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CTD always at specific spot


CaptainChaos

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I have a weird CTD. The game always CTDs on The Orange Road, roughly between Bruma and Chorrol, specifically between the junction of Orange/Silver Roads to the East and Glademist Cave to the West. No matter how many times I reload and retry, or whether I enter that area from the east or west, it always CTDs immediately at exactly the same points. I had a similar issue a few weeks ago inside in a cave but after I downloaded StreamSave it fixed the issue. Now, unfortunately, it is happening again and streamsave doesn't seem to fix the issue. I am running many many mods including FCOM but despite admittedly frequent random CTDs this is on the second time I have encountered a fatal spot. I appreciate any thoughts, thanks.
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There used to be an issue with bandits spawning at that exact spot.

 

If I remember correctly it was Orc bandits, but I can't remember if it was OOO or MMM. I know it was one of them and it was fixed ages ago as I used to have the same problem but not anymore.

 

I'm not using FCOM though, just OOO and MMM.

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Active Mod Files:
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 1.34]
04  Mart's Monster Mod.esm  [Version 3.7b1]
05  TamrielTravellers.esm  [Version 1.39c]
06  FCOM_Convergence.esm  [Version 0.9.9a7]
07  Francesco's Optional Chance of Stronger Bosses.esp
08  Francesco's Optional Chance of Stronger Enemies.esp
09  FCOM_Francescos.esp  [Version 0.9.9]
0A  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
0B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
0C  Fran Armor Add-on.esp
0D  Fran_Lv30Item_Maltz.esp
0E  Bob's Armory Oblivion.esp
0F  FCOM_BobsArmory.esp  [Version 0.9.9]
10  Oblivion WarCry EV.esp
11  FCOM_WarCry.esp  [Version 0.9.9]
12  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]
13  FCOM_Convergence.esp  [Version 0.9.9]
14  FCOM_RealSwords.esp  [Version 0.9.9]
15  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b1]
16  FCOM_SaferRoads.esp  [Version 0.9.9]
17  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]
18  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]
19  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b1]
1A  Mart's Monster Mod - Vindasel.esp  [Version 3.5.5b4]
1B  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]
1C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]
1D  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]
1E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b2]
1F  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b2]
20  TamrielTravellers4OOO.esp  [Version 1.39c]
21  FCOM_TamrielTravelers.esp  [Version 0.9.9]
22  TamrielTravellersItemsNPC.esp  [Version 1.39c]
23  TamrielTravellerAdvScript.esp  [Version 1.39c]
24  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]
25  FCOM_BobsGuardUnity.esp  [Version 0.9.9]
26  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]
27  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]
28  Francesco's day lenght rescale 1-24.esp
29  OOO-Water_Weeds.esp  [Version 1.33]
2A  OOO-WaterFish.esp  [Version 1.34]
2B  za_bankmod.esp
2C  Ambient Inns, 0.1.esp
2D  IWR-Lights.esp
2E  IWR-Windows.esp
2F  IWR-Shutters.esp
30  Sunlit Interiors 1.31.esp
31  5812-1.0-A ship near Anvil-TESSource.esp
32  Let There Be Darkness - Cyrodiil.esp
33  Landmarks, w Wells.esp  [Version 1.11]
34  Compass_Marker_Reducer.esp
35  Portable Bedroll.esp
36  Easy Sleep v11.esp
37  Natural_Habitat_by_Max_Tael.esp
38  Natural_Vegetation_by_Max_Tael.esp
39  Natural_Water_by_Max_Tael.esp
3A  1598-1.0 (Release)-Advanced Water Modification-TESSource.esp
3B  Atmospheric Loading Screens - Random Quotes.esp
3C  Amajor7 Imperial Furniture.esp
3D  Spell Ranks.esp
3E  CallSteed3.0a.esp  [Version 3.0]
3F  BShadySam [Map Marker Only].esp
40  1026-Potion Sorter-TESSource.esp
41  Expanded Hotkeys and Spell Delete v1.0.esp
42  Expanded Hotkeys Brief Equip Message.esp
43  NoEncumberedSwimming.esp
44  skill_based_harvest 1.2.1.esp  [Version 1.2.1]
45  PersuasionOverhaul.esp  [Version 1.4]
46  PersuasionOverhaul_MMM.esp  [Version 1.2]
47  PersuasionOverhaul_OOO.esp  [Version 1.2]
48  StealthOverhaul.esp
49  Chameleon_Rebalance-4130.esp
4A  P1DmenuEscape.esp
4B  RenGuardOverhaul.esp
4C  Toggleable Quantity Prompt.esp  [Version 3.1.1]
4D  NoBackwardsRunning.esp
4E  Streamline 3.1.esp
4F  Oblivion XP.esp  [Version 4.1.5]
50  Bashed Patch, 0.esp
51  Respawn Timer Change v1.esp

 

Computer: I7-920 (quad core 2.66ghz), 9GB 1333 DDR3 RAM, Nvidia GTX 260 (800MB VRAM), Vista 64bit.

 

BTW, now the problem is also directly in front of one of the Bruma gates. Just bam - if i exit from inside Bruma out the East Gate I think, then it crashes. If I am outside Bruma and walk toward that door to get into Bruma, I crash before I even get to the door. Arg.

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Crashes are a part of the Oblivion experience. It's the game's way of telling you that you need to take a break. :whistling:

 

There will always be some crashes, all we can do is minimize them.

 

Save often, it will keep the frustration level down. :wallbash:

 

Anything running in the background can cause a crash. Especially a program that likes to call home, such as an antivirus program that updates without warning, or an instant messaging program trying to connect. :down:

 

Start by disabling everything that accesses the internet when you play. that includes the Vonage, Skype, IM, xfire and anything that calls in or out.

 

You might even disable internet access altogether.

 

Many programs use an auto update feature - such as HP printers (how often does your printer driver need updating?)

MS auto update can cause crashes. Some of these will even try to connect when the internet is disabled, and keep trying every ten minutes or so. If you can, disable the autoupdate function, at least while playing. :(

 

Then look for programs that run in the background, they are stealing time from the game and if they don't give control back quick enough - crash. MS indexing service, antivirus progs that scan everything in the background, Auto defrag programs, Scheduling programs all steal cycles from the game. Any of these can cause crashes. >:(

 

After you have cut down the crashes caused by external stuff, start looking at your mods. Some mods just don't play well with others. And for some the

 

load order is very important. BOSS works for most load order problems, but it can't set them all. There are over 15,000 mods on Tesnexus alone.

 

Another often overlooked source of crashes is removing a mod. If you remove a mod that affects game play, it can cause a crash when something from the missing mod is referenced in game. The most common is the unable to enter Bruma crash. This is caused when you complete a part of the main quest with one character, make a new character, load an old save and try to enter Bruma with the new character. There is something (spoiler) in Bruma that references your old character - which is no longer in the game.

 

Then there are the Nvidia black screen crashes. A quick way around them is to disable both AA and HDR in your video settings. Then after you are passed the point where the black screen occurs, re-enable whichever you use. There are many posts telling what has worked for some, and not worked for others, along with several mods that help.

 

Try this, Windom Earle_s Oblivion Crash Prevention System :thumbsup:

 

http://www.tesnexus.com/downloads/file.php?id=22282

 

It completely eliminated my crash on exit as well as some others (but not all)

 

Note, it is not a mod and doesn't install like a mod, so be sure to read the instructions. :closedeyes:

 

New info. A lot of unused .exe files left in the /data folder can cause problems. It seems that Oblivion likes to look through all of the unused files and even the extra folders in the /oblivion folder. new recommendation, make a new folder - OUTSIDE of /oblivion to keep this unused stuff. such as Bethesda/Oblivion_Mods. Note that Later versions of Wrye bash already do this with the ghosting feature. If you have a folder for unused mods in your /Oblivion folder, move it into the new/Oblivion_Mods folder. :rolleyes:

 

Essentially, clean up your Oblivio/data folder and move everything not needed in /Oblivion and /Data to a new folder outside of /Oblivion.

 

If you are keeping your original or copies of zipped downloads inside of the /Oblivion folder, move them out too.

 

Also, if you can, empty the windows prefetch folder it may be keeping info on older now unused mods, and Oblivion will look for them if it sees that they are supposed to be there.

 

You probably won't be able to get rid of all of them, but you can minimize them. :thumbsup:

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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..

maigrets...You should also follow Dezi's load order guide if you're new to mods. BOSS is good, but not foolproof. There are a lot of mods it doesn't have in it's database and they have to be ordered manually.

 

theres also the problem of completeing the main quest with a custom race and crashing at bruma gate there are two mods on the site which correct said problem

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well that was a lot of information, thanks for sharing it. yes, all that info was good and i think the general aspects of it will help solve some of the more frequent random crashing but i am really concerned about the bruma situation. I hope it doesn't spread. there is a whole albeit currently small chunk of the map that is now inaccessible. if it spreads i will be in real trouble.

 

I tried the crash prevention system program it didn't do anything about bruma. Is there a way to manually forcibly clear the cells or something?

 

Also, can i use the oblivion unofficial patch in the middle of the game? and will it overwrite my existing mods? Thanks again!!

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Have you removed a mod that placed something near there - in the line of sight from where you crash?

If there was something there, and and you load a save that originally contained that object, then the game still expects to fins it there. If it can't - Crash!

 

I ran into this some time ago. I could come out of the door of my house and look in any direction except one. whenever I looked in that direction - CTD.

I tracked it to a mod I had removed. to fix:

Load an older save, go into a safe interior location. save there. Then exit the game. reload the game with your new save and try it.

 

If that dosn't work, you may have to go back to an earlier save and try again.

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Hmm... I'm not sure I will try to remember. I haven't removed many mods and none that should affect the environment. Unfortunately, I just found another dead spot way in the south near leyawiin. Same exact thing. always crashes if i move exactly into that cell. Actually, I am discovering more and more of these dead spots, help!! There doesn't appear to be anything special at in these places. I can see into the cells I just can't enter them without crashing. There is no rare plant, shrine, dead carcass or anything special from any other cells. Please, if anyone has seen this before, let me know!! Many thanks to everyone who has already responded.
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I can think of several mods that affect multiple places - The Lost Spires, Ivellon, Verona house Bloodlines. each of these has an extensive quest with new objects added in various locations. There are others like this.

 

If you can map the bad spots maybe we can narrow it down.

 

Also, a compilation type mod, such as COBL. or one that added more shrines or wells.

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