Jump to content

Random CTDs and an annoying posion area of effect


Paul13166

Recommended Posts

Hey there, I am having quite a few CTDs with my game. I recently installed FCOM Convergence and have been toying with a few other mods. I will get CTDs in the most random places. Sometimes they happen often, sometimes they are spaced out a bit. Either way it is very annoying. I was wondering if any of you could give me a hand. Also I am using Unnecessary combat and every time I throw a weapon I get the poison cloud effect. I have tried using the no posionlevitation esp from Supreme Magic but it hasn't worked. Any help would be greatly appreciated.

 

• 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 1.33]

 

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

 

• 05 FCOM_Convergence.esm [Version 0.9.9a7]

 

• 06 HorseCombatMaster.esm

 

• 07 UnnecessaryViolence.esm

 

• 08 Unofficial Oblivion Patch.esp [Version 3.2.0]

 

• 09 DLCShiveringIsles.esp

 

• 0A SM_NoPoisonLevitationEffects.esp

 

• Delinquent Master: SupremeMagicka.esp

 

• 0B UnnecessaryViolence.esp

 

• 0C Unofficial Shivering Isles Patch.esp [Version 1.4.0]

 

• 0D Francesco's Optional Chance of Stronger Bosses.esp

 

• 0E Francesco's Optional Chance of Stronger Enemies.esp

 

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

 

• 10 Francesco's Optional Leveled Quests-SI only.esp

 

• 11 Francesco's Optional Leveled Guards.esp

 

• 12 FCOM_Francescos.esp [Version 0.9.9]

 

• 13 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]

 

• 14 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]

 

• 15 Fran_Lv30Item_Maltz.esp

 

• 16 Living Economy.esp

 

• 17 Bob's Armory Oblivion.esp

 

• 18 Oblivion WarCry EV.esp

 

• 19 FCOM_WarCry.esp [Version 0.9.9]

 

• 1A Oscuro's_Oblivion_Overhaul.esp [Version 1.33]

 

• 1B SM_OOO.esp [Version 0.89]

 

• Delinquent Master: SupremeMagicka.esp

 

• ++ OOO-Magic_Script_Effect_Fix.esp [Version 1.33]

 

• 1C FCOM_Convergence.esp [Version 0.9.9]

 

• 1D FCOM_RealSwords.esp [Version 0.9.9]

 

• 1E Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1]

 

• 1F Mart's Monster Mod - Vindasel.esp [Version 3.7b1]

 

• 20 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1]

 

• 21 FCOM_BobsArmory.esp [Version 0.9.9]

 

• 22 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1]

 

• 23 SM_MMM.esp [Version 0.89]

 

• Delinquent Master: SupremeMagicka.esp

 

• 24 SupremeMagicka.esp [Version 0.89]

 

• 25 SM_ShiveringIsles.esp [Version 0.86]

 

• 26 SM_SigilStone.esp [Version 0.83]

 

• 27 SM_Scrolls.esp [Version 0.84]

 

• 28 SM_EnchantStaff.esp [Version 0.80]

 

• 29 bgMagicEV.esp [Version 1.7EV]

 

• 2A bgMagicItemSigil.esp [Version 1.68EV]

 

• 2B bgMagicEVShader.esp [Version 1.7EV]

 

• 2C bgMagicEVStartspells.esp [Version 1.68EV]

 

• 2D bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]

 

• 2E bgMagicEVPaperChase.esp [Version 1.68EV]

 

• 2F bgMagicLightningbolt.esp

 

• 30 bgMagicBonus.esp [Version 1.7EV]

 

• 31 Harvest [Flora].esp [Version 3.0.0]

 

• 32 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]

 

• 33 Alternative Start by Robert Evrae.esp

 

• 34 Mighty Magick - Skills.esp

 

• 35 Mighty Magick - Races.esp

 

• 36 MidasSpells.esp

 

• 37 Midas OscuroGems.esp

 

• 38 Midas Betterholy.esp

 

• 39 MidasSpells - MMR Patch.esp

 

• ++ Mighty for Midas - Rational.esp

 

• 3A Mart's Monster Mod - Resized Races.esp [Version 3.7b1]

 

• 3B SM_DeadlyReflex.esp [Version 0.86]

 

• Delinquent Master: DeadlyReflex 5 - Combat Moves.esp

 

• 3C Bashed Patch, 0.esp

 

• 3D DeadlyReflex 5 - Combat Moves.esp

 

This is my load order pulled from Wrye Bash

Link to comment
Share on other sites

first shut off any programs running in the background,oblivion is very sensitive on that issue

 

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..

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

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

Link to comment
Share on other sites

The other option is to run a program called Boss.

 

While not perfect a lot of people, including myself run it with no problem. Its a mod sorting software tool. Although not perfect, it works great for me.

 

Yet another thing to look into is this a crash prevention software tool. You'll need OBSE for this one though

 

Good luck bro.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...