remotecontrol Posted May 8, 2009 Share Posted May 8, 2009 I got deadly reflex 5 ... got the hotfix for it and Im still crashing. Is there another update that I'm not finding? In regards to corrupted saves and stuff how do you fix that? How do you get a clean slate? Link to comment Share on other sites More sharing options...
dezdimona Posted May 8, 2009 Share Posted May 8, 2009 please list all mods your useing and a load order. My tarot cards aren't working today! :happy: Link to comment Share on other sites More sharing options...
remotecontrol Posted May 9, 2009 Author Share Posted May 9, 2009 please list all mods your useing and a load order. My tarot cards aren't working today! :happy: I just narrowed it down to Deadly-Relfex, it's a shame because it's such a kick @$$ mod... but it made playing just to frustrating... if there is any way to make it work I'd be bubbly with joy. When unchecked the all the deadly-reflex related stuff in OBMM and tried the game again it worked FINE, I mean... I was actually really surprised, even less glitchy and I TRIED to MAKE it freeze but it just wouldn't. So without a doubt it is this one mod thats messing everything up. anyhoo... load order... Oblivion.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmFrancesco's Optional New Creatures Add-On.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmMart's Monster Mod for OOO.esmSolstheim Recreated.esmCM Partners.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espDLCShiveringIsles.espNatural_Weather_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espFrancesco's More Wilderness Life.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Dungeon Chest Loot.espFrancesco's Optional Dungeon Chest Locks.espFrancesco's Optional Leveled Guards.espFrancesco's Optional House Chest Loot.espFrancesco's Optional New Adventurers.espFrancesco's Optional Vendor Tweaks.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Quests.espFrancesco's Optional Leveled Arena.espOscuro's_Oblivion_Overhaul.espOOO-Map_Markers_Stock.espMart's Monster Mod for OOO.espMart's Monster Mod - Diverse Creature Skins.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - No Slimes.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Foxes.espMart's Monster Mod - Bats Addon.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Friendlier Factions OOO+FCOM.espKDCircletsOOOOptimized - Loot Only.espMart's Monster Mod - City Defences.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espOOO-Level_Stock.espFrancesco's 10 days respawn time - 1-20 day lenght rescale.espFran_Lv30Item_Maltz.espMart's Monster Mod - Resized Races.espBashed Patch, 0.esp300_Combat Sounds.espThorlak Island.espThe Below.espHeartOftheDead.espGTAesgaard.espGypsy Moon.espBuyLockpicks.espBullettimemod.espFlyingCameraMod.espKT_CustomRaceFix.espBeautiful People.esp_Ren_BeautyPack_full.esp_Ren_BeautyPack_onlyhairs.espElves Of Lineage II.espTabaxi_Race_Default.espBloodknuckle Race.espAsianElves.espChimerofLight_Race.espNight Elves babbed.espDreamWalker.espCyrse Race.espRegard_FemaleCostume.espcurevampirepotion.espno_wind-2578.espDecoratorAssistant v1.1.espDeadly Reflex 5 - Timed block and 150% damage.espDeadlyReflex 5 - Combat Moves.esp if you can figure out why Deadly-reflex is doing this I'll throw confetti in your honor... :thanks: Link to comment Share on other sites More sharing options...
dezdimona Posted May 9, 2009 Share Posted May 9, 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...
remotecontrol Posted May 9, 2009 Author Share Posted May 9, 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................................................................................................... there is still the issue of deadly reflex... and also what about race mods, where do they fit into all this? thanks though, I made alot of changes Link to comment Share on other sites More sharing options...
remotecontrol Posted May 11, 2009 Author Share Posted May 11, 2009 ...so, no one knows how to make deadly reflex stop freezing the game? No one has had this issue and resolved it before? ...I must be really unlucky. Link to comment Share on other sites More sharing options...
remotecontrol Posted May 11, 2009 Author Share Posted May 11, 2009 please list all mods your useing and a load order. My tarot cards aren't working today! :happy: mine were broken to hope someones are working.....stupid tarot cards :wallbash: Oblivion.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmFrancesco's Optional New Creatures Add-On.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmMart's Monster Mod for OOO.esmSolstheim Recreated.esmCM Partners.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espDLCShiveringIsles.espNatural_Weather_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espFrancesco's More Wilderness Life.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Dungeon Chest Loot.espFrancesco's Optional Dungeon Chest Locks.espFrancesco's Optional Leveled Guards.espFrancesco's Optional House Chest Loot.espFrancesco's Optional New Adventurers.espFrancesco's Optional Vendor Tweaks.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Quests.espFrancesco's Optional Leveled Arena.espOscuro's_Oblivion_Overhaul.espOOO-Map_Markers_Stock.espMart's Monster Mod for OOO.espMart's Monster Mod - Diverse Creature Skins.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - No Slimes.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Foxes.espMart's Monster Mod - Bats Addon.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Friendlier Factions OOO+FCOM.espKDCircletsOOOOptimized - Loot Only.espMart's Monster Mod - City Defences.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espOOO-Level_Stock.espFrancesco's 10 days respawn time - 1-20 day lenght rescale.espFran_Lv30Item_Maltz.espMart's Monster Mod - Resized Races.espBashed Patch, 0.esp300_Combat Sounds.espThorlak Island.espThe Below.espHeartOftheDead.espGTAesgaard.espGypsy Moon.espBuyLockpicks.espBullettimemod.espFlyingCameraMod.espKT_CustomRaceFix.espBeautiful People.esp_Ren_BeautyPack_full.esp_Ren_BeautyPack_onlyhairs.espElves Of Lineage II.espTabaxi_Race_Default.espBloodknuckle Race.espAsianElves.espChimerofLight_Race.espNight Elves babbed.espDreamWalker.espCyrse Race.espRegard_FemaleCostume.espcurevampirepotion.espno_wind-2578.espDecoratorAssistant v1.1.espDeadly Reflex 5 - Timed block and 150% damage.espDeadlyReflex 5 - Combat Moves.esp I posted this earlier... this IS what was asked for right? Link to comment Share on other sites More sharing options...
Imperialmodder Posted May 11, 2009 Share Posted May 11, 2009 please list all mods your useing and a load order. My tarot cards aren't working today! :happy: mine were broken to hope someones are working.....stupid tarot cards :wallbash: Oblivion.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmFrancesco's Optional New Creatures Add-On.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmMart's Monster Mod for OOO.esmSolstheim Recreated.esmCM Partners.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espDLCShiveringIsles.espNatural_Weather_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espFrancesco's More Wilderness Life.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Dungeon Chest Loot.espFrancesco's Optional Dungeon Chest Locks.espFrancesco's Optional Leveled Guards.espFrancesco's Optional House Chest Loot.espFrancesco's Optional New Adventurers.espFrancesco's Optional Vendor Tweaks.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Quests.espFrancesco's Optional Leveled Arena.espOscuro's_Oblivion_Overhaul.espOOO-Map_Markers_Stock.espMart's Monster Mod for OOO.espMart's Monster Mod - Diverse Creature Skins.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - No Slimes.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Foxes.espMart's Monster Mod - Bats Addon.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Friendlier Factions OOO+FCOM.espKDCircletsOOOOptimized - Loot Only.espMart's Monster Mod - City Defences.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espOOO-Level_Stock.espFrancesco's 10 days respawn time - 1-20 day lenght rescale.espFran_Lv30Item_Maltz.espMart's Monster Mod - Resized Races.espBashed Patch, 0.esp300_Combat Sounds.espThorlak Island.espThe Below.espHeartOftheDead.espGTAesgaard.espGypsy Moon.espBuyLockpicks.espBullettimemod.espFlyingCameraMod.espKT_CustomRaceFix.espBeautiful People.esp_Ren_BeautyPack_full.esp_Ren_BeautyPack_onlyhairs.espElves Of Lineage II.espTabaxi_Race_Default.espBloodknuckle Race.espAsianElves.espChimerofLight_Race.espNight Elves babbed.espDreamWalker.espCyrse Race.espRegard_FemaleCostume.espcurevampirepotion.espno_wind-2578.espDecoratorAssistant v1.1.espDeadly Reflex 5 - Timed block and 150% damage.espDeadlyReflex 5 - Combat Moves.esp I posted this earlier... this IS what was asked for right? I cant even run it. I used to tho perfectly i dont know what happend. Now i go to press play the game wont start, its like its a useless button. (yes i use OBSE LOADER). Link to comment Share on other sites More sharing options...
lyndonrakista Posted May 11, 2009 Share Posted May 11, 2009 Mine freezes too sometimes, and after that freeze deadly reflex breaks the next game(deadly reflex is activated but its not working, You can still set the hot keys in game but still nothing happens) so i have to make a clean save and reactivate it) then after playing for like 1 hour, It freezes again then i do the same thing again. Link to comment Share on other sites More sharing options...
remotecontrol Posted May 12, 2009 Author Share Posted May 12, 2009 Mine freezes too sometimes, and after that freeze deadly reflex breaks the next game(deadly reflex is activated but its not working, You can still set the hot keys in game but still nothing happens) so i have to make a clean save and reactivate it) then after playing for like 1 hour, It freezes again then i do the same thing again. actually, just today I tried something... this is what I did step by step: I opened OBMM I deactivated all of deadlyreflex (there is 3 one of them is horse combat esm and then the other two at the bottom) I shut down OBMM I started oblivion, deleted my saves Made a new save Shut down the game Opened Obmm re-arranged my two deadly reflex esp's (timed block/combat moves) ...so that COMBAT MOVES is last (I had it before timed block) activated them all again started the game... and played :biggrin: All today I played for at LEAST 5 hours (yes, I need to get out more) ...and not ONCE did my game freeze like before. I went NUTS with attacking and magic and sniping arrows ...not one freeze. I dont know WHY it would make a difference but it did *shrugs* try it, I hope it works for you too. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.