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Mighty Magic, restoration crash


cppcooper

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Oblivion.esm

Tamrielic Ingredients.esm

Fort_Cooper.esm

HorseCombatMaster.esm

DEJ Harvest - Flora.esm

HrmnsOblivionScriptOptimizationv1.0.esp

Tamriel VWD v0.5.esp

IlluminationWithin.esp

MorrowindBooks.esp

DaggerfallBooks.esp

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCFrostcrag.esp

DLCFrostcrag - Unofficial Patch.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp

DLCSpellTomes - Unofficial Patch.esp

Kobu's Personality Enhancer.esp

DLCShiveringIsles.esp

PersuasionOverhaul.esp

goldenarrowarcheryshopfixedprices.esp

more books teach.esp

Blackmarket.esp

immersive_caves_auto.esp

300_Artifacts.esp

mythsandlegends.esp

All-killable.esp

Creatures Alive v1.3.esp

Your Personal Dungeon.esp

Kobu's Skip Intro Mod.esp

Knights.esp

Knights - Unofficial Patch.esp

Cutthroat Merchants.esp

TheLegacy.esp

Books of Oblivion.esp

AliveWaters - Koi Addon.esp

AliveWaters - Slaughterfish Addon.esp

AliveWaters.esp

Mystic_DarkElf.esp

Black Market Merchants.esp

Elves Of Lineage II.esp

qazFingerSnap.esp

Short Grass V3.esp

DeadlierDarkBrotherHood.esp

Nec Mystic Dark Elf-Remake.esp

Nec Mystic High Elf-Remake.esp

Nightshade_Armor.esp

Spellbooks.esp

Creeper.esp

SkyCastle.esp

Hentai_LovelySuits.esp

Scorched Earth.esp

Cheatbook.esp

DMACArmor.esp

Adonnays Elven Weaponry.esp

Better Dark Brotherhood Sanctuary.esp

Shadowcrest_Vineyard.esp

Deadly Reflex 5 - Timed Block with no damage or durability changes.esp

DeadlyReflex 5 - Combat Moves.esp

SpellSinger.esp

CurseOfHircine.esp

cidnothumpMMversion.esp

Guard Sex.esp

More Capacity Encumbrance with Fatigue.esp

MIS.esp

MIS New Sounds Optional Part.esp

Fort_Cooper.esp

Morrowind Ingredients.esp

Tamrielic_Ingredients.esp

AdventurersAlchemy.esp

Higher Priced NPC Ingrediants.esp

Higher Priced Harvested Ingrediants.esp

BulkAlchemyIngredients.esp

100% find Plant Ingred..esp

weightless_ ingredients.esp

RealisticFlora - DLCFrostcrag.esp

RealisticFlora - DLCVileLair.esp

RealisticFlora.esp

WD's Auto Harvest.esp

oc_darker_nights.esp

_darker_dungeons.esp

_burning_kvatch.esp

fadingtorches v1.3b.esp

darker nights for shivering isles.esp

'Eagle Eye' Realistic Archery v1.0 Fixed.esp

Intelligence Overhaul.esp

Living Economy.esp

Living Economy - Items.esp

Added Realistic NPC's v1.0.esp

talkwithyourhands2.esp

Crowded Cities 30.esp

TIE.esp

TNR - ShiveringIsles no helms.esp

TNR ALL RACES FINAL.esp

RenGuardOverhaul.esp

RenGuardOverhaulShiveringIsles.esp

LoadingScreensSI.esp

Atmospheric Loading Screens - Random Quotes.esp

LoadingScreensAddOn.esp

Enhanced Quest Roleplaying.esp

Tyrael Armor.esp

Kobu's Character Advancement System.esp

Kobu's Cure for Fatigue Mod.esp

Kobu's Health Modifier Mod.esp

Mighty Magick - Skills.esp

Mighty Magick - Sigil Stones.esp

Mighty Magick - Restore Magicka Potions [Vanilla].esp

Mighty Magick - Core.esp

StealthOverhaul.esp

Get_Your_Arrows_Back-9403.esp

MM_TextLocks.esp

Unlimited Rings 2.0 -auto.esp

Smarter Mercantile Leveling - Multi.esp

JumpModifier.esp

SkycaptainsBloodTime.esp

Bullet Time Custom.esp

RealSleepExtended.esp

RealDaysAndMonths.esp

Musical Immersion 1.0.esp

New Frostmourne Sword by Jojjo v1_0.esp

Lich King's Helm v1_0.esp

PracticeTargets_OBSE.esp

Streamline 3.1.esp

xulAncientRedwoods.esp

xulAncientYews.esp

xulArriusCreek.esp

xulBravilBarrowfields.esp

xulBrenaRiverRavine.esp

xulChorrolHinterland.esp

xulCloudtopMountains.esp

xulColovianHighlands_EV.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp

xulImperialIsle.esp

xulBeachesOfCyrodiilLostCoast.esp

xulLushWoodlands.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulStendarrValley.esp

xuldarkforest.esp

xulTheHeath.esp

xulRollingHills_EV.esp

xulPatch_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?

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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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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.esp

You 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.

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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.

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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

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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 this

I 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.

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