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CTD problems


ElderTrifnu

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Well here is the thing. I think the problem is some unique landscape mods I recently added to my mod list but It might be something else as I am unsure the exact problem. I am also using FCOM convergence in Wyre Bash and everything seems to be fine with it. I think I am getting the CTDs because of there being to much to load all at once as the CTDs don't constantly crash in the same exact spots and sometimes only when I am fighting alot of creatures or people all at the same time, but there could also be something wrong with my load order or a mod confliction that I don't know about. Anyway here is a list of all the mods I am currently using and the correct load order. Any feedback that could help me resolve or at least greatly lower my CTDs would be greatly appreciated. Also, is it the norm to always get CTDs upon exiting oblivion when using lots of mods?

Also, not sure why it isn't listed, but I also have the Midas Magic of Aurum mod too near the end of the load order.

 

My Load Order is as follows:

 

Oblivion.esm

Francesco’s Leveled Creatures-Items Mod.esm

Francesco’s Optional New Items Add-On.esm

Obscuro’s_Oblivion_Overhaul.esm

Mart’s Monster Mod.esm

SoVvM.esm

FCOM_Convergence.esm

HorseCombatMaster.esm

Better Cities Resources.esm

Atmospheric Oblivion.esp

Brivas Assassin Clothes.esp

Unoffical Oblivion Patch.esp

Unofficial Shivering Isles Patch.esp

FCOM_WarCry.esp

PowerAttack Voicemod.esp

PowerAttack Voicemod – The Shivering Isles.esp

Akatosh Mount by Saiden Storm.esp

DLCShiveringIsles.esp

MaleBodyReplacerV4.esp

_Ren_BeautyPack_full.esp

Sephiroth.esp

Tyrael Wings.esp

Keyoblivion.esp

Tyrael Armor.esp

BlackLuster.esp

Latexshop7huntress.esp

Ganondorf_RaceAndEquipment.esp

ArynnsDemonatrixHGEC.esp

DreamWalker.esp

Heaven or Hell.esp

KT_CustomRaceFix.esp

alHerobook01.esp

OblivionGateTraveler.esp

fwBoethiaCustomRaceFix.esp

Cloaks.esp

Valus Cottage.esp

ClocksOfCyrodil.esp

Francesco’s Optional Chance of Stronger Bosses.esp

Francesco’s Optional Chance of Stronger Enemies.esp

Francesco’s Optional Chance of More Enemies.esp

Francesco’s Optional Leveled Guards.esp

FCOM_Francescos.esp

FCOM_FrancescosItemsAddOn.esp

FCOM_FrancescosNamedBosses.esp

Francesco’s 10 days respawn time – 1 – 20 day length rescale.esp

Bob’s Armory Oblivion.esp

FCOM_BobsArmory.esp

Oblivion WarCry EV.esp

UOP Vampire Aging & Face Fix.esp

Obscuro’s_Oblivion_Overhaul.esp

FCOM_Convergence.esp

FCOM_RealSwords.esp

Mart’s Monster Mod - Diverse Imperial Armor.esp

Mart’s Monster Mod - Additonal Enemy NPC Vars.esp

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

Mart’s Monster Mod – Hunting & Crafting.esp

Mart’s Monster Mod – Looting NPCs & Creatures.esp

Mart’s Monster Mod – Knights.esp

Mart’s Monster Mod – Dungeons of MMM.esp

Mart’s Monster Mod – Farm Animals.esp

Mart’s Monster Mod – Foxes.esp

Mart’s Monster Mod – More Wilderness Life.esp

Mart’s Monster Mod – Vindasel.esp

Mart’s Monster Mod – City Defences.esp

Mart’s Monster Mod – Durzog Addon.esp

Mart’s Monster Mod – Shivering Isles.esp

OOO-WaterFish.esp

ArenaEyeCandyArmor.esp

Atmospheric Loading Screens – Original Text.esp

The Lost Spires.esp

Ultimate Zelda Mod.esp

ZiP regen rings.esp

AdenseEpicDungeon.esp

ElsweyrAnequina.esp

Knights.esp

CSR – Golden Saint.esp

CSR – Fine Iron.esp

AW_Wings.esp

ClocksofCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp

Better Cities Full.esp

Better Cities .esp

Better Imperial city.esp

xulAncientYews.esp

xulArriusCreek.esp

xulPatch_AY_AC.esp

xulAncientRedwoods.esp

BCChorrolHinterland.esp

BCChorrol-ChorrolHinterland fix.esp

xulBeachesOfCyrodiilLostCoast.esp

xulBlackwoodForest.esp

xulBravilBarrowfields.esp

BCBravil-Barrowfields patch.esp

xulBrenaRiverRavine.esp

xulCloudtopMountains.esp

xulColovianhighlands_EV.esp

xuldarkforest.esp

LostSpires-DarkForest patch.esp

XulEntiusGorge.esp

ULFallenLeafEverglade.esp

LostSpires-Everglade patch.esp

Anequina-Fallenleaf-Patch.esp

xulImperialIsle.esp

xulTheHeath.esp

MidasSpells.esp

xulLushWoodlands.esp

xulRiverEthe.esp

xulRollingHills_EV.esp

Bashed Patch, o.esp

DeadlyReflex 5 – Combat Moves.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)>

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..

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

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

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