linchowlewy Posted June 23, 2009 Share Posted June 23, 2009 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 violenceBurning items masterFHorseCombatMasterBetterCitiesResourcesOscuro's_Oblivion_OverhaulOblivion ESP: unnecessary violenceNatural Wildlife - resizedThe Mystery of the Dulan Cult!burningitems 0.4MalevolentInebriationClocksOfCyrodill_BC_OBC_OC_OCLR_VanillaLE_growPlantsBetterCities - Full full city defensesRoughing ItBetter Imperial CityBetter Cities FullOscuro's Oblivion OverhaulArenaTrainerattack and hide medium v2.1More realistic sneaking 1.9 - sneak attack modifiersMore realistic sneaking 1.9 - Sleepkill DaggerSecurity Rebalance-Traps and Bash Locks1298-Horse AI-TESSourceDualWieldV2No psychic guards v1.2Axebane_hunters20goblin_war_partyCrowded Cities 15CurseOfHircineStreamline 3.1Stealth entrances v1LandmarksHarvest [flora] - shivering islesHarvest [flora]Noctiluca_sidereusCutthroat merchantsCrowded Roads AdvancedLiving Economy - itemsLiving economyTyrael ArmorCliff_RPO_NewBeginnings_RPCAdonnays Elven WeaponryPowerAttack Voicemod - The shivering IslestkRapiersDeadly Reflex 5 - Timed block and 150% damageDeadlyReflex 5 - Combat movesLithiansNatureOfTheBeastModBetaVaultsofCyrodillDelivery Jobza_bankmodDLCshiveringisles and here are some of my system stats (this box is really old): Windows XP SP2AMD athlon XP 3000+ 2.14 GHz1 Gb RAMRadeon 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. Link to comment Share on other sites More sharing options...
linchowlewy Posted June 23, 2009 Author Share Posted June 23, 2009 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. Link to comment Share on other sites More sharing options...
dezdimona Posted June 23, 2009 Share Posted June 23, 2009 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 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...
bben46 Posted June 23, 2009 Share Posted June 23, 2009 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. Link to comment Share on other sites More sharing options...
linchowlewy Posted June 23, 2009 Author Share Posted June 23, 2009 UnnecessaryViolence.esmBurningItemsMasterF.esmHorseCombatMaster.esmBetter Cities Resources.esmOscuro's_Oblivion_Overhaul.esmOblivion.esmUnnecessaryViolence.espNatural Wildlife - resized.espThe Mystery of the Dulan cult.esp!BurningItems 0.4.espMalevolent.espInebriation.espClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.espLE_GrowPlants.espBetter Cities - Full City Defences.espRoughing It.espBetter Imperial City.espBetter Cities Full.espOscuro's_Oblivion_Overhaul.espArenaTrainer.espattack and hide medium v2.1.espMore Realistic Sneaking 1.9 - Sneak Attack Modifiers.espMore Realistic Sneaking 1.9 - Sleepkill Dagger.espSecurity Rebalance-Traps and Bash Locks.esp1298-Horse AI-TESSource.espDualWieldV2.espNo psychic guards v1.2.espAxebane_Hunters20.espgoblin_war_party.espCrowded Cities 15.espCurseOfHircine.espStreamline 3.1.espStealth Entrances v1.espLandmarks.espHarvest [Flora] - Shivering Isles.espHarvest [Flora].espDLCShiveringIsles.espNoctiluca_Sidereus.espCutthroat Merchants.espCrowded Roads Advanced.espLiving Economy - Items.espLiving Economy.espTyrael Armor.espCliff_RPO_NewBeginnings_RPC.espAdonnays Elven Weaponry.espPowerAttack Voicemod - The Shivering Isles.esptkRapiers.espDeadly Reflex 5 - Timed block and 150% damage.espDeadlyReflex 5 - Combat Moves.espLithiansNatureOfTheBeastModBeta.espVaultsofCyrodiilBC.espDelivery Job - BC.espza_bankmod.esp thats the load order. i'm also running OBSE and Nifscript. thanks for the help so far Link to comment Share on other sites More sharing options...
Illiad86 Posted June 23, 2009 Share Posted June 23, 2009 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. Link to comment Share on other sites More sharing options...
bben46 Posted June 23, 2009 Share Posted June 23, 2009 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. Link to comment Share on other sites More sharing options...
linchowlewy Posted June 25, 2009 Author Share Posted June 25, 2009 Thanks so much guys, load order problem is fixed and i am now free to pillage all of Cyrodill. Link to comment Share on other sites More sharing options...
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