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Crashes whenever i attack


linchowlewy

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Well as you can read by the title, Oblivion decides to freeze up whenever i begin an attack. I press left mouse button (or whatever i have bounded to attack) and the game crashes. The game was running prefectly fine until two days ago. but what i did those two days ago i have no idea.

 

I have thought of several problems, first problem i thought was that maybe two conflicting actions were bound to the left mouse button. i found out by rebinding the attack key to "=" that this was not the case. later today i thought it could be the save i loaded or the weapon i was using. this was happening with every save and weapon. more recently i thought it may have something to do with Unnecessary violence so i turned that off. still broken.

 

I really would love help getting this game to work. if it helps here are the list of mods i have active.

 

ESM:

 

Unnecessary violence

Burning items masterF

HorseCombatMaster

BetterCitiesResources

Oscuro's_Oblivion_Overhaul

Oblivion

 

ESP:

 

unnecessary violence

Natural Wildlife - resized

The Mystery of the Dulan Cult

!burningitems 0.4

Malevolent

Inebriation

ClocksOfCyrodill_BC_OBC_OC_OCLR_Vanilla

LE_growPlants

BetterCities - Full full city defenses

Roughing It

Better Imperial City

Better Cities Full

Oscuro's Oblivion Overhaul

ArenaTrainer

attack and hide medium v2.1

More realistic sneaking 1.9 - sneak attack modifiers

More realistic sneaking 1.9 - Sleepkill Dagger

Security Rebalance-Traps and Bash Locks

1298-Horse AI-TESSource

DualWieldV2

No psychic guards v1.2

Axebane_hunters20

goblin_war_party

Crowded Cities 15

CurseOfHircine

Streamline 3.1

Stealth entrances v1

Landmarks

Harvest [flora] - shivering isles

Harvest [flora]

Noctiluca_sidereus

Cutthroat merchants

Crowded Roads Advanced

Living Economy - items

Living economy

Tyrael Armor

Cliff_RPO_NewBeginnings_RPC

Adonnays Elven Weaponry

PowerAttack Voicemod - The shivering Isles

tkRapiers

Deadly Reflex 5 - Timed block and 150% damage

DeadlyReflex 5 - Combat moves

LithiansNatureOfTheBeastModBeta

VaultsofCyrodill

Delivery Job

za_bankmod

DLCshiveringisles

 

and here are some of my system stats (this box is really old):

 

Windows XP SP2

AMD athlon XP 3000+ 2.14 GHz

1 Gb RAM

Radeon X1600 (running the latest Omega drivers and OCed to 570GHz)

 

 

Well that took a lot of time :biggrin: so i would really appreciate some help here.

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Just tried it, game crashes at the end of any spells casting animation in the same way. i'm also using the most recent official patch.

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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Before starting to troubleshoot, I recommend disabling Deadly Reflex. You can put it back when everything else is working.

 

I hope you didn't type that list of mods in. Just the list dosn't tell us much, what is really needed is a load order to see conflicts.

 

Getting a load order list from OBMM

 

Of course you have to be running OBMM first to do this.

 

On the right, click on the box that says Import/Export

 

Select the top entry on the drop down list, View Load Order

 

Your load order will be displayed. Note that any inactive mods will not show in the list.

 

On the top left, click in the disk icon – a save box will pop up.

 

First you need to tell it where to save your list – the desktop is a good place and easy to find.

 

Next, go down to the second block at the bottom to select the save as type:

Pick Plain Text (*.Txt)

 

Now, in the File name block type in a name, such as Load List-1

 

Copy and paste the load order directly into to your post.

 

If you want to keep a copy for your own use, make a text file and past the same list into it.

 

Then 'save as' and give it a name that you will remember, such as Load list-1.txt

 

Be sure to manually input that you are using OBMM and if you are using them, OBSE and Wrye Bash as they are not really mods, but utility programs and will not show in the list.

 

BOSS is another utility, also used outside of the game. If you are using BOSS, you will need OBMM also as any mod not recognized by BOSS will be placed at the end of the load order. OBMM will allow manual placing of mods in the load order.

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UnnecessaryViolence.esm

BurningItemsMasterF.esm

HorseCombatMaster.esm

Better Cities Resources.esm

Oscuro's_Oblivion_Overhaul.esm

Oblivion.esm

UnnecessaryViolence.esp

Natural Wildlife - resized.esp

The Mystery of the Dulan cult.esp

!BurningItems 0.4.esp

Malevolent.esp

Inebriation.esp

ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp

LE_GrowPlants.esp

Better Cities - Full City Defences.esp

Roughing It.esp

Better Imperial City.esp

Better Cities Full.esp

Oscuro's_Oblivion_Overhaul.esp

ArenaTrainer.esp

attack and hide medium v2.1.esp

More Realistic Sneaking 1.9 - Sneak Attack Modifiers.esp

More Realistic Sneaking 1.9 - Sleepkill Dagger.esp

Security Rebalance-Traps and Bash Locks.esp

1298-Horse AI-TESSource.esp

DualWieldV2.esp

No psychic guards v1.2.esp

Axebane_Hunters20.esp

goblin_war_party.esp

Crowded Cities 15.esp

CurseOfHircine.esp

Streamline 3.1.esp

Stealth Entrances v1.esp

Landmarks.esp

Harvest [Flora] - Shivering Isles.esp

Harvest [Flora].esp

DLCShiveringIsles.esp

Noctiluca_Sidereus.esp

Cutthroat Merchants.esp

Crowded Roads Advanced.esp

Living Economy - Items.esp

Living Economy.esp

Tyrael Armor.esp

Cliff_RPO_NewBeginnings_RPC.esp

Adonnays Elven Weaponry.esp

PowerAttack Voicemod - The Shivering Isles.esp

tkRapiers.esp

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

DeadlyReflex 5 - Combat Moves.esp

LithiansNatureOfTheBeastModBeta.esp

VaultsofCyrodiilBC.esp

Delivery Job - BC.esp

za_bankmod.esp

 

 

thats the load order. i'm also running OBSE and Nifscript.

 

thanks for the help so far

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Deadly Reflex's .esps should be loaded at the very end. I noticed when I re-installed Oblivion and didn't put Deadly Reflex-Combat Moves.esp at the very end like the readme says, the game acts funny.
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From the Unnecessary Violence read me FAQ

 

Q: The mod crashes when I try to dual wield a weapon.

A: you're suffering the same problem with Nifscript that a small percentage of users seem to - namely it crashes when using vanilla meshes (packed in BSAs) that have scabbards. Mod added weapons should work just fine, as should vanilla axes, maces etc.

 

I recommend grabbing the excellent:

Classic Sword Replacers

 

which will replace most of the vanilla swords with new (better looking anyway) ones and solve your problem for about 60% of the weapons. Its unfortunate, but for now there's nothing I can do about this bug. The current version of nifscript is as much in beta as UV and in this case the issue is on that side. It's not unexpected that there would be some problems, though we've yet to figure out what the common factor is for people suffering this problem. Some users have reported that simply unpacking the weapons from the BSA fixes the issue - though that may not be true for all users.

 

If you have suffered from a crash when toggling/switching at all - please run the Nifscript cleanup batch file distributed with nifscript as it will remove any 'bad' meshes created during the crash.

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