Jump to content

Crashing whenever hit by a fireball


ArcticZero

Recommended Posts

Specs:

Q6600 @ 3.6ghz

4870x2 + Catalyst 9.2

6GB DDR2-800 RAM

 

Right now, here is my load order:

 

Oblivion.esm
HorseCombatMaster.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Natural_Habitat_by_Max_Tael.esp
Natural_Vegetation_by_Max_Tael.esp
Natural_Water_by_Max_Tael.esp
Natural_Weather_HDR_by_Max_Tael.esp
Beautiful People 2ch-Ed.esp
Slof's Giger Armour.esp
No_Raiment_Ring-9336.esp
Hentai_CerenityArmor.esp
tona_whitesquall-armor_ver2.esp
tda_Armoury Beta v1_2.esp
Slof's Oblivion Goth Shop.esp
ROHJ - Wing Sword - No Ench.esp
realmasamune.esp
Hiyoko_Store.esp
SK_Berserk_v0.6.esp
AT2 01-Shiki Armor Set.esp
AT2 02-Shiki Armor Set.esp
DMCWeapons.esp
Tyrael Armor.esp
CarsomyrSword.esp
BlackLuster.esp
CharGenAmulet.esp
HrmnsOblivionScriptOptimizationv1.0.esp
MidasSpells.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_DeadlyReflex.esp
ChaseCameraMod.esp
RenGuardOverhaul.esp
RenGuardOverhaulShiveringIsles.esp
Arctic - Auto Equip Scabbards.esp
No_Glow_a_go_go_Version_10-4987.esp
Mayu's Animation Overhaul.esp
Duke Patricks - Momentum Damage And Jump Risk.esp
quickstart.esp
Streamline 3.1.esp
DeadlyReflex 5 - Combat Moves.esp

 

Before everything else, all of my other games/applications work perfectly and run smoothly.

 

Anyway, the problem is even if I disable all my mods, the issue still exists. It always seems to occur whenever I'm hit with a fireball (and some other spells randomly). It truly is gamebreaking, as tons of enemies use spells. In fact, I had a Xivilai attack me with a hammer once, and it CTD'ed. I can reproduce that melee CTD flawlessly as well. I've tried posting at the Bethsoft forums, but got no useful help about this. Hoping I can get some assistance so I can continue playing. :(

 

I've attached my Oblivion.ini in case something may be wrong with it...

 

Thanks in advance guys!

Link to comment
Share on other sites

General Load-Order Guidelines

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

 

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

................

Link to comment
Share on other sites

Try this, Windom Earle_s Oblivion Crash Prevention System

 

http://www.tesnexus.com/downloads/file.php?id=22282

 

It's still experimental, but it's getting high ratings. It's being updated almost daily so if it doesn't fix all of your crashes check back in a few days.

 

Note, it is not a mod and doesn't install like a mod, so be sure to read the instructions.

Link to comment
Share on other sites

Be aware than just disabling mods ESPs may be by itself cause of unstable behavior, mainly with saved games. Since your rig is able to deal with any graphical setup in this game my bet is the magical effects are referring to some features that are NOT present anymore, or have different objects structures.

 

Try first a test with a totally new game. Another test is deleting the Oblivion.ini from the documents\...\Oblivion folder after backing up it. Hope the new ini generated by the engine solves the issue. Good luck.

 

PS edit: Most people don't realize than uninstalling mods may be the reason of many problems that may arise only a bunch of time afterwards. Most of the times the engine just cleans the savegame from the spurious mod's remains, sometimes it can't and so becomes unstable or even crashes.

 

Better saying, before uninstalling mods be sure to read it's documentation to certify it does not need special procedures to do so.

 

PS 2: Uncared changes of load order may cause issues too, the worst scenery is when more than one mod overwrites the same physical files. Anyway, all possibles conflicts, overlapping, cross references and etc becomes quickly unpredictables and after a time is almost impossible to trace down the issues, forcing to radical measures like total and clean game reinstall.

Link to comment
Share on other sites

Thanks for the replies and solutions! I've given a few a test recently.

 

First off, I've having the game regenerate the Oblivion.ini file didn't do much good. Installing the Crash Prevention plug-in didn't help either (I'm sure it prevented some crashes here and there that I haven't experienced yet). Fixing up my load order and installing OOO again seemed to do the trick though, strangely enough. Although now I get a crash whenever I try to load a game after dying. And I also get a crash trying to use some spells myself (like Dragon Skin) :(

 

I'm quite glad the fireball CTD is gone though! :)

Link to comment
Share on other sites

Thanks for the replies and solutions! I've given a few a test recently.

 

First off, I've having the game regenerate the Oblivion.ini file didn't do much good. Installing the Crash Prevention plug-in didn't help either (I'm sure it prevented some crashes here and there that I haven't experienced yet). Fixing up my load order and installing OOO again seemed to do the trick though, strangely enough. Although now I get a crash whenever I try to load a game after dying. And I also get a crash trying to use some spells myself (like Dragon Skin) :(

 

I'm quite glad the fireball CTD is gone though! :)

It happens in a new game too or with save games only?

You did the correct thing reinstalling the mod after a a significant load order change. When in doubt do it.

Yet, this may be the doom to old saved games, and yet, it seems you did progress and are in the correct path.

 

Don't forget FCOM calls for the user rebuilding the bashed patch every time these changes are made albeit it's exactly the reason of old saves becoming unstable. This is unavoidable with the merging attempts of such big mods that overlaps in so many ways. Once correctly done the newer games will flow without problems.

 

I had issues when "FCOMizing" the load order after using for several saves the balo function from Wrye's bash. Where the saves stalled at the very first load screen and did need to make a choice. I choose to give my old faithful heroes an earned retirement for the cleaner environment sake.

 

again, good luck. Think about the above, related to the saved games. Maybe you'll like the experience of going though all the new features with a green adventurer (as these mods where meant). Remember all but the main quests are optional.

 

And now I can, shamelessly, advertise the "Afinity sword" mod. This weapon will give the hero/heroine a better chance to survive those enhanced foes without destroying the danger feeling and will be a powerful yet not an overpower weapon for the first level player... will be so when he/she is a experienced 4th level adventurer... ... ... you may put it aside in your loved new house container and for the nostalgy sake, when already a seasoned and powerful hero, you take it in your hands it will reflect it, responding to your increased status and level and yet a powerful weapon and someway almost overpower at this point. In fewer words the weapon grows with you in a dynamic way. Even those temporary attributes/skills enhancements will affect it's power(as the decreases will do too, so beware liches and necromancers). neither these temporary enhancements or the weakening will be something to make a song about, but may be just the difference between life or death on those desperate situations...

 

Just forget 'her' if your hero/heroine have a 'questionable' character :) as Meridia's gift the weapon will shun the wicked and refuse to release it's full power (indeed the player can't even get the quest if the infamy is above the fame for a certain extent). Not a weapon of choice for assassins too since it detects the victim aura and again will be just a good but no magical weapon at all. Now, if the foe is the Meridia's hatred undead enemies it will shine like the sun... and eventually even 'evolve' to a new level of 'affinity' with the user... longer history than this reply.

 

PS: The Afinity's evolving is it gaining a new name, a new look, but mainly it will receive the soultrap effect and will heal the user for a fraction of the damage done. This may not seen much, but together with the non reflectable, bypassing physical/magical armor class, magic attack puts this weapon in the gray area between the powerful and overpower (not telling about the one hit kill chance).

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...