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Oblivion crashes after 4 days ingame time


KingSix

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Hi all. I'm new to this forum and I've picked up Oblivion again, but now with several mods.

The game always crashes after 4 days ingame time, around 4pm. I have created a second character and just the same problem.. I'm pretty sure it's a mod related problem, though I'm not sure which one may cause the crash. If you guys would take a look that'd be great!

 

Oblivion.esm

Oscuro's_Oblivion_Overhaul.esm

Better Cities Resources.esm

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Better Cities .esp

Natural_Weather_HDR_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

Cities Alive At Night.esp

IlluminationWithin.esp

Book Jackets Oblivion.esp

aaaBorsBedrolls.esp

Days&Months.esp

Robes Under Armor.esp

SoT_Holiday.esp

Living Economy.esp

Living Economy - Items.esp

Cutthroat Merchants.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

OOO-Map_Markers_Stock.esp

OOO-No_Guild_Ownership.esp

OOO-Birthsigns.esp

OOO-WaterFish.esp

ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp

ArmoryLab.esp

BravilSeaDomes.esp

Cheydinhal Petshop.esp

ICEXPAND.esp

LetThePeopleDrink.esp

za_bankmod.esp

RTT.esp

xulChorrolHinterland.esp

Better Cities Full.esp

Better Cities - Full City Defences.esp

Better Cities - Ruined Tail's Tale.esp

Better Cities - Unique Landscape Chorrol Hinterland.esp

Better Cities - No LEYAWIIN Flooding.esp

Portrait Painter for Better Cities.esp

Natural_Vegetation_by_Max_Tael.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

P1DkeyChain.esp

RealisticForceMedium.esp

RealisticMagicForceMedium.esp

RenGuardOverhaul.esp

RenGuardOverhaulShiveringIsles.esp

kuerteeNPCsYield.esp

OOO-Respawn_Week.esp

Get Wet.esp

Ethereal - Eyes.esp

Better Imperial City.esp

Cats & Rats for OOO.esp

Ranokoas Organized Potions.esp

Better Cities Full FPS Patch.esp

Better Imperial City FPS Patch.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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