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CTD on level up


shadowfx78

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What would cause a game to CTD when leveling up?

 

for kicks here is my load order dunno if will help anyways.

 

Oblivion.esm

Mart's Monster Mod.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod for OOO.esm

TamrielTravellers.esm

Artifacts.esm

KT_KhajEyeToggleNoEff.esp

Kobu's Stamina Mod.esp

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

DLCShiveringIsles.esp

ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp

Spell Delete.esp

Landmarks, w Wells.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp

Shdw_Armor Set_Sotonhorian.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Map_Markers_Stock.esp

OOO-No_Guild_Ownership.esp

OOO-Combat_Skills_Perks_Marksmanship.esp

OOO-DaedraLord_Quests.esp

OOO-Deadly_Combat.esp

OOO-DLT_Immersion.esp

OOO-Magic_Game_Settings.esp

Mart's Monster Mod for OOO.esp

Mart's Monster Mod - Shivering Isles.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp

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

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - No Carrion Rats.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - More Wilderness Life No Gates.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Farm Animals.esp

Mart's Monster Mod - Durzog Addon.esp

TamrielTravellers4MMM.esp

TamrielTravellersItemsVendor.esp

ShiveringIsleTravellers.esp

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp

Knights.esp

Knights - Unofficial Patch.esp

Duke Patricks - Health Alarm RED DEATH with heartbeat.esp

Harvest [Flora].esp

Bag of Holding.esp

Roleplaying Dialogues.esp

RealisticForceMedium.esp

RealisticMagicForceMedium.esp

Duke Patricks - Magic you can believe in.esp

RenGuardOverhaul.esp

RenGuardOverhaulShiveringIsles.esp

Duke Patricks Basic Denock Arrows.esp

Duke Patricks - NPC MAGIC and Arrows Can Miss Now.esp

immersive_caves_auto.esp

_darker_dungeons.esp

_Ren_BeautyPack_onlyhairs.esp

Bashed Patch, 0.esp

Duke Patricks - SCA Shield Tricks.esp

goldenarrowarcheryshopfixedprices.esp

MM_TextLocks.esp

Reznod_Mannequin.esp

Days&Months.esp

DS Flaming Arrows.esp

Shdw_weapon pack01.esp

Artifacts.esp

Pwned_Noob_Backstab_Ultra.esp

More Magicka x25.esp

ImpeREAL Empire - Unique Forts.esp

2nd to 1st person.esp

Streamline 3.1.esp

Alternative Start by Robert Evrae.esp

BetterShadysam.esp

Lynges Thieves Highway - OOO.esp

sycHearNoEvil.esp

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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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I turned my Oblivion disc into a mini-image and mounted it with Daemon Tools. That's the best way of preserving your discs.

 

As for character levelling, I use KCAS. It is so much better than Oblivion's system of levelling (and makes the game a bit easier too). Maybe you can give that mod a try and see if your CTDs disappear.

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