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Knights of the Nine crash


LGooms

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After I complete the quest to reconsecrate the sword, once 24 hours pass my game will crash every time. If I just sit still and let time pass normally, if I use the wait command and let time pass that way, or if I try to fast travel and cause time to progress past 24 hours after I cleansed the sword... my game crashes.

 

I have disabled all my mods (except for KotN) and this issue still happens. Cleanse the sword, wait 24 hours, game crashes. I've even blitzed through the rest of the quest, getting to the point where it's completely done except for the speech given just outside the knights of the nine chapel, but time caught up with me and I crashed during the middle of it.

 

Anyone have any ideas?

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So it's getting even better now.

 

I gave up on continuing the quest and just carried on as normal, doing other stuff. I started the SI quests, and that was going fine, then I take the gate back to Cyrodiil, try to fast travel... and crash. Fast travelling or waiting inside the SI doesn't crash me, but as soon as I return to the Cyrodiil worldspace I crash upon any passage of time. The fact that I was doing the KotN quest during this seems to just be a coincidence, it simply was what I was doing when I ran into this larger bug. I'm on day 77, if that makes any difference.

 

It has to be one of my mods, but i'm at a loss as to which one. Open Cities seems the most likely, but even when I disabled them all I still had the problem. Here's my mod list if anyone can see something I didn't.

 

Oblivion.esm

EyeCandy Compilation.esm

Open Cities Resources.esm

Kvatch Rebuilt.esm

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

KT_CustomRaceFix.esp

Magicka Regen x2.esp

Kobu's Stamina Mod.esp

Better Enchanting & Spellmaking Readme.esp

Platinum Armor & Weapons v0.5.esp

UOE-24 hour respawn v1.0.esp

Improved Lava.esp

MapMarkers.esp

UOE-300_Weapons.esp

DLCFrostcrag.esp

moremerchantmoneyv1.1.esp

DLCFrostcrag - Unofficial Patch.esp

Reznod_Mannequin.esp

severianskatanas1_2.esp

AFLevelMod.esp

Update My Statue.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

_Ren_BeautyPack_onlyhairs.esp

VA_BetterGold.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

SentientWeapon.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

ElaborateEyes.esp

spelliconreplace.esp

ln.esp

DLCSpellTomes.esp

DLCSpellTomes - Unofficial Patch.esp

Badmagic Chrome Dwarven.esp

Knights.esp

Knights - Unofficial Patch.esp

DLCShiveringIsles.esp

Cliff_BetterLetters.esp

4846-1.0.1-Imperial Dragon Armor Unnerfed-TESSource.esp

815--No- persistant enchantment glow fix-TESSource.esp

blacktempler.esp

DLCBattlehornCastle.esp

VA_FemmeDaedricHelmet.esp

Playable GS DS Armor.esp

DLCBattlehornCastle - Unofficial Patch.esp

Quest Award Leveller.esp

Quest Award Leveller - Vile Lair.esp

Quest Award Leveller - Mehrunes Razor.esp

ExnemEyeCandy.esp

Seductress Armour.esp

1310-Chamelion-NoRefraction-TESSource.esp

StockClothingArmor-forExnems.esp

Addendum - Vampires.esp

Caine's Outfit.esp

DarkIllusionArmor.esp

EC_BlackDeathWarrRetex.esp

MinsDIVariant.esp

ExnemWarriorBikini.esp

UFF & ROBERT Cold Steel.esp

Kvatch Rebuilt.esp

Nightshade_Armor.esp

Diano.esp

HGEC_Draconic_Armor.esp

LKF_EY_Vampirehunter.esp

SPB Mercenary Armors.esp

The Lost Spires.esp

Open Cities Anvil.esp

Open Cities Bravil.esp

Open Cities Bruma.esp

Open Cities Cheydinhal.esp

Open Cities Chorrol.esp

Open Cities Skingrad.esp

Open Cities Road Record.esp

OCC-KOTN-Patch.esp

OCC-KR-Patch.esp

Open Cities Leyawiin Reborn.esp

OCC-Lost Spires-Patch.esp

No psychic guards v1.2.esp

bgBalancingEVCore.esp

bgBalancingEVOptionalMoreEyes.esp

LifeDetect Shader.esp

bgBalancingEVOptionalNPCDiversity, for Wrye Bash.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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