phant Posted March 11, 2010 Share Posted March 11, 2010 Hi all.I recently reinstalled Oblivion after a couple of years away. I'm so impressed by the mods that are around now (like the complete UL compilation and Better Cities) and the fact that I now have a machine that should be able to run it well. So, my problem: Oblivion crashes on load, after installing it and installing mods. Here's some things you'll want to know:OS: Vista 64, and yes, the program path is C:\Bethesda\Oblivion and not C:\Program Files\Bethesda\Oblivion. UAC is also turned off.Hardware: It can run Oblivion. E8500, 9800GTX+, etc etc, 4 GB system RAM so all is well on that front. Mods: I'm using OBMM and I've put most things in as OMODs.Yes, I'm running the OBSE loader. I haven't used Wrye's software though - I can never get in touch with the server at ufrealms. Here's my mod load order, which BOSS with a current masterlist has arranged for me. The ones BOSS didn't arrange, I shifted further up the list. Oblivion.esmJog_X_Mod.esmEnhancedWeather.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmEnhanced Daedric Invasion.esmBetter Cities Resources.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espBetter Cities .espEnhancedWeather.espEnhancedWeather - Darker Nights, 50.espEnhanced Weather - Across-The-Borders Mods Patch.espEnhanced Water v2.0 HD.espBetter Bell Sounds.espSymphony of Violence.espAmbientTownSounds.espThe Archer's Paradox Upgrades.espPCSoundCalisto.espWindowLightingSystem.espClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.espWyverex - Deployable Traps.espMap Marker Overhaul.espBinoculars.espPTArtifacts.espThieves Arsenal.espCobl Glue.espOOO 1.32-Cobl.espCobl Tweaks.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espOOO-Container_Trap_Instant_Effects.espMart's Monster Mod for OOO.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - More Wilderness Life.espMMM-Cobl.espAmajor7 Imperial Furniture.espAnvil_MorningGloryBetterCities_Mixed.espAsharnakibibi 1_2.espFF_WaldnirsWoods.espGaelendryl.espGlenvarCastle.esptw1_fov_adjustor.espLetThePeopleDrink.espMilewood.espScribe Supplies.espSeawatch Abode.espThe Ayleid Steps.espthievery.esptreasure maps captus demus.espUnholy Cathedral.espVaultsofCyrodiil.espVaultsofCyrodiilBC.espVerwen Brewery.espVillages1.1.espZergonipilamat 1_2.espMehrunesFel.espThe Lost Spires.espAFK_Weye.espEnhanced Daedric Invasion.espElsweyrAnequina.espFeldscar.espVergayun.espxuldarkforest.espLostSpires-DarkForest patch.espxulStendarrValley.espxulTheHeath.espMMMMWL-TheHeath patch.espXulEntiusGorge.espxulFallenleafEverglade.espLostSpires-Everglade patch.espAnequina-Fallenleaf-Patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espSeawatchAbode-LostCoast patch.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espWaldnirsWoods-AncientRedwoods patch.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espVerwen Brewery UL_AY_AC Compatable.espxulRollingHills_EV_withoutWheat.espTreasureMapsCaptusDemus-RollingHills patch.espMMMMWL-RollingHills patch.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espGaelendryll-BrenaRiver patch.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espxulAspenWood.espxulSkingradOutskirts.espAlternative Start by Robert Evrae.espSupremeMagicka.espSM_OOO.espSM_MMM.espSM_COBL.espSM_EnchantStaff.espSM_UnlockSpells.espSM_Scrolls.espSM_SigilStone.espMidasSpells.espDirenniAlchemyApparatus.espRshAlchemy.espStealthOverhaul.espDeadly Reflex 5 - Timed block and 150% damage.espDeadlyReflex 5 - Combat Moves.espSM_DeadlyReflex.espMart's Monster Mod - Resized Races.espCobl Races.espCobl Races - Balanced.espBetter Cities - Full City Defences.espBetter Cities Full.espBCBravilFULL-Barrowfields patch.espBCChorrol-ChorrolHinterland fix.espBCCheydinhalFULL-CheydinhalFalls patch.espBetter Cities - Thievery.espBetter Imperial City.espBetter Imperial City FPS Patch.espBetter Cities - COBL.espBetter Cities Full FPS Patch.espColored Map for Elsweyr 1.1.espBetter Cities - VWD of the IC.espStreamline 3.1.esp I've spent a bit of time de-activating most of the mods on the list one by one to try and isolate the problem.Haven't isolated it yet, and will continue through this painstaking method unless one of you generous forum users happen to know what I need to do. :-) There are some things on the list above that don't show up - I also use TES4LODGen, which is working okay after a couple of mods and/or patches were deactivated. RAEVWD is installed too. The one thing that itches at me is possible debris left over from a ArchiveInvalidationInvalidated! .exe install, which I dodn't need, because OBMM does that for me through the Utilities. I deleted the .esp or .bsa or whatever that it installed but not sure if there's anything else floating around that may have screwed the load. Another thing that's itching me is that I made an OMOD of each zip package for Elsweyr-Anequina - so that's three OMODS. Should I have lumped them all together? (I'm still new to OMODS, last time I played Oblivion, OBMM was just a load order shifter and beta conflict-detector) So basically, I haven't managed to load Oblivion yet. It gets as far as the Bethesda Softwarks/2K splash screens, maybe as far as a loading screen, then CTD. My next step, unless I get other info, is to continue with the mod isolations. I'll also defrag my hard drive again (haven't done it since the installs). If that fails to turn up a culprit, I'll uninstall and then install everything again, maybe loading Oblivion up between every few mod installs just to check that it's loading. Any help would be greatly appreciated! Cheers Link to comment Share on other sites More sharing options...
ZareCograth Posted March 11, 2010 Share Posted March 11, 2010 First thing is, make sure you have OBSE and are using it to run Oblivion instead of the Oblivion Launcher. I'd recommend having Wyre Bash and creating a Bash file to help out. If those don't work, then there is a mod to help crashing. I believe it's called Crash Prevention. Link to comment Share on other sites More sharing options...
bben46 Posted March 11, 2010 Share Posted March 11, 2010 Along with the latest stable OBSE v17b be sure you have the latest patch as many mods require them both.For troubleshooting I recommend removing both streamline and all of deadly reflex. Streamline because it changes things in your Oblivion.ini while playing (BTW, streamline is intended for very weak computers and will mess with both your FPS and visual effects.) Deadly reflex as it makes so many changes in how things work in the game. You can put them back after finding the problem. You show OOO and MMM. Normally you need FCOM to get them to work together smoothly. And you MUST have Wrye Bash for FCOM it will not work without it. Wrye Bash is available on TesNexus. It was uploaded here by Wrye and is up to date as of 6 March 2010 http://www.tesnexus.com/downloads/file.php?id=22368 Wrye is no longer on ufrealms and is now at http://wryemusings.com/ BTW, The Monkey God does not like to be disturbed by mere mortals, please read the zookeepers warning before attempting to contact him in any way. Link to comment Share on other sites More sharing options...
phant Posted March 11, 2010 Author Share Posted March 11, 2010 Wow, thanks to you both for the fast replies, great to see this community alive and well. :-) Yes, I'm running the latest OBSE and the latest official patch. and running the game from the OBSE exe. I'll definitely grab Wrye bash and have a fiddle. Thanks bben46 for the info about Streamline. I have been aware of the Deadly Reflex thing, I'll make sure to disable it when troubleshooting. Should I be concerned about the Elsweyr-Anequina thing I mentioned? I know that it shouldn't be a game-breaker having installed it as three separate OMODs, but I'm unsure about multi-part zip files for single mods, and OMODing them, and whether this affects their workings or not. I'll report back after getting up to speed with Wrye Bash and let you all know how things go. Of course I'll be checking back in here in between also :-) Cheers all. Link to comment Share on other sites More sharing options...
phant Posted March 16, 2010 Author Share Posted March 16, 2010 Okay I'm back.I decided it was about time to reinstall my OS, so this time I've started again with a fresh install of everything. I'm still ctd'ing on load. Now, I know it's not the disc as I've tested it before installing mods and after installing some. Here's my load list:00 Oblivion.esm01 Enhanced Daedric Invasion.esm02 Cobl Main.esm [Version 1.72]03 EnhancedWeather.esm [Version 1.3.5]04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]05 FCOM_Convergence.esm [Version 0.9.9a7]06 Mart's Monster Mod.esm [Version 3.7b3p3]07 Better Cities Resources.esm08 Jog_X_Mod.esm09 Unofficial Oblivion Patch.esp [Version 3.2.0]0A UOP Vampire Aging & Face Fix.esp [Version 1.0.0]++ EnhancedWeather - Darker Nights, 50.esp [Version Final]0B Cobl Glue.esp [Version 1.72]0C EnhancedWeather.esp [Version 1.3.5]0D Better Bell Sounds.esp0E OOO 1.32-Cobl.esp [Version 1.72]0F FCOM_Cobl.esp [Version 0.9.9]10 StealthOverhaul.esp11 FCOM_Convergence.esp [Version 0.9.9]----> Delinquent MASTER: Oscuro's_Oblivion_Overhaul.esp12 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]13 Gaelendryl.esp14 thievery.esp15 Binoculars.esp16 Villages1.1.esp17 Amajor7 Imperial Furniture.esp18 FF_WaldnirsWoods.esp19 DirenniAlchemyApparatus.esp1A Enhanced Water v2.0 HD.esp1B Lions Claw harbuor House.esp1C Lions Claw harbuor area.esp1D Wyverex - Deployable Traps.esp1E treasure maps captus demus.esp1F Thieves Arsenal.esp++ Symphony of Violence.esp20 AmbientTownSounds.esp21 FCOM_DurabilityAndDamage.esp [Version 0.9.9]22 Alternative Start by Robert Evrae.esp23 Milewood.esp24 LetThePeopleDrink-Cobl.esp [Version 2.5]25 tw1_fov_adjustor.esp26 Vergayun.esp [Version 1.0.3]27 The Archer's Paradox Upgrades.esp28 Faregyl.esp [Version 1.0.10]29 Feldscar.esp [Version 1.0.1]2A Seawatch Abode.esp2B Unholy Cathedral.esp2C Trail South East.esp2D Trail WEST.esp2E Trail EAST.esp2F Trail Central.esp30 Enhanced Weather - Across-The-Borders Mods Patch.esp [Version Final]31 AFK_Weye.esp32 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]33 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3]++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]34 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]35 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]36 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]37 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]38 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]39 Map Marker Overhaul.esp [Version 3.3.1]3A WindowLightingSystem.esp3B Better Cities .esp3C Better Cities Full.esp3D The Ayleid Steps.esp [Version 3.2]3E MidasSpells.esp3F BCChorrol-ChorrolHinterland fix.esp40 BCSkingrad-SkingradOutskirts patch.esp41 Better Cities - Full City Defences.esp42 Better Cities - Thievery.esp43 Better Cities - VWD of the IC.esp44 Better Cities Full FPS Patch.esp45 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp46 Enhanced Economy.esp [Version 3.4.1]47 Better Cities - COBL.esp [Version 2]48 RshAlchemy.esp49 BCCheydinhalFULL-CheydinhalFalls patch.esp4A VaultsofCyrodiilBC.esp4B PTArtifacts.esp4C thievery - EE patch.esp [Version 1.0]4D SupremeMagicka.esp [Version 0.89]++ SM_Scrolls.esp [Version 0.84]++ SM_SigilStone.esp [Version 0.83]4E SM_EnchantStaff.esp [Version 0.80]++ SM_COBL.esp [Version 0.86]++ SM_OOO.esp [Version 0.89]++ SM_MMM.esp [Version 0.89]++ SM_UnlockSpells.esp [Version 0.70]4F The Lost Spires.esp50 Asharnakibibi 1_2.esp51 MehrunesFel.esp52 Zergonipilamat 1_2.esp53 Anvil_MorningGloryBetterCities_Mixed.esp54 ElsweyrAnequina.esp55 Colored Map for Elsweyr 1.1.esp56 Faregyl+Anequina Patch.esp57 Verwen Brewery.esp58 GlenvarCastle.esp59 xulAncientRedwoods.esp [Version 1.6]5A xulAncientYews.esp [Version 1.4.2]5B xulArriusCreek.esp [Version 1.1.3]5C xulAspenWood.esp [Version 1.0.1]5D xulBlackwoodForest.esp5E xulBravilBarrowfields.esp [Version 1.3.2]5F xulBrenaRiverRavine.esp [Version 1.0.2]60 xulCheydinhalFalls.esp [Version 1.0.1]61 xulChorrolHinterland.esp [Version 1.2.2]62 xulCloudtopMountains.esp [Version 1.0.3]63 xulColovianHighlands_EV.esp [Version 1.2.1]64 XulEntiusGorge.esp65 xulFallenleafEverglade.esp [Version 1.3.1]66 xulImperialIsle.esp [Version 1.6.3]67 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.3]68 xulLushWoodlands.esp [Version 1.3]69 xulPantherRiver.esp6A xulRiverEthe.esp [Version 1.0.2]6B xulSkingradOutskirts.esp6C xulStendarrValley.esp [Version 1.2.2]6D xuldarkforest.esp [Version 1.0.4]6E xulTheHeath.esp6F xulRollingHills_EV_withoutWheat.esp [Version 1.3.2]70 xulPatch_AY_AC.esp [Version 1.1]71 BCBravilFULL-Barrowfields patch.esp72 Anequina-Fallenleaf-Patch.esp73 Gaelendryll-BrenaRiver patch.esp [Version 1.1]74 SeawatchAbode-LostCoast patch.esp75 TreasureMapsCaptusDemus-RollingHills patch.esp76 LostSpires-DarkForest patch.esp77 LostSpires-Everglade patch.esp [Version 1.2]78 MMMMWL-RollingHills patch.esp79 MMMMWL-TheHeath patch.esp7A WaldnirsWoods-AncientRedwoods patch.esp7B Enhanced Daedric Invasion.esp7C FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9]7D Bashed Patch, 0.esp In Bash, I've had red background behind the text for all the Better Cities mods, so I changed the times on those as instructed by Bash. I've used BOSS and readme's, as well as TES4LODGen (works well as a load order utility when it hits an error) to order my list. All mods display green boxes EXCEPT:FCOM_Convergence.esp - orangethievery - EE patch.esp - orange (it's a patch to get Thievery in the Imperial City working well with Enhanced Economy)Faregyl-+Anequina Patch.esp - orange BCBravilFULL-Barrowfields patch.esp - orangeFCOM_EnhancedDaedricInvasion.esp - orange In the details pane for the mods above with orange boxes, their master which they depend on are also listed with an orange box, though not in the main load list pane. Any ideas what might be causing the CTD on load? Cheers. Link to comment Share on other sites More sharing options...
bben46 Posted March 16, 2010 Share Posted March 16, 2010 Are you installing all of the mods at once? If so, start over. Just deactivate all OMODs to get a nearly clean game. Then test to be sure it works. I install only a few at a time, then test to be sure they work before installing any more. Put in the FCOM first, with all associated mods. Make sure it works before continuing. A good place to test is in the IC market district. Talk to a few NPCs, get in a fight. If the mod uses a custom location, go there to be sure it is there and works. Link to comment Share on other sites More sharing options...
nosisab Posted March 16, 2010 Share Posted March 16, 2010 Since you reinstalled the OS itself your installation was clean, so... bben's advices are sound and you should avoid installing several mods at a time, at least it is difficult to isolate the culprit if something goes wrong. But is about the OMODs I want to talk here. Supposing you do not ready or want to deal with making OBMM scripts to control complexes omod installations and you may have mods that has optionals and exclusive options, the correct procedure is you making a folder from where OBMM will work that must contain only the parts you want to install. By default OBMM understand everything directly under the "mod root folder", BTW that folder you created for the mod, is to go directly under the /data. This way you must have eventual /textures. /meshes, /sound... etc and the files ESPs and ESMs there. It means you must not have a /data inside that folder and not have subfolders to those others mentioned above directly placed in the root. If everything is OK, OBMM will create an extra folder inside the root directory where it keep it's configuration files and so it's apt to know what to install and where to install (so it will know what to remove later). That whole structure is now packed as a 7z file and have the extension changed to omod so to be recon by OBMM. The point is every time you must choose between mod parts only the desired ones must go inside the folder you'll use to create the omod. A more elegant way is creating a script that allows choosing those parts and assure conflicting ones can't go together and that some ESPs must go after determined others (and much more options). Link to comment Share on other sites More sharing options...
phant Posted March 17, 2010 Author Share Posted March 17, 2010 Thanks guys. Good info once again. I've actually uninstalled Oblivion (again) following the advice given on the bethsoft forums.I'll start again from scratch and make sure to test after every couple of mod loads. nosisab, I've started using BAIN rather than OBMM, although I do have a few things that I have been installing using OBMM. So I should just take out any unwanted .esp's before I make an omod. Makes sense. I did have a couple of omods with "choose only one esp" that were installing automatically with all esp's checked. I did uncheck the unwanted esp's after that, but was given an OBMM pop up message. I was never sure about that situation, so thanks for clearing it up for me! One more question, re: BAIN: Is it okay to reinstall an already installed mod, using bash installer?ie. load the installers tab, right click a mod and choose install - even though it's already installed. Would this cause problems? Cheers Link to comment Share on other sites More sharing options...
phant Posted March 17, 2010 Author Share Posted March 17, 2010 Sorry, one more quick question: BOSS says to use FCOM options rather than OOO or MMM ones. When I rebuild the bashed patch, do I include MMM and OOO options as well as FCOM options?eg. Import Actors - there are MMM, OOO and FCOM optional check boxes, both .esm and .esp files. Do I check them all, or only the FCOM ones? I've been forum trawling and googling my @%$# off but I haven't found a conclusive answer to this yet. Cheers. Link to comment Share on other sites More sharing options...
Shadowfen Posted March 21, 2010 Share Posted March 21, 2010 I don't know if this will help you or not - it's just something I noticed when I reloaded after wiping my harddrive for other reasons. I clean installed all of my old mods on a clean Oblivion and I was getting a CTD on startup. I happened to remove the ArchiveInvalidation.txt file and suddenly Oblivion was perfectly happy - no CTDs at all. While removing the ArchiveInvalidation.txt file may be a bit radical, you can rename it to see if that changes the situation (i.e Oblivion starts working without it). IF IT DOES, then you can create a new one and start adding in entries from the old one by one to see which one(s) caused the CTD. Link to comment Share on other sites More sharing options...
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