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deadly reflex causing crashes?


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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.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Francesco's Optional New Creatures Add-On.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

Mart's Monster Mod for OOO.esm

Solstheim Recreated.esm

CM Partners.esm

HorseCombatMaster.esm

Unofficial Oblivion Patch.esp

DLCShiveringIsles.esp

Natural_Weather_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

Francesco's More Wilderness Life.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Dungeon Chest Loot.esp

Francesco's Optional Dungeon Chest Locks.esp

Francesco's Optional Leveled Guards.esp

Francesco's Optional House Chest Loot.esp

Francesco's Optional New Adventurers.esp

Francesco's Optional Vendor Tweaks.esp

Francesco's Optional Chance of More Enemies.esp

Francesco's Optional Leveled Quests.esp

Francesco's Optional Leveled Arena.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Map_Markers_Stock.esp

Mart's Monster Mod for OOO.esp

Mart's Monster Mod - Diverse Creature Skins.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

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

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

Mart's Monster Mod - No Slimes.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Bats Addon.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp

KDCircletsOOOOptimized - Loot Only.esp

Mart's Monster Mod - City Defences.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

OOO-Level_Stock.esp

Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

Fran_Lv30Item_Maltz.esp

Mart's Monster Mod - Resized Races.esp

Bashed Patch, 0.esp

300_Combat Sounds.esp

Thorlak Island.esp

The Below.esp

HeartOftheDead.esp

GTAesgaard.esp

Gypsy Moon.esp

BuyLockpicks.esp

Bullettimemod.esp

FlyingCameraMod.esp

KT_CustomRaceFix.esp

Beautiful People.esp

_Ren_BeautyPack_full.esp

_Ren_BeautyPack_onlyhairs.esp

Elves Of Lineage II.esp

Tabaxi_Race_Default.esp

Bloodknuckle Race.esp

AsianElves.esp

ChimerofLight_Race.esp

Night Elves babbed.esp

DreamWalker.esp

Cyrse Race.esp

Regard_FemaleCostume.esp

curevampirepotion.esp

no_wind-2578.esp

DecoratorAssistant v1.1.esp

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

DeadlyReflex 5 - Combat Moves.esp

 

 

if you can figure out why Deadly-reflex is doing this I'll throw confetti in your honor... :thanks:

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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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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..

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

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

 

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

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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.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Francesco's Optional New Creatures Add-On.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

Mart's Monster Mod for OOO.esm

Solstheim Recreated.esm

CM Partners.esm

HorseCombatMaster.esm

Unofficial Oblivion Patch.esp

DLCShiveringIsles.esp

Natural_Weather_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

Francesco's More Wilderness Life.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Dungeon Chest Loot.esp

Francesco's Optional Dungeon Chest Locks.esp

Francesco's Optional Leveled Guards.esp

Francesco's Optional House Chest Loot.esp

Francesco's Optional New Adventurers.esp

Francesco's Optional Vendor Tweaks.esp

Francesco's Optional Chance of More Enemies.esp

Francesco's Optional Leveled Quests.esp

Francesco's Optional Leveled Arena.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Map_Markers_Stock.esp

Mart's Monster Mod for OOO.esp

Mart's Monster Mod - Diverse Creature Skins.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

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

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

Mart's Monster Mod - No Slimes.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Bats Addon.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp

KDCircletsOOOOptimized - Loot Only.esp

Mart's Monster Mod - City Defences.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

OOO-Level_Stock.esp

Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

Fran_Lv30Item_Maltz.esp

Mart's Monster Mod - Resized Races.esp

Bashed Patch, 0.esp

300_Combat Sounds.esp

Thorlak Island.esp

The Below.esp

HeartOftheDead.esp

GTAesgaard.esp

Gypsy Moon.esp

BuyLockpicks.esp

Bullettimemod.esp

FlyingCameraMod.esp

KT_CustomRaceFix.esp

Beautiful People.esp

_Ren_BeautyPack_full.esp

_Ren_BeautyPack_onlyhairs.esp

Elves Of Lineage II.esp

Tabaxi_Race_Default.esp

Bloodknuckle Race.esp

AsianElves.esp

ChimerofLight_Race.esp

Night Elves babbed.esp

DreamWalker.esp

Cyrse Race.esp

Regard_FemaleCostume.esp

curevampirepotion.esp

no_wind-2578.esp

DecoratorAssistant v1.1.esp

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

DeadlyReflex 5 - Combat Moves.esp

 

 

I posted this earlier... this IS what was asked for right?

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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.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Francesco's Optional New Creatures Add-On.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

Mart's Monster Mod for OOO.esm

Solstheim Recreated.esm

CM Partners.esm

HorseCombatMaster.esm

Unofficial Oblivion Patch.esp

DLCShiveringIsles.esp

Natural_Weather_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

Francesco's More Wilderness Life.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Dungeon Chest Loot.esp

Francesco's Optional Dungeon Chest Locks.esp

Francesco's Optional Leveled Guards.esp

Francesco's Optional House Chest Loot.esp

Francesco's Optional New Adventurers.esp

Francesco's Optional Vendor Tweaks.esp

Francesco's Optional Chance of More Enemies.esp

Francesco's Optional Leveled Quests.esp

Francesco's Optional Leveled Arena.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Map_Markers_Stock.esp

Mart's Monster Mod for OOO.esp

Mart's Monster Mod - Diverse Creature Skins.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

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

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

Mart's Monster Mod - No Slimes.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Bats Addon.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp

KDCircletsOOOOptimized - Loot Only.esp

Mart's Monster Mod - City Defences.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

OOO-Level_Stock.esp

Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

Fran_Lv30Item_Maltz.esp

Mart's Monster Mod - Resized Races.esp

Bashed Patch, 0.esp

300_Combat Sounds.esp

Thorlak Island.esp

The Below.esp

HeartOftheDead.esp

GTAesgaard.esp

Gypsy Moon.esp

BuyLockpicks.esp

Bullettimemod.esp

FlyingCameraMod.esp

KT_CustomRaceFix.esp

Beautiful People.esp

_Ren_BeautyPack_full.esp

_Ren_BeautyPack_onlyhairs.esp

Elves Of Lineage II.esp

Tabaxi_Race_Default.esp

Bloodknuckle Race.esp

AsianElves.esp

ChimerofLight_Race.esp

Night Elves babbed.esp

DreamWalker.esp

Cyrse Race.esp

Regard_FemaleCostume.esp

curevampirepotion.esp

no_wind-2578.esp

DecoratorAssistant v1.1.esp

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

DeadlyReflex 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).

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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.
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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.

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