LGooms Posted April 28, 2009 Share Posted April 28, 2009 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? Link to comment Share on other sites More sharing options...
LGooms Posted April 29, 2009 Author Share Posted April 29, 2009 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.esmEyeCandy Compilation.esmOpen Cities Resources.esmKvatch Rebuilt.esmDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espKT_CustomRaceFix.espMagicka Regen x2.espKobu's Stamina Mod.espBetter Enchanting & Spellmaking Readme.espPlatinum Armor & Weapons v0.5.espUOE-24 hour respawn v1.0.espImproved Lava.espMapMarkers.espUOE-300_Weapons.espDLCFrostcrag.espmoremerchantmoneyv1.1.espDLCFrostcrag - Unofficial Patch.espReznod_Mannequin.espseverianskatanas1_2.espAFLevelMod.espUpdate My Statue.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.esp_Ren_BeautyPack_onlyhairs.espVA_BetterGold.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espSentientWeapon.espDLCVileLair.espDLCVileLair - Unofficial Patch.espElaborateEyes.espspelliconreplace.espln.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espBadmagic Chrome Dwarven.espKnights.espKnights - Unofficial Patch.espDLCShiveringIsles.espCliff_BetterLetters.esp4846-1.0.1-Imperial Dragon Armor Unnerfed-TESSource.esp815--No- persistant enchantment glow fix-TESSource.espblacktempler.espDLCBattlehornCastle.espVA_FemmeDaedricHelmet.espPlayable GS DS Armor.espDLCBattlehornCastle - Unofficial Patch.espQuest Award Leveller.espQuest Award Leveller - Vile Lair.espQuest Award Leveller - Mehrunes Razor.espExnemEyeCandy.espSeductress Armour.esp1310-Chamelion-NoRefraction-TESSource.espStockClothingArmor-forExnems.espAddendum - Vampires.espCaine's Outfit.espDarkIllusionArmor.espEC_BlackDeathWarrRetex.espMinsDIVariant.espExnemWarriorBikini.espUFF & ROBERT Cold Steel.espKvatch Rebuilt.espNightshade_Armor.espDiano.espHGEC_Draconic_Armor.espLKF_EY_Vampirehunter.espSPB Mercenary Armors.espThe Lost Spires.espOpen Cities Anvil.espOpen Cities Bravil.espOpen Cities Bruma.espOpen Cities Cheydinhal.espOpen Cities Chorrol.espOpen Cities Skingrad.espOpen Cities Road Record.espOCC-KOTN-Patch.espOCC-KR-Patch.espOpen Cities Leyawiin Reborn.espOCC-Lost Spires-Patch.espNo psychic guards v1.2.espbgBalancingEVCore.espbgBalancingEVOptionalMoreEyes.espLifeDetect Shader.espbgBalancingEVOptionalNPCDiversity, for Wrye Bash.esp Link to comment Share on other sites More sharing options...
dezdimona Posted April 29, 2009 Share Posted April 29, 2009 General Load-Order GuidelinesHere 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.esmUnofficial 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 Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial 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):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod................................................................................................... Link to comment Share on other sites More sharing options...
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