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Frame freezing combos?


absterge

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Greetings, all. I've come upon some rather strange behavior that I'd like to share. Perhaps someone would have some insight to offer me.

 

I'm running Oblivion 1.2.0.416 with SI, the latest FCOM, latest Cobl, UOP & USIP, RAEVWD, and others, and using Wrye Bash 285 to build my Bashed Patch. My video hardware is an nVidia Quadro FX 3600M (yes, on a laptop). I'm using Bloom lighting. I've got 4G RAM on Windows XP SP3 x86.

 

I prefer 'immersive' mods, and I have historically always installed and enjoyed Realistic Fatigue. One thing this mod does is during exertion, ie running or swinging a heavy weapon, as fatigue decreases it adds progressively more invasive blur shaders and breathing/panting sounds. I also like Cobl's rebalanced races with the various powers and such. I often choose the birthsign of the Thief, and get the Scout ability with that, which is a lesser power combination of night-eye and detect life (great for avoiding combat!).

 

Over the last week or so I've (again) read through lots of tweaking guides (http://www.tweakguides.com/Oblivion_1.html, for starters) and played with video settings including nVidia's control panel. I made some experimental changes and played around a while, and also tested out OBGEv2. I very much like the SSAO shader, that's impressive work. Anyway, at the end of it all, I removed Oblivion.exe from the nVidia customization list and restored all the settings to default, and got rid of OBGE (it's resource intensive).

 

Here's the weird part. If I use the oblivion launcher and turn on AA at any level, then when I use night eye at the same time as the hit shader for Realistic Fatigue's exhaustion, what happens is that the frame freezes solid at the instant the hit shader kicks in. The game still runs, I can open and close menus, and the compass still tracks left and right, but the rest of the viewport never updates. If I tab out of the game and back in, the menu will be open and I can close it and continue playing until the same conditions are met again, night eye with a hit shader.

 

I've tried replacing night eye's shader and the hit shader, and I've also tested this with and without Realistic Fatigue, and with and without AA. In every test, it seems that only the complete combination of AA, night eye, and the hit shader produce the result of a stuck frame, and it does so predictably, repeatably, and stably (which is the real shocker, no CTDs even when alt-tabbing out and back!). To be clear, it doesn't matter if I'm falling off a ledge, getting hit with an arrow, or just panting from a hard run, whether I use Realistic Fatigue or not, the combination of AA + night eye + hit shader still freezes the viewport.

 

Just for grins, I've uploaded the save that I was using for reference. http://www.megaupload.com/?d=WJO47AGZ (7/27/2010, should be good until at least 8/17/2010).

 

If anybody has any ideas on how to remedy this, I'm all ears. I'm even considering wiping out Obl and starting over with everything. Not preferred, but I am willing to do this... Thanks, all!

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So, I went and did it all again. Wiped Oblivion entirely and started over. Oblivion, patch, SI, patch, UOP, USIP, Fran's, OOO, WarCry, Bob's, MMM, Cobl, FCOM, OBSE, Bash, BOSS, xul Landscapes, Realistic Fatigue and some weather mods, plus a smattering of other standard stuff I like.

 

I loaded my saved game with AA turned on, cast Scout for the night eye effect, and jumped around until I got tired... and got the same behavior, one frame stuck while the game still runs. Weird.

 

By the way, before I went and rebuilt everything, I did try it with just Oblivion.esm and Realistic Fatigue, and Cobl alone, and did manage to get the same thing. It doesn't even seem to require RF...

 

Reference list:

 

 

Active Mod Files:
00  Oblivion.esm
01  ScreenEffects.esm
02  EnhancedWeather.esm  [Version 1.3.6]
03  Francesco's Leveled Creatures-Items Mod.esm
04  Francesco's Optional New Items Add-On.esm
05  Cobl Main.esm  [Version 1.72]
06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]
07  Mart's Monster Mod.esm  [Version 3.7b3p3]
08  FCOM_Convergence.esm  [Version 0.9.9a7]
09  Unofficial Oblivion Patch.esp  [Version 3.2.0]
0A  Oblivion Citadel Door Fix.esp
0B  DLCShiveringIsles.esp
0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]
0D  Francesco's Optional Chance of Stronger Bosses.esp
0E  Francesco's Optional Chance of Stronger Enemies.esp
++  FCOM_Francescos.esp  [Version 0.9.9]
++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
0F  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
10  Natural_Weather_by_Max_Tael.esp
11  Natural_Weather_HDR_by_Max_Tael.esp
12  Natural_Habitat_by_Max_Tael.esp
13  EnhancedWeather.esp  [Version 1.3.5]
14  EnhancedWeather - Enhanced Seasons.esp  [Version 1.3.1]
15  Natural_Water_by_Max_Tael.esp
16  MIS.esp
17  MIS New Sounds Optional Part.esp
18  Living Economy.esp
19  Living Economy - Items.esp
1A  Cutthroat Merchants.esp
1B  Map Marker Overhaul.esp  [Version 3.5.2]
1C  Map Marker Overhaul - SI additions.esp  [Version 3.5]
1D  KDDwemerSpectacles.esp
1E  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]
1F  Cobl Glue.esp  [Version 1.72]
20  Cobl Si.esp  [Version 1.63]
21  OOO 1.32-Cobl.esp  [Version 1.72]
22  FCOM_Cobl.esp  [Version 0.9.9]
23  Bob's Armory Oblivion.esp
24  FCOM_BobsArmory.esp  [Version 0.9.9]
25  Oblivion WarCry EV.esp
26  FCOM_WarCry.esp  [Version 0.9.9]
27  FCOM_WarCryNoSpawn.esp  [Version 0.9.9]
28  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]
29  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]
2A  FCOM_Convergence.esp  [Version 0.9.9]
2B  FCOM_RealSwords.esp  [Version 0.9.9]
2C  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]
2D  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 - No Undead Rise.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]
2E  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]
2F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]
30  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]
31  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]
32  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]
33  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]
34  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]
35  xuldarkforest.esp  [Version 1.0.5]
36  xulStendarrValley.esp  [Version 1.2.2]
37  xulTheHeath.esp
38  XulEntiusGorge.esp
39  xulFallenleafEverglade.esp  [Version 1.3.1]
3A  xulColovianHighlands_EV.esp  [Version 1.2.1]
3B  xulChorrolHinterland.esp  [Version 1.2.2]
3C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]
3D  xulBravilBarrowfields.esp  [Version 1.3.2]
3E  xulLushWoodlands.esp  [Version 1.3]
3F  xulAncientYews.esp  [Version 1.4.2]
40  xulAncientRedwoods.esp  [Version 1.6]
41  xulCloudtopMountains.esp  [Version 1.0.3]
42  xulArriusCreek.esp  [Version 1.1.3]
43  xulPatch_AY_AC.esp  [Version 1.1]
44  xulRollingHills_EV.esp  [Version 1.3.2]
45  xulPantherRiver.esp
46  xulRiverEthe.esp  [Version 1.0.2]
47  xulBrenaRiverRavine.esp  [Version 1.0.2]
48  xulImperialIsle.esp  [Version 1.6.5]
49  xulBlackwoodForest.esp
4A  xulCheydinhalFalls.esp  [Version 1.0.1]
4B  xulAspenWood.esp  [Version 1.0.1]
4C  xulSkingradOutskirts.esp
4D  Natural_Vegetation_by_Max_Tael.esp
4E  Harvest [Flora].esp  [Version 3.0.0]
4F  DZ_Auto_Harvest.esp
50  Salmo the Baker, Cobl.esp  [Version 3.08]
51  RealisticFatigue.esp
52  RealisticForceMedium.esp
53  DirenniAlchemyApparatus.esp
54  RealisticLeveling.esp
++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]
55  Cobl Races.esp  [Version 1.52]
56  Cobl Races TNR.esp  [Version 1.53]
57  Cobl Races TNR SI.esp  [Version 1.53]
58  Cobl Races - Balanced.esp  [Version 1.52]
59  Francesco's 7 days respawn time - 1-16 day lenght rescale.esp
5A  Cobl Silent Equip Misc.esp  [Version 01]
5B  Bashed Patch, 0.esp
5C  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]
5D  Gold Nuggets by absterge.esp

 

 

I'm turning off AA for the moment. Maybe I just never noticed this before? I'd really appreciate if somebody else could test this out and tell me what they find, because it seems to me that this used to work flawlessly... Thanks all!

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33 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3] <-- grab the Diverse WaterLife update

 

++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3] <-- buggy in current release

 

28 Oscuro's_Oblivion_Overhaul.esp [Version 1.33] <-- You should be using OOO 1.34b5. Install the OOO 1.34b5 update.

 

10 Natural_Weather_by_Max_Tael.esp <-- Don't install two version of a plugin, and both of these are buggy.

11 Natural_Weather_HDR_by_Max_Tael.esp <-- Grab the fixed version of NW - http://tesivpositive.animolious.com/?page=popular_outdated_mods

 

26 FCOM_WarCry.esp [Version 0.9.9] <-- Don't use two version of the same plugin.

27 FCOM_WarCryNoSpawn.esp [Version 0.9.9]

 

Don't use two weather mods. You are using NW and EW. Choose one. If you want EW and NW's weather types, install All Natural (and be sure to read the ReadMe.)

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33 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3] <-- grab the Diverse WaterLife update

 

++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3] <-- buggy in current release

 

28 Oscuro's_Oblivion_Overhaul.esp [Version 1.33] <-- You should be using OOO 1.34b5. Install the OOO 1.34b5 update.

 

10 Natural_Weather_by_Max_Tael.esp <-- Don't install two version of a plugin, and both of these are buggy.

11 Natural_Weather_HDR_by_Max_Tael.esp <-- Grab the fixed version of NW - http://tesivpositive.animolious.com/?page=popular_outdated_mods

 

26 FCOM_WarCry.esp [Version 0.9.9] <-- Don't use two version of the same plugin.

27 FCOM_WarCryNoSpawn.esp [Version 0.9.9]

 

Don't use two weather mods. You are using NW and EW. Choose one. If you want EW and NW's weather types, install All Natural (and be sure to read the ReadMe.)

 

All Natural is better than them two weather mods.

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Regardless of weather or not AN is better, running two main weather mods means there are script conflicts, as the mods battle over changing the same values. Script conflicts can cause all sorts of trouble, and it is often hard to track them down. This conflict here, though, is obvious. Just do not use two weather mods. The only case in which that might work out is if you use one mod that really only affects Cyrodiil and another that really[i/] only affects SI. EW does have an SI only portion, as far as I can remember, and the same goes for AWS and AN. This scenario, however, is asking for trouble.
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..., running two main weather mods means there are script conflicts, as the mods battle over changing the same values. Script conflicts can cause all sorts of trouble, and it is often hard to track them down. <snip>

 

Thank you so much, Tomlong! I have to say that I'm so happy to actually have had someone else's eyes look through my mod list with enough attention to actually find errors. It's so easy to just get used to the long list and make some stupid mistakes like I did. I really appreciate your help!

 

I've eliminated the weather mods, updated OOO to 1.34, and removed the duplicate WarCry. I also installed All Natural and rebuilt my Bashed patch.

 

As long as I've been using mods, it seems to me that a page like the one you referenced has been long overdue. Sorting through files on nexus, it is not always clear which is best/newest/most stable. Thanks for that URL, anyway.

 

I'll report back with the results, thanks again!

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..., running two main weather mods means there are script conflicts, as the mods battle over changing the same values. Script conflicts can cause all sorts of trouble, and it is often hard to track them down. <snip>

 

Thank you so much, Tomlong! I have to say that I'm so happy to actually have had someone else's eyes look through my mod list with enough attention to actually find errors. It's so easy to just get used to the long list and make some stupid mistakes like I did. I really appreciate your help!

 

I've eliminated the weather mods, updated OOO to 1.34, and removed the duplicate WarCry. I also installed All Natural and rebuilt my Bashed patch.

 

As long as I've been using mods, it seems to me that a page like the one you referenced has been long overdue. Sorting through files on nexus, it is not always clear which is best/newest/most stable. Thanks for that URL, anyway.

 

I'll report back with the results, thanks again!

That is my (unofficial) second "job".

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..., running two main weather mods means there are script conflicts, as the mods battle over changing the same values. Script conflicts can cause all sorts of trouble, and it is often hard to track them down. <snip>

Thank you so much, Tomlong!<snip>

That is my (unofficial) second "job".

 

Well, I do appreciate your help; it takes a sharp eye to do that well, spotting mod conflicts. So, what's your first job?

 

After all this, I loaded up the save I wanted to use. The AA/hit/NightEye problem was gone, yay! I was walking north from fort Blueblood (isn't that it? from the mage's guild quest, anyway), and I got just past the settlement there, maybe a mile N of the fort? Anyway, as I entered a particular cell, I got a CTD. I thought that was strange, as that's never been a problem for me. So I reloaded, repeated, and got the same result. Bummer! I coc'd to the testing hall, waited for a week and day (7day respawn time), walked out the door to Hawkhaven, and tried to fast travel to my shack. CTD. hmm... tried to load an older save from before I started walking N and tried to fast travel. CTD. Dang. Turned off all my mods and did it all again. I was ok with the barebones (which I personally consider SI+FCOM+COBL, it's just not right any other way!), and I was okay with that plus a few others (realistic fatigue, stealth overhaul, let there be darkness... just a couple).

 

I think I narrowed it down to the xul Unique Landscapes mod, which I really love! Cyrodiil is so much more interesting and beautiful now! Anyway, I kept seeing wonky problems, so I started a new character. So far no problems, but when I get (back, ugh!) leveled up a bit and have some travel under my belt, I'll report back.

 

For reference -

Active Mod Files:
00  Oblivion.esm
01  ScreenEffects.esm
02  All Natural Base.esm  [Version 0.9.9.5]
03  Francesco's Leveled Creatures-Items Mod.esm
04  Francesco's Optional New Items Add-On.esm
05  Cobl Main.esm  [Version 1.72]
06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]
07  Mart's Monster Mod.esm  [Version 3.7b3p3]
08  FCOM_Convergence.esm  [Version 0.9.9a7]
09  Unofficial Oblivion Patch.esp  [Version 3.2.0]
0A  Oblivion Citadel Door Fix.esp
0B  DLCShiveringIsles.esp
0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]
0D  Francesco's Optional Chance of Stronger Bosses.esp
0E  Francesco's Optional Chance of Stronger Enemies.esp
0F  Francesco's Optional Chance of More Enemies.esp
10  Francesco's Optional Leveled Guards.esp
++  FCOM_Francescos.esp  [Version 0.9.9]
++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
11  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
12  Natural_Habitat_by_Max_Tael.esp
13  All Natural - Real Lights.esp  [Version 0.9.9.5]
**  All Natural.esp  [Version 0.9.9.5]
**  All Natural - SI.esp  [Version 0.9.9.5]
14  Natural_Water_by_Max_Tael.esp
15  MIS.esp
16  MIS New Sounds Optional Part.esp
++  Item interchange - Extraction.esp  [Version 0.76]
17  Living Economy.esp
18  Living Economy - Items.esp
19  Cutthroat Merchants.esp
1A  Map Marker Overhaul.esp  [Version 3.5.2]
1B  Map Marker Overhaul - SI additions.esp  [Version 3.5]
1C  KDDwemerSpectacles.esp
1D  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]
++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]
1E  Cobl Glue.esp  [Version 1.72]
1F  Cobl Si.esp  [Version 1.63]
**  OOO 1.32-Cobl.esp  [Version 1.72]
++  FCOM_Cobl.esp  [Version 0.9.9]
20  Bob's Armory Oblivion.esp
21  FCOM_BobsArmory.esp  [Version 0.9.9]
22  Oblivion WarCry EV.esp
23  FCOM_WarCry.esp  [Version 0.9.9]
**  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]
++  OOO-Water_Weeds.esp  [Version 1.33]
24  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]
**  FCOM_Convergence.esp  [Version 0.9.9]
25  FCOM_RealSwords.esp  [Version 0.9.9]
26  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]
++  FCOM_SaferRoads.esp  [Version 0.9.9]
27  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 - No Undead Rise.esp  [Version 3.7b3p3]
28  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]
29  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]
2A  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]
2B  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]
2C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]
2D  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]
++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]
++  FCOM_HungersUnitySI.esp  [Version 0.9.9]
++  FCOM_Archery.esp  [Version 0.9.9]
++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]
++  MMM Pelt Extension.esp
2E  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]
2F  xuldarkforest.esp  [Version 1.0.5]
30  xulStendarrValley.esp  [Version 1.2.2]
31  xulTheHeath.esp
32  XulEntiusGorge.esp
33  xulFallenleafEverglade.esp  [Version 1.3.1]
34  xulColovianHighlands_EV.esp  [Version 1.2.1]
35  xulChorrolHinterland.esp  [Version 1.2.2]
36  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]
37  xulBravilBarrowfields.esp  [Version 1.3.2]
38  xulLushWoodlands.esp  [Version 1.3]
39  xulAncientYews.esp  [Version 1.4.2]
3A  xulAncientRedwoods.esp  [Version 1.6]
3B  xulCloudtopMountains.esp  [Version 1.0.3]
3C  xulArriusCreek.esp  [Version 1.1.3]
3D  xulPatch_AY_AC.esp  [Version 1.1]
3E  xulRollingHills_EV.esp  [Version 1.3.2]
3F  xulPantherRiver.esp
40  xulRiverEthe.esp  [Version 1.0.2]
41  xulBrenaRiverRavine.esp  [Version 1.0.2]
42  xulImperialIsle.esp  [Version 1.6.5]
43  xulBlackwoodForest.esp
44  xulCheydinhalFalls.esp  [Version 1.0.1]
45  xulAspenWood.esp  [Version 1.0.1]
46  xulSkingradOutskirts.esp
47  Harvest [Flora].esp  [Version 3.0.0]
++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
48  DZ_Auto_Harvest.esp
**  Salmo the Baker, Cobl.esp  [Version 3.08]
49  Toggleable Quantity Prompt.esp  [Version 2.2.1]
4A  RealisticFatigue.esp
4B  RealisticForceMedium.esp
4C  DirenniAlchemyApparatus.esp
4D  RealisticLeveling.esp
++  Francesco's Slower skills x1.5.esp
4E  Let There Be Darkness - Cyrodiil + SI.esp
++  Item interchange - Placement for FCOM.esp  [Version 0.76]
++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]
4F  Atmospheric Loading Screens - No Text.esp
++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]
50  Cobl Races.esp  [Version 1.52]
**  Cobl Races TNR.esp  [Version 1.53]
**  Cobl Races TNR SI.esp  [Version 1.53]
++  Cobl Races - Balanced.esp  [Version 1.52]
**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]
51  Bashed Patch, 0.esp
52  FormID Finder4.esp
53  Gold Nuggets by absterge.esp

 

 

One more thing... All Natural includes a mesh from Real Lights, meshes\reallights\fxlightbeamlong01.nif, but this file isn't included in the archives for either mod. ??? Am I missing something obvious?

 

Thanks again!

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..., running two main weather mods means there are script conflicts, as the mods battle over changing the same values. Script conflicts can cause all sorts of trouble, and it is often hard to track them down. <snip>

Thank you so much, Tomlong!<snip>

That is my (unofficial) second "job".

 

Well, I do appreciate your help; it takes a sharp eye to do that well, spotting mod conflicts. So, what's your first job?

 

After all this, I loaded up the save I wanted to use. The AA/hit/NightEye problem was gone, yay! I was walking north from fort Blueblood (isn't that it? from the mage's guild quest, anyway), and I got just past the settlement there, maybe a mile N of the fort? Anyway, as I entered a particular cell, I got a CTD. I thought that was strange, as that's never been a problem for me. So I reloaded, repeated, and got the same result. Bummer! I coc'd to the testing hall, waited for a week and day (7day respawn time), walked out the door to Hawkhaven, and tried to fast travel to my shack. CTD. hmm... tried to load an older save from before I started walking N and tried to fast travel. CTD. Dang. Turned off all my mods and did it all again. I was ok with the barebones (which I personally consider SI+FCOM+COBL, it's just not right any other way!), and I was okay with that plus a few others (realistic fatigue, stealth overhaul, let there be darkness... just a couple).

 

I think I narrowed it down to the xul Unique Landscapes mod, which I really love! Cyrodiil is so much more interesting and beautiful now! Anyway, I kept seeing wonky problems, so I started a new character. So far no problems, but when I get (back, ugh!) leveled up a bit and have some travel under my belt, I'll report back.

 

For reference -

Active Mod Files:
00  Oblivion.esm
01  ScreenEffects.esm
02  All Natural Base.esm  [Version 0.9.9.5]
03  Francesco's Leveled Creatures-Items Mod.esm
04  Francesco's Optional New Items Add-On.esm
05  Cobl Main.esm  [Version 1.72]
06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]
07  Mart's Monster Mod.esm  [Version 3.7b3p3]
08  FCOM_Convergence.esm  [Version 0.9.9a7]
09  Unofficial Oblivion Patch.esp  [Version 3.2.0]
0A  Oblivion Citadel Door Fix.esp
0B  DLCShiveringIsles.esp
0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]
0D  Francesco's Optional Chance of Stronger Bosses.esp
0E  Francesco's Optional Chance of Stronger Enemies.esp
0F  Francesco's Optional Chance of More Enemies.esp
10  Francesco's Optional Leveled Guards.esp
++  FCOM_Francescos.esp  [Version 0.9.9]
++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
11  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
12  Natural_Habitat_by_Max_Tael.esp
13  All Natural - Real Lights.esp  [Version 0.9.9.5]
**  All Natural.esp  [Version 0.9.9.5]
**  All Natural - SI.esp  [Version 0.9.9.5]
14  Natural_Water_by_Max_Tael.esp
15  MIS.esp
16  MIS New Sounds Optional Part.esp
++  Item interchange - Extraction.esp  [Version 0.76]
17  Living Economy.esp
18  Living Economy - Items.esp
19  Cutthroat Merchants.esp
1A  Map Marker Overhaul.esp  [Version 3.5.2]
1B  Map Marker Overhaul - SI additions.esp  [Version 3.5]
1C  KDDwemerSpectacles.esp
1D  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]
++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]
1E  Cobl Glue.esp  [Version 1.72]
1F  Cobl Si.esp  [Version 1.63]
**  OOO 1.32-Cobl.esp  [Version 1.72]
++  FCOM_Cobl.esp  [Version 0.9.9]
20  Bob's Armory Oblivion.esp
21  FCOM_BobsArmory.esp  [Version 0.9.9]
22  Oblivion WarCry EV.esp
23  FCOM_WarCry.esp  [Version 0.9.9]
**  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]
++  OOO-Water_Weeds.esp  [Version 1.33]
24  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]
**  FCOM_Convergence.esp  [Version 0.9.9]
25  FCOM_RealSwords.esp  [Version 0.9.9]
26  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]
++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]
++  FCOM_SaferRoads.esp  [Version 0.9.9]
27  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 - No Undead Rise.esp  [Version 3.7b3p3]
28  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]
29  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]
2A  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]
2B  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]
2C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]
2D  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]
++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]
++  FCOM_HungersUnitySI.esp  [Version 0.9.9]
++  FCOM_Archery.esp  [Version 0.9.9]
++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]
++  MMM Pelt Extension.esp
2E  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]
2F  xuldarkforest.esp  [Version 1.0.5]
30  xulStendarrValley.esp  [Version 1.2.2]
31  xulTheHeath.esp
32  XulEntiusGorge.esp
33  xulFallenleafEverglade.esp  [Version 1.3.1]
34  xulColovianHighlands_EV.esp  [Version 1.2.1]
35  xulChorrolHinterland.esp  [Version 1.2.2]
36  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]
37  xulBravilBarrowfields.esp  [Version 1.3.2]
38  xulLushWoodlands.esp  [Version 1.3]
39  xulAncientYews.esp  [Version 1.4.2]
3A  xulAncientRedwoods.esp  [Version 1.6]
3B  xulCloudtopMountains.esp  [Version 1.0.3]
3C  xulArriusCreek.esp  [Version 1.1.3]
3D  xulPatch_AY_AC.esp  [Version 1.1]
3E  xulRollingHills_EV.esp  [Version 1.3.2]
3F  xulPantherRiver.esp
40  xulRiverEthe.esp  [Version 1.0.2]
41  xulBrenaRiverRavine.esp  [Version 1.0.2]
42  xulImperialIsle.esp  [Version 1.6.5]
43  xulBlackwoodForest.esp
44  xulCheydinhalFalls.esp  [Version 1.0.1]
45  xulAspenWood.esp  [Version 1.0.1]
46  xulSkingradOutskirts.esp
47  Harvest [Flora].esp  [Version 3.0.0]
++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
48  DZ_Auto_Harvest.esp
**  Salmo the Baker, Cobl.esp  [Version 3.08]
49  Toggleable Quantity Prompt.esp  [Version 2.2.1]
4A  RealisticFatigue.esp
4B  RealisticForceMedium.esp
4C  DirenniAlchemyApparatus.esp
4D  RealisticLeveling.esp
++  Francesco's Slower skills x1.5.esp
4E  Let There Be Darkness - Cyrodiil + SI.esp
++  Item interchange - Placement for FCOM.esp  [Version 0.76]
++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]
4F  Atmospheric Loading Screens - No Text.esp
++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]
50  Cobl Races.esp  [Version 1.52]
**  Cobl Races TNR.esp  [Version 1.53]
**  Cobl Races TNR SI.esp  [Version 1.53]
++  Cobl Races - Balanced.esp  [Version 1.52]
**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]
51  Bashed Patch, 0.esp
52  FormID Finder4.esp
53  Gold Nuggets by absterge.esp

 

 

One more thing... All Natural includes a mesh from Real Lights, meshes\reallights\fxlightbeamlong01.nif, but this file isn't included in the archives for either mod. ??? Am I missing something obvious?

 

Thanks again!

I file cannot be both included and not included. I do not understand what you mean by that question. Also, the ULs are all separate mods. Have you tried to identify which one is causing the problems? You need to install the MMMMWL UL patches as well. There are two, and you can use both - http://www.tesnexus.com/downloads/file.php?id=13834

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