cppcooper Posted June 25, 2009 Share Posted June 25, 2009 I can't seem to figure out why with mm enabled my game crashes when casting a heal.. I am unsure if it is multiple spells, but at least the one. Why would it crash? Link to comment Share on other sites More sharing options...
dezdimona Posted June 25, 2009 Share Posted June 25, 2009 what other mods are you using and your load order please Link to comment Share on other sites More sharing options...
cppcooper Posted June 26, 2009 Author Share Posted June 26, 2009 Oblivion.esmTamrielic Ingredients.esmFort_Cooper.esmHorseCombatMaster.esmDEJ Harvest - Flora.esmHrmnsOblivionScriptOptimizationv1.0.espTamriel VWD v0.5.espIlluminationWithin.espMorrowindBooks.espDaggerfallBooks.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espKobu's Personality Enhancer.espDLCShiveringIsles.espPersuasionOverhaul.espgoldenarrowarcheryshopfixedprices.espmore books teach.espBlackmarket.espimmersive_caves_auto.esp300_Artifacts.espmythsandlegends.espAll-killable.espCreatures Alive v1.3.espYour Personal Dungeon.espKobu's Skip Intro Mod.espKnights.espKnights - Unofficial Patch.espCutthroat Merchants.espTheLegacy.espBooks of Oblivion.espAliveWaters - Koi Addon.espAliveWaters - Slaughterfish Addon.espAliveWaters.espMystic_DarkElf.espBlack Market Merchants.espElves Of Lineage II.espqazFingerSnap.espShort Grass V3.espDeadlierDarkBrotherHood.espNec Mystic Dark Elf-Remake.espNec Mystic High Elf-Remake.espNightshade_Armor.espSpellbooks.espCreeper.espSkyCastle.espHentai_LovelySuits.espScorched Earth.espCheatbook.espDMACArmor.espAdonnays Elven Weaponry.espBetter Dark Brotherhood Sanctuary.espShadowcrest_Vineyard.espDeadly Reflex 5 - Timed Block with no damage or durability changes.espDeadlyReflex 5 - Combat Moves.espSpellSinger.espCurseOfHircine.espcidnothumpMMversion.espGuard Sex.espMore Capacity Encumbrance with Fatigue.espMIS.espMIS New Sounds Optional Part.espFort_Cooper.espMorrowind Ingredients.espTamrielic_Ingredients.espAdventurersAlchemy.espHigher Priced NPC Ingrediants.espHigher Priced Harvested Ingrediants.espBulkAlchemyIngredients.esp100% find Plant Ingred..espweightless_ ingredients.espRealisticFlora - DLCFrostcrag.espRealisticFlora - DLCVileLair.espRealisticFlora.espWD's Auto Harvest.espoc_darker_nights.esp_darker_dungeons.esp_burning_kvatch.espfadingtorches v1.3b.espdarker nights for shivering isles.esp'Eagle Eye' Realistic Archery v1.0 Fixed.espIntelligence Overhaul.espLiving Economy.espLiving Economy - Items.espAdded Realistic NPC's v1.0.esptalkwithyourhands2.espCrowded Cities 30.espTIE.espTNR - ShiveringIsles no helms.espTNR ALL RACES FINAL.espRenGuardOverhaul.espRenGuardOverhaulShiveringIsles.espLoadingScreensSI.espAtmospheric Loading Screens - Random Quotes.espLoadingScreensAddOn.espEnhanced Quest Roleplaying.espTyrael Armor.espKobu's Character Advancement System.espKobu's Cure for Fatigue Mod.espKobu's Health Modifier Mod.espMighty Magick - Skills.espMighty Magick - Sigil Stones.espMighty Magick - Restore Magicka Potions [Vanilla].espMighty Magick - Core.espStealthOverhaul.espGet_Your_Arrows_Back-9403.espMM_TextLocks.espUnlimited Rings 2.0 -auto.espSmarter Mercantile Leveling - Multi.espJumpModifier.espSkycaptainsBloodTime.espBullet Time Custom.espRealSleepExtended.espRealDaysAndMonths.espMusical Immersion 1.0.espNew Frostmourne Sword by Jojjo v1_0.espLich King's Helm v1_0.espPracticeTargets_OBSE.espStreamline 3.1.espxulAncientRedwoods.espxulAncientYews.espxulArriusCreek.espxulBravilBarrowfields.espxulBrenaRiverRavine.espxulChorrolHinterland.espxulCloudtopMountains.espxulColovianHighlands_EV.espXulEntiusGorge.espxulFallenleafEverglade.espxulImperialIsle.espxulBeachesOfCyrodiilLostCoast.espxulLushWoodlands.espxulPantherRiver.espxulRiverEthe.espxulStendarrValley.espxuldarkforest.espxulTheHeath.espxulRollingHills_EV.espxulPatch_AY_AC.esp I do no believe this will help any. Whether or not any of these are active or not.. the only mod that creates the problem.. is mm core I also have found this much more out.. The second to last tab of spells, the ones where you lift up your hand to cast.. They are all crashing the game. Something to do with an animation or shader?I've already tried renaming the directory characters in the meshes directory. It still crashed, maybe there is something else I am not considering? It is all very strange, because this wasn't happening a few weeks ago, the last time I played. The only change is my HUD, but that shouldn't have any affect would it? Link to comment Share on other sites More sharing options...
dezdimona Posted June 26, 2009 Share Posted June 26, 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...
cppcooper Posted June 26, 2009 Author Share Posted June 26, 2009 Uhh, thanks? If anybody has had this problem before and figured out what was taking place, please fill me in. Even theories are welcome. P.S. I am not touching my load order, as I've already eliminated it as a possibility, quite soundly I might add. I am a little confused as to why you asked for the load order even, you gave me your stock answer. I said this in a rather vague fashion, I've disabled ALL of my mods, created a NEW game, cast the spell and EXITED the game. Then I ENABLED MM Core, and created ANOTHER New game, cast the spell and had the game crash, NOTE I only enabled MM Core. Active mods in my list. Oblivion.esm & MM Core.espYou must have that saved somewhere to copy paste from A thought just occurred, is it possible for esp files to over time, become corrupt? It still appeared to have changed the things it was supposed to, but I can't see why it couldn't have only a part corrupt. P.S.S. My load order is already in order, I spent a week and a half deciding what mods ought to overwrite others, as well as what mods to get(period), thus why no psychic guards comes before ren, for one example. Link to comment Share on other sites More sharing options...
gotxbrains Posted June 27, 2009 Share Posted June 27, 2009 sometimes mods can conflict because of files in the data directory even if it's not active. and dezdimono, you're spamming the same thing over and over again in an effort to "help" is getting annoying and it's rather pointless. and i don't even think you read what he wrote just "what's your load order? CTRL+V we've all seen it in some other forum i'm betting... now i'm not familiar with Mighty Magic, but do you have it installed correctly? This isn't "yes it's in the data folder" thing. Check the structures of the Meshes and Textures folder in the Data folder and compare them to an uninstalled version of the mod. If you renamed any folder to do with this mod, then of course there will be problems. When the mod is made the items or w/es in question call upon a certain path (Data/meshes/mm/shaders or something similar) if that folder it is seeking is not there it can crash or not do what it is meant to do... try reinstalling the mod. Link to comment Share on other sites More sharing options...
Vadilou Posted June 27, 2009 Share Posted June 27, 2009 Mighty Magick - Core.esp should load before ANY other mod related with MM - Mighty Magick: Reborn is NOT compatible, and will conflict, with any mods that alter existing spell effects and stock spells. Therefore, it is COMPLETELY incompatible with Supreme Magicka, and will most likely conflict with L.A.M.E. - Mighty Magick: Reborn Skills module does override the six Schools of Magick skill records, and therefore will conflict with any mod that alters skill records for the six Schools of Magick. However, the Mighty Magick - Skills.esp module is OPTIONAL and does not have to be used if you prefer another mod that changes Skills. - Mighty Magick: Reborn does alter some Birthsign records, and will conflict with mods altering existing Birthsigns. Check for any mod that maybe altered something related to that. Some races alter birthsigns and/or spells. You said that it happens even when you start a new game with only Oblivion.esm and Mighty Magick - Core.esp active. Then maybe is OBSE the problem, try to reinstall it (overwrite the existing one, you don't need to uninstall it). PD: I suppose that you're using the 1.2.0416 SI patch. I mention it just in case xD ... Now that I think about it how old is that patch? maybe THAT's the problem, the last file of MMR is from january 2008 PD2: Did you installed these patches for MMR? Mighty Magick Reborn - Misc Spell Mod Compatibility Updates . You need them for Thieves Den and Knights Of The Nine Link to comment Share on other sites More sharing options...
cppcooper Posted June 28, 2009 Author Share Posted June 28, 2009 Mighty Magick - Core.esp should load before ANY other mod related with MM - Mighty Magick: Reborn is NOT compatible, and will conflict, with any mods that alter existing spell effects and stock spells. Therefore, it is COMPLETELY incompatible with Supreme Magicka, and will most likely conflict with L.A.M.E. - Mighty Magick: Reborn Skills module does override the six Schools of Magick skill records, and therefore will conflict with any mod that alters skill records for the six Schools of Magick. However, the Mighty Magick - Skills.esp module is OPTIONAL and does not have to be used if you prefer another mod that changes Skills. - Mighty Magick: Reborn does alter some Birthsign records, and will conflict with mods altering existing Birthsigns. Check for any mod that maybe altered something related to that. Some races alter birthsigns and/or spells. You said that it happens even when you start a new game with only Oblivion.esm and Mighty Magick - Core.esp active. Then maybe is OBSE the problem, try to reinstall it (overwrite the existing one, you don't need to uninstall it). PD: I suppose that you're using the 1.2.0416 SI patch. I mention it just in case xD ... Now that I think about it how old is that patch? maybe THAT's the problem, the last file of MMR is from january 2008 PD2: Did you installed these patches for MMR? Mighty Magick Reborn - Misc Spell Mod Compatibility Updates . You need them for Thieves Den and Knights Of The Nine I really appreciate this help! I did infact install all patches I could find.. I reinstalled the textures directory mmr has.. I also reinstalled obse and I also renamed my meshes, textures and menus directories before doing any of thisI ended up figuring out that my menu directory was causing the problem. I don't know which file exactly, but it is fixed now. Lots of trouble I've had over these damn xml files. I still don't have the hud I want. Anyways, kudos for the help you were the most tailored to the problem. Link to comment Share on other sites More sharing options...
Vadilou Posted June 28, 2009 Share Posted June 28, 2009 Thank you for my first kudos! :D xD Link to comment Share on other sites More sharing options...
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