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Increasing crash problems


Darkf0rge

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I am a modding addict. It has turned a game I thought was very average into one of the best games of all time. I am beggining to wind down on the modding now and just enjoy the game, but I have noticed I seem to be getting crashes with increased frequency. Some of these crashes I can force, and some times it just happens randomly.

 

Can anyone please check my load order and see if you can see anything blatantly wrong, or suggest removal. I am pretty sure I have done everything correctly with installation but I am not sure about load orders.

 

Alot of mods say that they must be loaded last in the order, but when multiple mod's claim this what do you do? I use BOSS but it does leave alot of mods out.

 

some problems I have.

 

Game CTD without error in the Kvatch Oblivion realm.

Cannot equip certain weapons, when I do game crashes. (I am not certain which mod this is, update: only happens sometimes usually when I first aquire the weapon.)

Cannot enchant items. As soon as I complete the game crashes.

Occasional crashes in combat.

 

 

Here is the list;

 

Oblivion.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

AWS-Core.esm

Cobl Main.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

Enhanced Daedric Invasion.esm

TamrielTravellers.esm

FCOM_Convergence.esm

Armamentarium.esm

Cybiades.esm

Better Cities Resources.esm

AFC v2 Core.esm

Beautiful People.esm

Toaster Says Share v3.esm

HorseCombatMaster.esm

HrmnsOblivionScriptOptimizationv1.0.esp

Unofficial Oblivion Patch.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Chance of More Enemies.esp

FCOM_Francescos.esp

FCOM_FrancescosItemsAddOn.esp

FCOM_FrancescosNamedBosses.esp

LoadingScreens.esp

LoadingScreensAddOn.esp

AWS-ShiveringIsles.esp

Natural_Habitat_by_Max_Tael.esp

Enhanced Water v2.0 HD.esp

AmbientTownSounds.esp

MIS Low Wind.esp

MIS New Sounds Optional Part.esp

Atmospheric Oblivion.esp

Storms & Sound.esp

Rainbows.esp

Cities Alive At Night.esp

WindowLightingSystem.esp

AliveWaters.esp

AliveWaters - Koi Addon.esp

AliveWaters - Slaughterfish Addon.esp

AFC v2 Combo Chains.esp

AFC v2 Combat Moves.esp

AFC v2 Gauntlet Weaponry.esp

AFC v2 Locational Damage.esp

YetAnotherHotkeyMod.esp

Spell Delete And Item Remove.esp

P1DmenuEscape.esp

Reznod_Mannequin.esp

NoLoad.esp

Living Economy.esp

Living Economy - Items.esp

Cutthroat Merchants.esp

MaleBodyReplacerV4.esp

ALE_greenglass.esp

FineWeapons.esp

Growlfs Hot Clothes.esp

M.O.E. - Playable Scythe.esp

M.O.E. - Unlocked Dremora Armour and Robes.esp

M.O.E. - Unlocked Glenroy and Captain Renault Blades Armour.esp

FCOM_MOECaptainRenaultArmor.esp

Not a Bedroll.esp

Thieves Arsenal.esp

Mounted_Steering.esp

Mounted_Spellcasting.esp

Mounted_Trampling.esp

Dude Wheres My Horse.esp

HRMHorseCommands.esp

ExnemRuneskulls.esp

FCOM_ExnemRuneskulls.esp

Cobl Glue.esp

OOO 1.32-Cobl.esp

FCOM_Cobl.esp

Bob's Armory Oblivion.esp

Cheat Bob's Armory Oblivion.esp

FCOM_BobsArmory.esp

Loth's Blunt Weapons for Npcs.esp

FCOM_LothsBluntWeapons.esp

Oblivion WarCry EV.esp

FCOM_WarCry.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

FCOM_Convergence.esp

FCOM_EntropicOrderRebalance.esp

FCOM_RealSwords.esp

FCOM_DurabilityAndDamage.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Less Bone Loot.esp

Mart's Monster Mod - Zombies for Body Meshes.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Hunting & Crafting.esp

TamrielTravellerAdvscript.esp

TamrielTravellers4OOO.esp

TamrielTravellersItemsnpc.esp

TamrielTravellersItemsVendor.esp

FCOM_TamrielTravelers.esp

TIE In.esp

TIE In - ExnemRuneskulls.esp

TIE In - Cobl.esp

TIE In - FCOM Convergence.esp

TIE In - RealSwords.esp

TIE In - MMM Craft.esp

TIE In - Armors lite.esp

TIE In - Clothes.esp

TIE In - DB Enchantments.esp

TIE In - Spells.esp

TIE In - Thieves Quest.esp

TIE In - Tutorial Terminator.esp

TIE In - Game Settings OOO.esp

TIE In - Sounds.esp

LoadingScreens-OOO.esp

ArmamentariumLL4OOO.esp

OOO-WaterFish.esp

MMM-Cobl.esp

Apachii_Goddess_Store.esp

GlenvarCastle.esp

M.O.E. - Tools of Kagrenac - The Secret of White Gold Tower.esp

M.O.E. - The Black Sacrament - Night Mother's Ritual.esp

Scribe Supplies.esp

VaultsofCyrodiilBC.esp

24HrArenaAliveV2.esp

24HrArenaAliveV2Towers.esp

M.O.E. - Visit Valen Dreth Topic.esp

Cybiades.esp

CybiadesDungeon.esp

Mighty Umbra.esp

HoarfrostCastle.esp

Mart's Monster Mod - City Defences.esp

FCOM_MightyUmbra.esp

Enhanced Daedric Invasion.esp

FCOM_EnhancedDaedricInvasion.esp

xuldarkforest.esp

xulStendarrValley.esp

xulTheHeath.esp

MMMMWL-TheHeath patch.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp

xulColovianHighlands_EV.esp

xulChorrolHinterland.esp

xulBeachesOfCyrodiilLostCoast.esp

xulBravilBarrowfields.esp

xulLushWoodlands.esp

HoarfrostCastle-LushWoodlands patch.esp

xulAncientYews.esp

xulAncientRedwoods.esp

xulCloudtopMountains.esp

xulArriusCreek.esp

xulPatch_AY_AC.esp

xulRollingHills_EV_withoutWheat.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulImperialIsle.esp

Better Cities .esp

Better Cities Full.esp

Better Cities - Full City Defences.esp

Better Cities - Unique Landscape Barrowfields.esp

BCBravil-Barrowfields patch.esp

BCChorrol-ChorrolHinterland fix.esp

Better Cities - Unique Landscape Chorrol Hinterland.esp

Better Cities - COBL.esp

Better Imperial City.esp

Better Cities - No LEYAWIIN Flooding.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Dungeon Actors Have Torches 1.6 DT.esp

M.O.E. - Travel Services.esp

M.O.E. - Lycanthropy and Lichcraft.esp

M.O.E. - New Classes.esp

Zira's Battle Horse Shop.esp

ScriptIcon_Replacer.esp

Quest Award Leveller.esp

RealisticFatigue.esp

RealisticHealth.esp

RealisticForceHigh.esp

RealisticMagicForceHigh.esp

Circ Vamp Aesthetics.esp

M.O.E. - Vampire Players Scarier.esp

bgBalancingEVCore.esp

MidasSpells.esp

Sexlivion_0.4a_Full_English_v1.esp

BasicInstinct.esp

M.O.E. - Mythic Dawn Powers.esp

SupremeMagicka.esp

SM_OOO.esp

SM_MMM.esp

SM_COBL.esp

SM_AbsorbRestoration.esp

SM_EnableCharmChameleon.esp

SM_EnableRestoreEnchanting.esp

SM_EnchantStaff.esp

SM_UnlockSpells.esp

SM_Scrolls.esp

SM_SigilStone.esp

attack and hide harder v2.1.esp

No psychic guards harder v1.2.esp

RenGuardOverhaul.esp

All+5AttributeModifiers.esp

personality_idles2.esp

[GFX]_Initial_Glow-all.esp

Mart's Monster Mod - Resized Races.esp

M.O.E. - Unlocked Hairstyles.esp

Elves Of Lineage II.esp

Raven Elves.esp

Beautiful People.esp

Beautiful PeopleV22 - MaleReplacerV4.esp

Martigen's Monster Mod - Resized Races.esp

bgBalancingEVOptionalClasses.esp

Toaster Says Share Faction Recruitment.esp

Viconia.esp

Viconiamod.esp

Duke Patricks Sickness Alarm.esp

Duke Patricks Basic Denock Arrows.esp

Bashed Patch, 0.esp

CybBPcompatibility.esp

Streamline 3.1.esp

Deadly Reflex 5 - Timed block and 150% damage.esp

DeadlyReflex 5 - Combat Moves.esp

SM_DeadlyReflex.esp

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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. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

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..

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

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

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Well, thanks for this but I have already read through all of this from reading other threads and set things how I thought they should be. Just posted in case someone had the same experiences and could see anything that could be causing problems. generally I let BOSS do it's thing and just sorted the mod's it didn't recognize.

 

I played around a bit with it last night, and fixed a couple of my problems. The one thing i think did it was running a clean up on my data folder with OBMM. this seems to have stopped the random crashing with my saves when loading a new cell.

 

Still have the crash when enchanting an item. Some of the custom weapons on equip. (although NPC's can use them) and random combat crashes.

 

A very common one is when eating an NPC's power attack, especially if it is a death blow.... Runtime error

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