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Random, erratic crashes?


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Ill try turning that off the next time I play, hopefully it will solve it. As for game stability, I think its been pretty stable. Played for 2 hours and only had 1 problem. The game froze when I ordered one of my companions to repair equipment. Reloading a save from a minute earlier and doing the same thing didnt cause a freeze, so idk.

 

Also, these daedra called "Herne" (huge scamp with antlers) are really bugging me. I already need potions to defeat them in 1v1 combat, but that isnt all. Ive seen as many as three spawn in one room along with several other daedra. Normally, I would have companions to help me fight them off, but the drop-down holes in oblivion caves (and any other large change in elevation) confuse the AI and they just hang out in alert mode at the cave entrance. There doesnt seem to be a tweak included to nerf their spawn rate (I think theyre from MMM). Is there a way to change this manually?

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Ill try turning that off the next time I play, hopefully it will solve it. As for game stability, I think its been pretty stable. Played for 2 hours and only had 1 problem. The game froze when I ordered one of my companions to repair equipment. Reloading a save from a minute earlier and doing the same thing didnt cause a freeze, so idk.

 

Also, these daedra called "Herne" (huge scamp with antlers) are really bugging me. I already need potions to defeat them in 1v1 combat, but that isnt all. Ive seen as many as three spawn in one room along with several other daedra. Normally, I would have companions to help me fight them off, but the drop-down holes in oblivion caves (and any other large change in elevation) confuse the AI and they just hang out in alert mode at the cave entrance. There doesnt seem to be a tweak included to nerf their spawn rate (I think theyre from MMM). Is there a way to change this manually?

Use FCOM reduced spawn rates. I think you should aim for at least 3-4 hours without crashes.

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New problem showing up: Companions are getting inventories reset after warping out of oblivion (when I remove the sigil stone).

sorry that's a game feature and only occasionally will it happen the way you wish.

 

And some CM companion mods try to use tricks that occasionally work

 

but it still happens more often than not.

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I managed to bypass it by ordering my companions to "Party Return" while the gate is closing.

 

...and deactivating SM Bounty didnt solve the scripted spell problem (yes, I rebuilt bashed patch). I know OOO removes the visual and audio effects from scripted spells, but something is messing with the hostility settings. A taunting spell doesnt work very well when its considered an assault.

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I managed to bypass it by ordering my companions to "Party Return" while the gate is closing.

 

...and deactivating SM Bounty didnt solve the scripted spell problem (yes, I rebuilt bashed patch). I know OOO removes the visual and audio effects from scripted spells, but something is messing with the hostility settings. A taunting spell doesnt work very well when its considered an assault.

That is really weird. I would have been surprised, however, if SM's mod had been the cause. You should really post about this in the FCOM thread on the BethSoft forums. There are more people that could help you there.

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Posted a reply on the FCOM thread regarding the spell issue. I have a few scripted spells that I have yet to test (including one that is actually beneficial to the target). Ill see how they work and update with more info as soon as I can.
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Posted a reply on the FCOM thread regarding the spell issue. I have a few scripted spells that I have yet to test (including one that is actually beneficial to the target). Ill see how they work and update with more info as soon as I can.

I saw. Keep in mind that many, many mod issues are easier to solve with the load order presented.

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