Ghundio Posted August 4, 2009 Share Posted August 4, 2009 (edited) Whenever I attempt to sneak while moving my game crashes to the desktop. More specifically if I press the ctrl button while moving it crashes. I can change sneak stances while not moving and it won't crash. This seems to only happen when in third person view. ----------------------------------------------------------- Better Oblivion Sorting Software Load Order Utility © Random007 & the BOSS development team, 2009 Some rights reserved. CC Attribution-Noncommercial-No Derivative Works 3.0 http://creativecommons.org/licenses/by-nc-nd/3.0/ v1.35 (23 June 09) ----------------------------------------------------------- Master .ESM date: Tue Apr 11 03:08:00 2006FCOM detected.------------------------------------Recognised and re-ordered mod files:------------------------------------Oblivion.esmAWS-Core.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmTamrielTravellers.esmFCOM_Convergence.esmArmamentarium.esmKvatch Rebuilt.esmCLS-craftybits.esmToaster Says Share v3.esmHorseCombatMaster.esmUnnecessaryViolence.esmCobl Races.espUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espNatural_Weather_HDR_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espCLS-Sailboats-COBL.espImpeREAL City Unique Districts - All the Districts - Merged.espMorrowind Ingredients.espThieves Arsenal.espExnemRuneskulls.espFCOM_ExnemRuneskulls.espSlof's Oblivion Robe Trader.espCobl Glue.espFCOM_Cobl.espBob's Armory Oblivion.espFCOM_BobsArmory.espLoth's Blunt Weapons for NPCs.espFCOM_LothsBluntWeapons.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espFCOM_Convergence.espFCOM_RealSwords.espFCOM_DurabilityAndDamage.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Foxes.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espTamrielTravellerAdvScript.espTamrielTravellers4OOO.espTamrielTravellersItemsNPC.espTamrielTravellersItemsCobl.espTamrielTravellersItemsVendor.espFCOM_TamrielTravelers.espFCOM_DiverseGuardUnity.espFCOM_BobsGuardUnity.espFCOM_Archery.espFCOM_MoreRandomSpawns.espFCOM_MoreRandomItems.espArmamentariumLL4OOO.espOOO-WaterFish.espAmajor7 Imperial Furniture.espKvatch Rebuilt.espKvatch Rebuilt - OOO Compatibility.espKvatch Rebuilt - Leveled Guards - FCOM.espRise Of A Samurai.espMart's Monster Mod - City Defences.espFCOM_slofsrobetrader.espNatural_Vegetation_by_Max_Tael.espCLS-craftybits.espMidasSpells.espDeadlyReflex 5 - Combat Moves.espFrancesco's day lenght rescale 1-16.espToaster Says Share Faction Recruitment.espCompanion Postal Service.espUnnecessaryViolence.espBashed Patch, 0.espStreamline 3.1.esp Resolved Edited August 4, 2009 by Ghundio Link to comment Share on other sites More sharing options...
dezdimona Posted August 4, 2009 Share Posted August 4, 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)>Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM 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................................................................................................... yeah you use boss,doesn't make it perfect though Link to comment Share on other sites More sharing options...
Ghundio Posted August 4, 2009 Author Share Posted August 4, 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)>Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM 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................................................................................................... yeah you use boss,doesn't make it perfect though First off, thanks for the advice. It didn't seem to work though :confused: . I deleted teh COBL and theives aresenal esp and it seems to have fixed the problem. Link to comment Share on other sites More sharing options...
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