bben46 Posted July 31, 2010 Share Posted July 31, 2010 First check the obvious - do you have OBSE installed and are you starting the game with it ? This Gives the same crash on many mods. Link to comment Share on other sites More sharing options...
DavidBudreck Posted July 31, 2010 Author Share Posted July 31, 2010 To answer you Tomlong54210, no. The main oblivion load screen comes up for a second or two, max, then vanishes. The documented fix was easy enough. The author indicated a couple of packages of type "Find" that had no targets, so he suggested changing them to "Travel." In reality there were a couple dozen "Finds" with no targets. I changed them all. Still crashes. I went into each script and compiled them one by one to see if there were any hidden errors. There was only one; he had set the name of the script the same as the object using it. I changed that, but still crashes (I did not expect that to fix the issue, but with something like this you never know). I then went in and did a "Save As with New ID's" but the new .esp has the same issue. I also tried deleting the meshes and textures associated with this mod. This guy was great, he put everything in an "ICEXPAND" subfolder so it was easy. I did try disabling ALL other mods. That DID work; it did NOT crash, so it is definitely a mod conflict. Just for the heck of it I also activated all the .esm files; It did NOT crash with that list, either. Unfortunately, I am currently using FCOM, so disabling mods one by one to find the conflict is not an attractive proposition. Unless somebody recognizes this type of thing and can narrow the search a little, this poor mod that I don't even know if I will like seems like it is destine for the Recycle Bin... Link to comment Share on other sites More sharing options...
DavidBudreck Posted July 31, 2010 Author Share Posted July 31, 2010 Sorry, BBen I didn't see your post until after posting the last one. Yes I have OBSE, and yes I religeously use the OBSE Loader to start Oblivion. I NEVER open Oblivion any other way. I have gotten to the point where I can NEVER quit Oblivion without error--not just a CTD, but a complete screen freeze that requires a logoff or reboot. Thank GOD for CleanQuit!!!!!!!!!!!!!!!! So, I am always doubly, triply, sure I use the OBSE Loader to start Oblivion. This mod does not use OBSE, by the way. Link to comment Share on other sites More sharing options...
Hickory Posted July 31, 2010 Share Posted July 31, 2010 I did try disabling ALL other mods. That DID work; it did NOT crash, so it is definitely a mod conflict. Just for the heck of it I also activated all the .esm files; It did NOT crash with that list, either. Unfortunately, I am currently using FCOM, so disabling mods one by one to find the conflict is not an attractive proposition. Unless somebody recognizes this type of thing and can narrow the search a little, this poor mod that I don't even know if I will like seems like it is destine for the Recycle Bin... I would say it's a good bet to narrow your search to mods that alter cells around the waterfront -- for the heck of it, I downloaded and installed this mod. I have Better Cities and UL installed, as well as OOO and this mod did not crash, and I only found, in the short time I checked it, one conflict, which was the house is stuck through a large rock, but it was not game breaking. Link to comment Share on other sites More sharing options...
DavidBudreck Posted July 31, 2010 Author Share Posted July 31, 2010 I've given up on the Waterfront version, and lately have been concentrating on the ICEXPAND mod. I believe he only edits one cell in the Waterfront version, but my guess would be that it is not cell-related, but AI or Script related probably AI since that IS what caused most or all the other bugs users were reporting. Especially since I experience the same issue with both mods. I had the Waterfront mod working before installing FCOM, but had never gotten the non-waterfront version to work. So, if it is cell-related, it would mean two or more different cells in two or more mods conflicting with two different cells in these two different mods. He does A LOT with AI, there are dozens if not several hundred custom AI Packages in the ICEXPAND mod. The thing is, that he does NOT edit anything vanilla unless he absolutely has to; he makes new forms for everything else, like all the AI packages; all custom; all new, so HOW they could be conflicting with some other mod is beyond me. This guy was a model modder! (except for the crashes, oh well, can't have everything I guess). I do not have Better Cities, but do have UL, and Region Revive installed. Link to comment Share on other sites More sharing options...
Hickory Posted July 31, 2010 Share Posted July 31, 2010 I've given up on the Waterfront version, and lately have been concentrating on the ICEXPAND mod. I believe he only edits one cell in the Waterfront version Not according to his readme:"9 Exterior cellsICwaterfront 2,3,4,5,6 ICWaterfrontBloatedFloatEntrance, ICWaterfrontElvenEntrance, Cells 3,12 & 4,12" , but my guess would be that it is not cell-related, but AI or Script related probably AI since that IS what caused most or all the other bugs users were reporting.Than makes no sense, since it would be consistant with ANYBODY who ran using this mod. Especially since I experience the same issue with both mods.Which makes it sound like an issue your end -- many people run both mods without problem. I had the Waterfront mod working before installing FCOM,Doesn't that tell you something? but had never gotten the non-waterfront version to work. So, if it is cell-related, it would mean two or more different cells in two or more mods conflicting with two different cells in these two different mods.I was merely trying to give you a starting point -- it doesn't HAVE to be cell related. He does A LOT with AI, there are dozens if not several hundred custom AI Packages in the ICEXPAND mod.Again, if it was faulty AI in his mod, ie. not a conflict, why would so many people, myself included, be able to use it without issue, and some, like yourself, cannot? AI is in the mod, no matter who uses it. The thing is, that he does NOT edit anything vanilla unless he absolutely has to; he makes new forms for everything else, like all the AI packages; all custom; all new, so HOW they could be conflicting with some other mod is beyond me. This guy was a model modder! (except for the crashes, oh well, can't have everything I guess).I refer you back to the STOCK cells he changed in just the Waterfront addon. Link to comment Share on other sites More sharing options...
DavidBudreck Posted July 31, 2010 Author Share Posted July 31, 2010 Thank you all for your help, but never mind any of it. The answer was simply too many mods. I knew I was running close to the edge because Wrye Bash would only let me activate one more mod, not two. However, activating that one more mod whacked Oblivion. A friend sent me a mod to try; I installed it and Bam! Same crash, so I knew something was up. Pick a random mod I had laying around, activate it, bam! Same crash. Pick a mod to deactivate, and now I can load my friends mod, and both ICEXPAND and ICEXPANDwaterfront. (Just not at the same time without picking another mod to deactivate). Go figure. Link to comment Share on other sites More sharing options...
Tomlong54210 Posted July 31, 2010 Share Posted July 31, 2010 Thank you all for your help, but never mind any of it. The answer was simply too many mods. I knew I was running close to the edge because Wrye Bash would only let me activate one more mod, not two. However, activating that one more mod whacked Oblivion. A friend sent me a mod to try; I installed it and Bam! Same crash, so I knew something was up. Pick a random mod I had laying around, activate it, bam! Same crash. Pick a mod to deactivate, and now I can load my friends mod, and both ICEXPAND and ICEXPANDwaterfront. (Just not at the same time without picking another mod to deactivate). Go figure.Oh, you ran into the max plugins and BSAs bug - http://tesivpositive.animolious.com/?page=troubleshooting? Plugin Merging - http://tesivpositive.animolious.com/?page=plugin_merging <-- the basics Link to comment Share on other sites More sharing options...
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