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FCOM very specific CTD


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New clean install of Steam version Oblivion. New clean downloads and install of FCOM. The mods you see below are the only mods present on my machine.

 

I am experiencing a CTD after entering Vilverin: Wendesel from Vilverin: Canosel. I make it past the pressure plate that locks the gate behind you just fine. But then, a few steps forward and crash! The crash is repeatable. It happens when just walking. No spell-casting, opening containers, sneaking, or anything else I can think of that might matter.

 

Here is my load order.

 

• 00 Oblivion.esm

• 01 Francesco's Leveled Creatures-Items Mod.esm

• 02 Francesco's Optional New Items Add-On.esm

• 03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]

• 04 Mart's Monster Mod.esm [Version 3.7b1]

• 05 FCOM_Convergence.esm [Version 0.9.9a7]

• 06 DLCShiveringIsles.esp

• 07 Unofficial Shivering Isles Patch.esp [Version 1.4.0]

• 08 Francesco's Optional Chance of Stronger Bosses.esp

• 09 Francesco's Optional Chance of Stronger Enemies.esp

• 0A Francesco's Optional Chance of More Enemies.esp

• 0B Francesco's Optional Leveled Guards.esp

• 0C FCOM_Francescos.esp [Version 0.9.9]

• 0D FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]

• 0E FCOM_FrancescosNamedBosses.esp [Version 0.9.9]

• 0F DLCHorseArmor.esp

• 10 DLCOrrery.esp

• 11 DLCVileLair.esp

• 12 DLCMehrunesRazor.esp

• 13 DLCSpellTomes.esp

• 14 DLCThievesDen.esp

• 15 Bob's Armory Oblivion.esp

• 16 FCOM_BobsArmory.esp [Version 0.9.9]

• 17 Oblivion WarCry EV.esp

• 18 FCOM_WarCry.esp [Version 0.9.9]

• 19 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]

• 1A FCOM_Convergence.esp [Version 0.9.9]

• 1B FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]

• 1C FCOM_RealSwords.esp [Version 0.9.9]

• 1D FCOM_SpawnRatesReduced.esp [Version 0.9.9]

• 1E FCOM_SaferRoads.esp [Version 0.9.9]

• 1F FCOM_LessReaversInGates.esp [Version 0.9.9]

• 20 OOO-WaterFish.esp [Version 1.34]

• 21 DLCBattlehornCastle.esp

• 22 DLCFrostcrag.esp

• 23 Knights.esp

• 24 Bashed Patch, 0.esp

 

I thought of waiting 3 days for the cell to respawn. So, I went back through the transition door to Canosel and waited 72 hours. Then I re-entered Wendesel and had no CTD when entering the problem area. However, I got killed quickly by mini skeletons. So, I reloaded my post-waiting savegame, but this time... CTD upon entering the same area (the room with the six gem-blocks you push to open the stone alcoves).

 

This leads me to believe that some creature that has a chance to spawn in that room is causing the crash. Is my thinking correct? If so, how can I go about tracking down the culprit? And then, of course, if I can track it down, what can I do about it?

 

thanks again,

 

gothemasticator

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You may be on the right track with the creature spawn idea, but it's

hard to imagine how there could be a problem with only the one if the mods

creatures if things are OK with the others. It may be something went wrong with the

MMM install though.

 

You should try the wait concept again. Turn your difficulty down to 0 so you don't

get killed. If it is a creature the CTD should still happen.

 

Maybe a change in load order. Possibly Frans Leveled creatures after MMM ?

What does your bashed patch do ?

 

It is possible that there is a corruption in the games save at the time you meet

this creature. Have you tried doing the tombs with an older save ?

While on the topic of corrupt saves. Do not use auto saves as they cause corruptions.

 

After none of the above helps try disabling the most suspect mods and work from there.

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It may be something went wrong with the MMM install though.

True. I am a touch nervous about mucking up FCOM (which is a bit tricky to get installed). So, if I end up needing to reinstall MMM, I would probably wipe clean and start over. Since this is the only problem so far, I'll save that option for last.

 

You should try the wait concept again. Turn your difficulty down to 0 so you don't get killed. If it is a creature the CTD should still happen.

This is a great idea. I'll try it.

 

It is possible that there is a corruption in the games save at the time you meet this creature. Have you tried doing the tombs with an older save ? While on the topic of corrupt saves. Do not use auto saves as they cause corruptions.

I did not know this about autosaves. This is good info. I will check to see if the save I am using is an autosave or not. I can't remember at the moment.

 

After none of the above helps try disabling the most suspect mods and work from there.

Normally this is solid advice, but I'm not so sure it is that simple with FCOM.

 

thanks,

 

gothemasticator

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EDIT: It's been a while, but I think the auto saves are default.

You can turn them off in the game play option. Keep lots of saves.

 

The load order thing is not set in concrete. There are variables from set up to set up.

 

There are a lot of threads dealing with problems with all of the great, and complex,

mods being used together. OOO, MMM, Frans, FCOM, Deadly Reflexes.

I gather they are great when they are right, but taxing to get right.

They also need to be play tested longer than a small mod to cover all they do, and only one

at a time. With mods like that I reckon you need a week of play between installs. Anyway -

There is always something new in the game then as well.

 

I don't have any of them. Dial Up you see... :down:

 

I don't know if things are as flexible with the Steam version, but even complex mods can

be safely removed and reinstalled with attention to detail with no problems.

Just open a copy of the mod and use it as reference to what is in the game folders/subfolders/files.

Most of those big mods probably have their own unique folders so it should be pretty easy.

Disabling is a common trouble shooting device and should not cause any problems.

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