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Sneaking CTD problem


Ghundio

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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.

 

 

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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)

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Master .ESM date: Tue Apr 11 03:08:00 2006

FCOM detected.

------------------------------------

Recognised and re-ordered mod files:

------------------------------------

Oblivion.esm

AWS-Core.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Cobl Main.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

TamrielTravellers.esm

FCOM_Convergence.esm

Armamentarium.esm

Kvatch Rebuilt.esm

CLS-craftybits.esm

Toaster Says Share v3.esm

HorseCombatMaster.esm

UnnecessaryViolence.esm

Cobl Races.esp

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

FCOM_Francescos.esp

FCOM_FrancescosItemsAddOn.esp

FCOM_FrancescosNamedBosses.esp

Natural_Weather_HDR_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

CLS-Sailboats-COBL.esp

ImpeREAL City Unique Districts - All the Districts - Merged.esp

Morrowind Ingredients.esp

Thieves Arsenal.esp

ExnemRuneskulls.esp

FCOM_ExnemRuneskulls.esp

Slof's Oblivion Robe Trader.esp

Cobl Glue.esp

FCOM_Cobl.esp

Bob's Armory Oblivion.esp

FCOM_BobsArmory.esp

Loth's Blunt Weapons for NPCs.esp

FCOM_LothsBluntWeapons.esp

Oblivion WarCry EV.esp

FCOM_WarCry.esp

Oscuro's_Oblivion_Overhaul.esp

FCOM_Convergence.esp

FCOM_RealSwords.esp

FCOM_DurabilityAndDamage.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Zombies for Body Meshes.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Foxes.esp

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

Mart's Monster Mod - Hunting & Crafting.esp

TamrielTravellerAdvScript.esp

TamrielTravellers4OOO.esp

TamrielTravellersItemsNPC.esp

TamrielTravellersItemsCobl.esp

TamrielTravellersItemsVendor.esp

FCOM_TamrielTravelers.esp

FCOM_DiverseGuardUnity.esp

FCOM_BobsGuardUnity.esp

FCOM_Archery.esp

FCOM_MoreRandomSpawns.esp

FCOM_MoreRandomItems.esp

ArmamentariumLL4OOO.esp

OOO-WaterFish.esp

Amajor7 Imperial Furniture.esp

Kvatch Rebuilt.esp

Kvatch Rebuilt - OOO Compatibility.esp

Kvatch Rebuilt - Leveled Guards - FCOM.esp

Rise Of A Samurai.esp

Mart's Monster Mod - City Defences.esp

FCOM_slofsrobetrader.esp

Natural_Vegetation_by_Max_Tael.esp

CLS-craftybits.esp

MidasSpells.esp

DeadlyReflex 5 - Combat Moves.esp

Francesco's day lenght rescale 1-16.esp

Toaster Says Share Faction Recruitment.esp

Companion Postal Service.esp

UnnecessaryViolence.esp

Bashed Patch, 0.esp

Streamline 3.1.esp

 

Resolved

Edited by Ghundio
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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)>

Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM

 

 

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..

................................................................................

.................

 

yeah you use boss,doesn't make it perfect though

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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)>

Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM

 

 

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..

................................................................................

.................

 

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.

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