. I don't know if this problem exists elsewhere in my game, but I found this glitch/bug at lake Ilinalta, south side, and close to Half-Moon Mill. Wondering how to go about fixing this problem, if possible. All I want, ultimately, is a water mod that looks nice, functions well, and doesn't cost too much (or anything, if possible) in terms of FPS. This is a nitpick type issue, but perfection is the goal. These are the possible culprits, as they are the only mods effecting water that I have: Realistic Water 2 - https://www.nexusmods.com/skyrim/mods/41076 Waters of Tamriel - https://www.nexusmods.com/skyrim/mods/99236 Skyrim Reloaded - https://www.nexusmods.com/skyrim/mods/75954 Any advice would be welcome. If more information is needed, I can provide that too. Thank you all! - The obvious seam can be observed in the middle of both screenshots.
  10. Synopsis: Better Cities1 for Skyblivion. Plain and simple. You may stop reading now. Read further for more information. - More Detail: The Better Cities mod for Skyblivion when the latter mod is finally released. No, not just any ol' city improvement mod will do, though they will no doubt enhance what will be the vanilla cities of Cyrodiil. The Better Cities mod from Oblivion was done far better than any other mod of this kind in any of the Bethesda games to date. Sure, Skyrim has a few good ones, and Morrowind receives good support for its cities as well, but Better Cities takes the cake. And don't knock it until you try it! It really is king among Oblivion mods, and, with the improved engines of either LE or SE Skyrim, one can only think how well Better Cities might fare in those games. The Skyblivion team are creating the Cyrodiilic cities in the likeness of their vanilla Oblivion form, and would be an easy template to build off of if ever a project like this was to be done. - Even More Detail: I would even throw in a bonus request to have a spiritual successor to the Unique Landscapes2 mod in Skyblivion. However, I do realize that this will be more varied in approach, and not made in 100% concurrence with the originals, because the difference in vanilla landscapes between the two games will likely be great. I have been led to believe, after all, that the mod authors of Skyblivion are taking the liberty of altering the landscape of Cyrodiil by adding farms, and detailing the general biomes of the province to their liking. I have no problems with this, but I would welcome any mods to improve whatever they construct in terms of landscaping. For the record, I'm sure what they make in Skyblivion's release will be of excellent quality regardless. Here is a comment I left on the Better Cities Nexus page (it's a bit silly, but how else could I get the average sight visitor to peruse it?): "Hello all, I am but a humble chap composed of both lettuce and butter. I play games with my wilted leafy hands, and I try not to oil my keyboard and mouse in the process of doing so. I was lucky enough to comes across this mod when I first started playing Oblivion a couple of years ago, and was amazed to find how fantastic it was in improving the vanilla cities, which, in Oblivion, had already been of excellent design and distinction. This mod, coupled with the impeccable UL mod, made my Oblivion experience unrivaled by anything a modern game could offer. I enjoy BC to this day when it is that I find myself starting up Oblivion. I would like to make a request based on the obvious love that I, and so many others, have for this mod: a Skyblivion version of Better Cities. Yes, yes, I know, there will be plenty of mods that alter the cities of Skyblivion after the mod is released. But, in order to do justice on behalf of all that is perfect, I appeal to the original mod authors, or anyone else in the modding community who are capable and up to the task, to use this Oblivion mod as the blue print in modding Skyblivion's cities. Better Cities builds upon the themes of every vanilla Cyrodiilic city and developes them into masterpieces of design and scale; the sleepy loveliness of Skingrad, the busy port and market of Leyawiin, the scope and high art of the Imperial City, and so on. Please, oh please, do I ever hope that such a project could be done, in honor of all things Elder Scrolls, and the hard work that has been done up 'til now by BC's original authors, for Skyblivion's cities. Thank you all for reading this. Talos guide you all!" - Index: 1 - Better Cities for Oblivion (https://www.nexusmods.com/oblivion/mods/16513) 2 - Unique Landscapes for Oblivion (https://www.nexusmods.com/oblivion/mods/19370)
  11. Oh and always do the testing that I recommended on a new game for the best possible diagnosis. Removing a mod with attached scripts to an existing save will cause added instability and only confuse the issue at hand. This advice should go without saying but I figure I'd like to be crystal clear about it just in case. Good luck, once again!
  12. https://forums.nexusmods.com/index.php?/topic/1785235-skyrim-keeps-loading-forever-the-main-menu/ The gentleman OP in the above forum post said he uninstalled an unofficial patch to fix an issue that resembles/is identical to your own. He was also recommended to try certain memory fixes, such as Safety Load and SKSE memory patcher. I would recommend ENBoost as well. Some or all of these solutions will require some tweaking on your part, and I would strongly recommend investing some reading time as to how you should approach this. Trying the game without any mods (vanilla) would also be beneficial because you could then ascertain if your vanilla Skyrim is functioning properly or not. Adding mods incrementally would be the natural next step in identifying what mods are hindering your start up. You are also shy of a Bashed Patch.esp, so definitely make one and expect a more stable load order regardless if it fixes your current issue or not. -B.L.
  13. You have an absurd amount of script heavy mods. Good and calculated modders will add only one at a time and test their game thoroughly before adding another. There is plenty of reading material regarding these kinds of mods too, which tell you what they are (in)compatible with. I won't tease you for the SexLab stuff, but I will scorn you for not being on top of this stuff earlier on. It may be impossible for any one person to look at your mod list and say "that mod is causing you CTD". For starters, create a BASHED PATCH. Just ask if you do not know what this is. If your crashes continue, which they likely will, then you will need to cull half your mod load order at a time, and determine which half of your mods contain the problem. You can then pursue the half which has the CTD problem by adding/removing mods from the half that is under suspicion. You may do this simply by using a mod manager and tick/untick the mods as you see fit. Then enter the game with a new game and stress test the game: make potions, spawn enemies, engage in large scale battles. Take a note when/where/how the crash happens, if the game crashes at all. I would recommend optimizing your .ini files, and improve your game memory by installed ENBoost, but this is all baseline stuff that I will assume you've already done. If not, speak up! I can help by directing you to external links that contribute to overall game stability. That being said, I was aghast by the mods that you have. SMIM is a memory guzzler, you have several character editing mods, amazing follower tweaks and ultimate follower overhaul might conflict and the latter is largely outdated... I mean, you have the creme de la creme of Skyrim mods. All of them. And the reason they are as good as they are is that they transcend what the base game could ever handle through the scripts that they use. A few of them should never be a problem, but a heaping ton like how you have is bound to cause trouble. I can identify, just at a glance, which are the most script heavy, but I cannot be sure where the conflicts are coming from. And it is these inevitable conflicts between scripts that are likely causing your CTD, just to repeat myself once more. I'll tune in to your progress and answer any more questions that you may have, good luck brotha! -B.L.
  14. Ghunzul has his weapon equipped, is hostile, but won't strike me with his weapon. He merely paces about me and talks trash as hostile enemies do. I slay him to quell his dumbness. New game doesn't fix the issue. What sort of conflict between mods would create a problem like this? Is there a solution through the creation kit that I could try, perhaps altering his AI/attack data? - I noticed that, when I looked up his actor file in the CK, he has an ambush script attached to him? I'm not sure if this has been conflicted by another mod. Also, I remember having an Orc following of 15-20 Orcs one time (Using EFF on a previous load order; my current load order is void of any follower mods), and I buffed them via the creation kit to have high attack damage, and, lo and behold, they only ended up being able to do killmoves to other npcs. In other words, they would approach enemies of all levels, raise their shields, and crowd the enemy until one orc would commit to a killmove. This killmove would hilariously be preceded by an unusual amount of time of inactivity by my Orcs. I figure there was script lag or something going on in that instance. As for Ghunzul, I reckon his script lag may possibly be so bad that he has just been made stupid. Thoughts?
  15. Hey pal, assuming you've followed the advice of your peers up to this point, I would proceed by unticking all of the .esp/.esm files concerning race one at a time until your gender-switch problem has been identified. Also, if your problem is related to switching to female, then you should consider unticking, in the same step-by-step/singular fashion, all of the mods concerning females. I counted 8 .esp/.esm files with the word "race" in it I counted 1 .esp file with the word gender in it. Hdt High Heels, UNP High Heels, and mods of this nature will also need to be culled for purposes of testing CTD when you switch the player's gender to female. Any other mod that I have not recognized, but would fit the category of the ones that I've since identified, will also need to go. All in all, this should be sufficient in identifying your CTD problem. As a general means of identifying .esp's/.esm's that are causing possible CTD, you should always untick HALF of your complete mod load order to see what half of your mods are causing the crashes. At this point, you would then pursue the remaining or existing half of mods that you either disabled (unticked) or have kept (ticked) to see which one in particular is the culprit. Though this is something to keep in mind, if all else fails, I do not think that it will be necessary to make a diagnosis in this way. The fashion in which you can fix your particular issue can, likely, be done as described in the minimal way as described in the previous paragraphs. Always start a new game when testing for the best results. When the crashing stops, and you've successfully identified the mod/mods that are causing CTD's, review whether or not there is a way to keep them in your load order by means of a patch (.esp file) provided by the author of the mod in question or by the community. In all likelihood, I suspect that, just as was the case with your numerous lighting overhaul mods, your race and gender-affecting mods are not playing nicely with each other. Being strategic about your installation of these mods will ensure your future success in modding your Skyrim. In other words, always read up ahead of time to see the compatibility section of the mods that you wish to install, and being conservative with your installing habits goes a long way in keeping compatibility issues from arising. Avoid older mods and others that have little to no activity/support/troubleshooting advice by the author or the community. Older mods, in particular, may not be compatible with newer mods or newer versions of mods that they would otherwise have been compatible with. When finished fixing your CTD issue, you may start a new game with confidence knowing that this issue will not show up again, or you may attempt to continue on your existing saves, though the latter option is not recommended for stable use. Race mods that alter the options and layout of the "showracemenu" console command use scripts to allow them to function and, seeing as you may well be removing a few of these, this will cause scripts to become permanently unattached in your existing saves, and will be possibly a nuisance, in the form of CTD or general gameplay dysfunction, later in your playthrough of that game save. If your are desperate to play an existing save that has remaining and unattached scripts, then I would hesitantly recommend using this mod: "Fallrimtools - Script cleaner and more" https://www.nexusmods.com/skyrim/mods/76776 This might be an excellent last resort if you wish to continue playing on an existing save with unattached instances of lingering scripts. Always rebuild your bashed patched when you are satisfied with your mod list. Resist the urge to add/remove mods mid-playthrough. I recently removed a few mods (unscripted) from my load order and, when I returned to play on my existing save, I experienced CTD's where I otherwise wouldn't have. Like you, I have a ton of mods running, (350+ I think, maybe more) and a lot of the .esp's are merged together. My existing load-order was rock solid however, until I became reckless. Heavily modded Skyrim is, without a doubt, a house of cards: finicky, and best left untouched. Good luck friend! -B.L.
  16. A script that would allow the player to do more damage to humanoid npcs of the vanilla Skyrim races (eg. bandits of varying races, etc.). This, in turn, would make it so that monsters, even those added by mods, would be stronger by comparison. The reason? At a higher level, giants are as strong or weaker than high level bandit characters, and this should not be the case. A simple script that increases a player's damage amplitude against enemies of the vanilla races would fix this. A player could then expect reasonably easy humanoid enemies on the harder difficulties and drastically more difficult enemies of the animal/creature/monster variety. Also, if possible, taking less damage to humanoid npcs (melee) would be much better too, as a forsworn sword-slash should never be as powerful as a giant's swipe. The only caveat worth noting here is that Orcs MAY NOT need to be affected by this script as they are green and brutish, and I reckon them to be worthy of a stronger combat presence, by personal taste. Vampire races should remain strong as well. - P.s., I understand that there are mods that make monsters/animals stronger, but they do not always affect creatures added by other mods. In other words, If I were to use a mod that increases monster health for example, I could expect my vanilla trolls and giants to be juggernauts, but my flamelurkers or ancenstral troll (added by MonsterModV13 and BoT, respectively) may remain as weak as they were before. A script that recognizes the race of the npc enemy could, instead, simply determine if the said enemy applies for a damage amplification or not, and modifying the vanilla races in this way could prove to be maximally compatible with all other mods.
  17. Hi friends, Thank you for your time. I downloaded Danya's "Navies of Skyrim" awhile back, then uninstalled it from my load order. I have since started a new game since its deletion. While it was installed, I ran Tes5lodgen over several occasions, and I have also done so since having gotten rid of it. In the pictures provided, you will see the remaining LOD of a cabin when I view the (now uninstalled) Stormcloak docking settlement. This same LOD disappears when I approach its location and become near it. I am attempting to get rid of it manually through the game directory. I have already tried removing all "lod" files from "data/textures/lod" to fix the issue, but to no avail (don't worry, only removed them to a temporary location for safe keeping!). Anywho, here is the link to the mod in question: "https://www.nexusmods.com/skyrim/mods/85604". You may open the file contents from there if you wish, without downloading the mod. Thank you all in advance for the help! Ask any questions you need to ask. - Bonus question (unrelated): the lod belonging to Solitude's windmill, as you might perceive it from outside of Solitude, is missing. The circular running fans of the mill are still actively turning, but the tower, by which it should be connected, is invisible, at a distance. It does, however, appear if you were to approach the mill closely enough, say, from the vantage point of being underneath Solitude's structural rock arch. This is not my priority at the moment but I'd like to hear some feedback as to how I may start to go about fixing this issue. Thank you all, once again :happy: .
  18. "Immersive Jewelry"! https://www.nexusmods.com/skyrim/mods/64283 The above mentioned mod contains some 4200 jewelry items to the game and is a collection of unique, wearable treasure mods from multiple authors. This helm is also available as "Quicksilver Horned Helmet" upon installation of that mod. Please use this mod for easy access to either version of the helm: "AdditemMenu - Ultimate Mod Explorer" https://www.nexusmods.com/skyrim/mods/64905 Cheers, Merry Christmas, and Happy Gaming! -BL
  19. Hey Kiki, I hate to engage your thread without solutions, but I saw your thread and it's dated now by 4 days without a reply. I'd hate to see this thread wither into nothing and you not find the help you need. I'll find the time to replicate your issue on my game and try to come up with solutions in the coming days, maybe a week from now. I am not familiar with Kvatch rebuilt, as it operated poorly for me when last I used it (completed it's questline but would ctd for me when I did so) and so now I don't use it. But it is a larger mod, and so is UL, and that leads me to believe that their might be support around those two together in either a patch or advice somewhere on the interwebs that advices a particular load order for those two. And as always, make a bashed patch if you haven't already. Start grounded and work upwards from there. Talk to you soon!
  20. First off, thanks to both of you for contributing to this thread. Oblivion is my most favorite Elder Scrolls, and that's saying a lot considering that I have some 2500 hrs of Skyrim playtime to compare it too haha. Unfortunately it's a mother to try and configure, but when it works it has a charm like no other. I'm delighted to see that the Oblivion community is still active and fighting the good fight. P.S. Lubron I'm a big fan of yours! great mods, always classy ;)) - Alrighty, so I'll update my situation before I address the comments that I've missed. Changes that I've made to my game has primarily been through the OSR.ini file, as per L's recommendation. It would appear that OSR has the last word when it comes to FPS, (attempted to change through Oblivion.ini but to no avail) so I went ahead and set the "fMaximumFPS" to 40. Previously it had been higher, 60 if I'm not mistaken. I've assumed my problem to be memory related, and even if it turns out to not be the case, I will always attempt to keep the memory/texture/polygon load at a minimum for, if nothing else, good karma. 40 I felt was a good balance between quality and sacrifice. I disabled the "fMinimumFPS" as well (set to zero) so that the game may never stress about having to maintain a certain level of quality while it renders the larger mods simultaneously (BC + UL). I'm not entirely positive about these changes however, but I am troubleshooting after all. Last change to the OSR.ini that I made was a value listed as "bReplaceHeap", which previously was set to 0 (disabled), and so I set it to 1. I did this at the advice of another forum which discussed optimal OSR.ini values. "bReplaceHeap", apparently, makes a big difference. Can't really say either way on that one. The last thing that I've been doing is frequently using the "pcb" command into the console (interior cells only) as an attempt towards purging texture memory. I toggled "tdt" in the console as well, and used the "sdt 13" command to bring up the active texture memory and was surprised to see that crashes became more frequent the higher the "TextureMem" value became. For me, 600mb was pushing it. In between cells and loading screens become a legitimate risk when the texture memory raised to this point. And so, like I mentioned earlier, I've been using the pcb command to maintain a low texture memory and... well... tbh... The game hasn't crashed since! New games and previous saves work pretty well. I've been threatened by freezing still, however, in that sometimes an area (for example) will load a new cell and it will freeze up only temporarily (a few seconds) and lead me to believe that the game froze, just to snap out of it in due time. This isn't by any means a solution, but perhaps a solid step in the right direction. And I won't lie, my focus had less about playing and purely just testing, constantly being aware of my TextureMem build up and heading indoors to pcb the garbage away. - 1Mac: -Right on, will do. I don't have that version of Cobl as of now. I'll upgrade ASAP. -I'll patch up the race mods or dismiss Cobl races entirely. Never knew they conflicted, hopefully that wasn't an obvious thing. I'm worried that I now look like a fool. Oh well, too late for that. -Salmo! yes I heard about that too. Slimey milk drinker thinks he can use his shop as a front to jack players' games does he?? Well, I like his sweet rolls, so I'll keep him for now, but won't hesitate to send him back to the Isles if need be. -Alive Waters. True, more actors more brains more ai more stress on the game. I'll consider dumping it if necessary, and I'll check out that updated .esp situation that you mentioned. It might not be up to date. -Ahhha yep the great challenge of BC and UL together... I have no doubt that an otherwise crappy oblivion configuration could possibly work without these two together, but those two together is exactly the challenge I'm looking for. No ENBoost for oblivion yet, didn't know it existed. That's a must for my Skyrim, I'll no doubt add it to my Oblivion. No reloaded yet. I've used in the past, but outside of "auto pcb" feature (which I've been looking for in other mods), I'm not interested in it's other features. Unless you insist and think that reloaded is a "must have"? I'll go for it if you think it's best. L, I'll see what's up with the fade distance, even if it has a minimal change in my game. I hope the last couple of days have been productive for you and you've come closer to freeze-proofing your game. I'll report back soon after tinkering with Oblivion some more under these advices. Thank you fellas and may Talos guide your steps :laugh:
  21. Wrye Bash! That's the one Skyrim modding utility that you do not yet have, and has been an invaluable tool for me in my Skyrim modding escapades and ESPECIALLY my playthroughs for Oblivion (Oblivion is inherently more finicky and needs plenty of coddling and attention to detail). So, create a bashed patch for your Skyrim, as this should be mandatory for any modded game, whether or not you end up recovering your lost save. I am by no means an expert at mod troubleshooting and there are better minds on these forums to help you with your problems. However, I've never been unable to remedy a (formerly) CTD save, despite ambitiously modding every single playthrough of Skyrim to the absolute gills (350+ mods crammed and merged into the 255 .esp limit... on a barely mid-tier PC muahaha!). So my wisdom on this subject comes from experience, and yours will come with time as well. I'm going to assume you become a little trigger happy and dl'd and installed multiple mods at once, without testing each mod individually to see if it botched your current load out. Don't be ashamed, it happens to the best of us. But for the love of Talos, next time you do so make sure you *regularly* back up your game files. Every time I tweak a modded version of Skyrim to my liking, I make a back up, no excuses. Skyrim isn't invincible and your modding choices aren't either. Any who, just saying that saved back files would come in REAL handy right about now. Remember this. - Your inability to load a previous save comes down to load order. It's reasonable to suspect that either something is missing or is in the wrong place. You may have removed an .esp or .esm that your CTD save was dependent on, whether intentional or not. If your load order isn't properly "ordered" to the likeness of that last CTD save, then C'sTD are to be expected. It's possible that you were oblivious to load order, and the game saves that now CTD were thwarted by you using LOOT which sorted your order likely for the better but not necessarily for your (barely) functioning previous play through. Does that make sense? I hope so. It's late. Either way, look into load order as this might very well be the cause of your modded game's ills. BONUS tidbit of advice: Install Wrye Bash. Do what I said earlier about making a bashed patch. Now, locate the header "Saves" in Wrye Bash's top left corner. Locate the save that you want to load but continues to CTD, and right click it. Select either "List Masters" or "Diff Masters". Either of these options will help you bring up any missing dependencies that your CTD file needs. On a side note, when using LOOT, pay attention to the details of the warnings that it presents for any given .esp fiie upon generating a new load order. Take them seriously and file its instructions. All the best to you sir, and good luck.
  22. OBSE PLUGINS [FOLDER] MenuQue Better Cities Helper.dll Better Cities Helper.ini Blockhead.dll Blockhead.ini Elys_USV.dll Elys_USV.lip Elys_USV.mp3 Elys_USV.txt EngineBugFixes.dll EngineBugFixes.ini MenuQue.dll MenuQue.ini obse_jail_fix.dll OBSE_Kyoma_MenuQue.dll obse_training_fix.dll sr_Oblivion_Stutter_Remover.dll sr_Oblivion_Stutter_Remover.ini There they all are!
  23. Current symptoms are (more or less): play for a short while, load a few new areas, combat a few unlucky persons, access, inventory here and there, possibly fast travel. And during a loading screen or when a new area is being loaded (in real time, where otherwise it would stutter to successfully load the new area) the game will freeze. Upon re booting the game, I'll reload my last save (saving being something I liberally do, so as to not lose progress about these routine crashes/freezes), and be able to proceed where I left off, only to, after some time, eventually experience the "oblivion has stopped working" message. Rinse, repeat. :down:
  24. Not sure if it makes a difference, but when I say ctd, I actually don't mean an immediate ctd, but rather a screen freeze, followed by a sound cut out, and an "oblivion has stopped working" message that shortly follows...
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