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Oblivion Construction Set Corrupts my ESPs.


KuichikiByakuya

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Well I am an impatient person when regarding Oblivion.

 

There were several Vampire spells and Midas spells that I either couldn't find or was too lazy to get the resources to get them.

 

So I turned to the CS, I opened up CS selected the ESPs and Oblivion.esm for active file and I placed Edgar Vatruine in the testing hall and gave him the spells that I wanted. Basically I wanted to buy the spells from him.

 

Saved it, used File -> Exit on CS it closes properly now I try oblivion, I usually skip the opening credits with ESC and it goes to the oblivion symbol with loading bar. It doesn't move for 5 minutes thats when I realized it crashed. No error message or nothing I use CTRL + ALT + DELETE and open up the Task Manager to minimize oblivion and close it (it was making an error because it said the program was not respoding). I try Oblivion without mods and it works fine.

 

 

Also I am on WINDOWS VISTA. I have a great graphics card that allows me to run oblivion on the highest settings.

 

 

Please Help. I also run it on the OBSE v18 or 17 I believe.

please help.

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My guess is you have two Edgar's with same ID and it's causing problems.

 

Did you edit and save your change to a main game file and not as a custom ESP? This would also probably be a Bad Thing™.

 

Since you seem capable enough to use the CS to find the spells you want, it would have been easier to use the console AddSpell command to get the spells instead of editing game files.

 

If your concerned about getting the spells without paying for them, you can always donate some septims to your nearest street beggar to compensate ;)

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Exactly, you can't add spells that way...It'll crash your game actually. I had that I couldn't start oblivion with a faulty mod! It would ctd before the application started!

Check the Form-ID of the spells next time, compared with your load order you can add them via the console.

(The first two digits vary depending on your load order.)

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its player.addspell (spell code) right?

 

Correct.

 

Just remember the first two digits are based on mod load order in hexidecimal.

 

So if the mod you want the spell from is the 12th in your load order and the spell code is 000456, the command would be:

 

player.addspell 0C0456

 

0C = 12 in hex.

 

Cheers!

Skunky

 

Edit: Fixed my bad Hex math. Been a loooong time since I worked with hex!

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