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While playing Oblivion, suddenly whenever I use a weapon, shoot an arrow, or cast a spell, the game freezes and never loads, so I have to close it with task manager. I sent a technical support thing to bethesda, and they said they don't officially support windows vista. My oblivion directory is installed into another place so not to have any problems with mods, so thats not a problem. I don't think it's any problem with load order or anything, but I'll post it below just in case.

 

 

Oblivion.esm

Kvatch Rebuilt.esm

HorseCombatMaster.esm

Bedrollsanyone.esp

Beautiful People.esp

Adonnays Ranger Coats.esp

Elves Of Lineage II.esp

BrumaMGRestored.esp

GTAesgaard.esp

BravilSeaDomes.esp

GlenvarCastle.esp

ClocksOfCyrodiil.esp

Kvatch Rebuilt.esp

Adonnays Elven Weaponry.esp

Assassins Creed - Altair's Gear- HeavyArmor.esp

Assassins Creed - Altair's Gear.esp

Altair_Race.esp

Assassins Creed - Altair's Gear - ThrowingKnives.esp

Assassins Creed - Altair's Gear - HeavyArmor+ThrowingKnives.esp

RTT.esp

P1DkeyChain.esp

HoarfrostCastle.esp

Castle_Seaview.esp

Alternative Start by Robert Evrae.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Vegetation_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

Natural_Weather_by_Max_Tael.esp

Natural_Weather_HDR_by_Max_Tael.esp

ZOMBIES! - 28 days and a bit V2.esp

Thieves Arsenal.esp

MidasSpells.esp

CapesandCloaks.esp

actors_in_charge.esp

The Lost Spires.esp

SupremeMagicka.esp

Deadly Reflex 5 - Timed Block and 250% damage.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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Unless you get lucky and the gods deliver a solution into your hands, you may have to do a lot of play-testing to isolate the bad mod, or perhaps I should call it the straw that broke the camel's back. It may be a good mod if not used in conjunction with your particular mods. Follow Dezdimona's exquisite load order advice during all of your radical play-testing.

 

(1) Disable half of your mods.

 

(2) Play-test

 

(3) Do you still have problems?

Yes - disable half of the remaining mods, goto step 2

No - enable half of the disabled mods, goto step 2

 

The point will come where you have pinpointed one mod you cannot enable without causing problems. Delete all copies of this mod from your computer. If you are totally in love with that mod, enable it, and repeat your testing with the rule that you can disable any mod but that one. You may be able to pinpoint the one mod it conflicts with and remove it instead of the mod you are in love with.

 

Good luck!

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From now on what I have to say is:

 

Look for load order issues 'BEFORE' installing mods and twice before saving the game (aways backup). Some mods need to be INSTALLED first, it's not because simple position in the list, it's because they overwrite files from the other.

 

Be prepared to initiate a new game if changing the load order prevents your game to start, stall in the first screen, crash for no apparent reason and every other issue it hadn't before.

 

Not all issues derivate from the mods itself, most of them will work fine if something else do not conflict.

 

A saved game includes several 'objects' that may change, or simply vanishes because a 'simple' load order change. New objects may appear that weren't there before, covered by the later mod.

 

The engine will resolve most of issues without 'perceptible alterations' showing up and works fine once the game is saved again. But sometimes the issue can't be resolved by the engine and so the troubles arises, this is specially true with scripts and so scripted items/objects.

 

So, my own advice is: Plan carefully what you install and the order you do it. Afterward stick to that order at all costs or be prepared for troubles.

 

Now the actual guidelines for the actual issue.

 

First and very important: Create a new character and look if the issue persists. If it works for new characters you have an already corrupted savegame.

 

else:

 

What you reports may be related to magic effects, tell your weapons are enchanted? If so, think about the mods related to magic will installed recently.

 

Avoid changing the load order of the main overhauls unless it's not already what zilions of advices, FCOM, BOSS and such placed it. Yet look for the newer installed and try pushing them to the end, one at a time. Once you have all the recently loaded mods at the bottom of the list and if the issue is not solved. Initiate the procedure of uninstalling them by batches until the game works again. The culprit will be among the last half you disabled.

 

If you already changed the whole load order... good luck.

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Avoid changing the load order of the main overhauls unless it's not already what zilions of advices, FCOM, BOSS and such placed it. Yet look for the newer installed and try pushing them to the end, one at a time. Once you have all the recently loaded mods at the bottom of the list and if the issue is not solved. Initiate the procedure of uninstalling them by batches until the game works again. The culprit will be among the last half you disabled.

this load order is a proven help. I don't use any of the other things you mention all I use is obmm and you don't see me asking for help with my game.

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ok, well now, it just keeps crashing, even after reinstalling it. It does it all in the same place. On top of that, the freezing still occurs. :wallbash:

 

Here's my current load order. I'm still working on changing it around.

 

Oblivion.esm

Kvatch Rebuilt.esm

HorseCombatMaster.esm

Unofficial Oblivion Patch.esp

Book Jackets Oblivion.esp

AliveWaters - Koi Addon.esp

AliveWaters - Slaughterfish Addon.esp

AliveWaters.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Vegetation_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

Natural_Weather_by_Max_Tael.esp

Natural_Weather_HDR_by_Max_Tael.esp

Bedrollsanyone.esp

Adonnays Ranger Coats.esp

Castle_Seaview.esp

P1DkeyChain.esp

CapesandCloaks.esp

BravilSeaDomes.esp

ClocksOfCyrodiil.esp

GlenvarCastle.esp

Black Courtesan Dress.esp

Beautiful People.esp

Elves Of Lineage II.esp

BrumaMGRestored.esp

ZOMBIES! - 28 days and a bit V2.esp

GTAesgaard.esp

Kvatch Rebuilt.esp

Adonnays Elven Weaponry.esp

Assassins Creed - Altair's Gear- HeavyArmor.esp

Assassins Creed - Altair's Gear.esp

Altair_Race.esp

Assassins Creed - Altair's Gear - ThrowingKnives.esp

Assassins Creed - Altair's Gear - HeavyArmor+ThrowingKnives.esp

RTT.esp

HoarfrostCastle.esp

Thieves Arsenal.esp

MidasSpells.esp

actors_in_charge.esp

The Lost Spires.esp

SupremeMagicka.esp

Alternative Start by Robert Evrae.esp

Deadly Reflex 5 - Timed Block and 250% damage.esp

DeadlyReflex 5 - Combat Moves.esp

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