deepruntramp Posted August 26, 2010 Share Posted August 26, 2010 I just finished my first install of FCOM and started stepping through the included 300_Test.esp module to make sure it was working ok. With a level 1 character I can step through cells 00-29 without issue. Everything seems to work fine. I then use "player.setlevel 30" to test the upper end of stuff. Everything seems fine until cell 26. It seems to work every once in awhile... at level 30 I believe it's full of ghosts? But the majority of the time, when the load is complete, it just CTD's. I've done a no-clip god-mode run through Vilvern or whatever at level 1 and level 30 and it's fine (which is supposedly one of the other FCOM tests?). Two other little things that I'm not sure are intentional or not: Ice Imps' skin looks more like an oil slick than ice, and the Arch Lich's (or whatever the big lich that spawns at level 30 in 300_Test.esp is) robes have the same oil-slick like effect. Here's my load-order from Wrye: Active Mod Files: 00 Oblivion.esm 01 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5b] 02 Francesco's Optional New Items Add-On.esm [Version 4.5b] 03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 04 Mart's Monster Mod.esm [Version 3.7b3p3] 05 FCOM_Convergence.esm [Version 0.9.9MB3] 06 Unofficial Oblivion Patch.esp [Version 3.2.10] 07 DLCShiveringIsles.esp 08 Unofficial Shivering Isles Patch.esp [Version 1.4.0] 09 Francesco's Optional Chance of Stronger Bosses.esp 0A Francesco's Optional Chance of Stronger Enemies.esp ++ Francesco's Dark Seducer Weapons Patch.esp ++ FCOM_Francescos.esp [Version 0.9.9] ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] 0B FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 0C DLCHorseArmor.esp 0D DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] 0E DLCOrrery.esp 0F DLCOrrery - Unofficial Patch.esp [Version 1.0.3] 10 DLCVileLair.esp 11 DLCVileLair - Unofficial Patch.esp [Version 1.0.5] 12 DLCMehrunesRazor.esp 13 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] 14 DLCSpellTomes.esp ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 15 DLCThievesDen.esp 16 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] 17 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] 18 Bob's Armory Oblivion.esp 19 FCOM_BobsArmory.esp [Version 0.9.9] 1A Loth's Blunt Weapons for Npcs.esp ++ FCOM_LothsBluntWeapons.esp [Version 0.9.9] 1B Oblivion WarCry EV.esp [Version 1.09] 1C FCOM_WarCry.esp [Version 0.9.9MB5] 1D Oscuro's_Oblivion_Overhaul.esp [Version 1.34] 1E OMOBS.esp [Version 1.0] 1F OMOBS_SI.esp [Version 1.0] 20 OMOBS Optional Combat Settings.esp [Version 1.0] 21 FCOM_Convergence.esp [Version 0.9.9Mb3] ++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] 22 FCOM_RealSwords.esp [Version 0.9.9] 23 FCOM_DurabilityAndDamage.esp [Version 0.9.9] 24 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] ++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3] ++ FCOM_LessRats.esp [Version 0.9.9] ++ FCOM_LessReaversInGates.esp [Version 0.9.9] 25 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 26 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3] 27 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] 28 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] 29 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3] ++ Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3] ++ FCOM_DiverseGuardUnity.esp [Version 0.9.9] ++ FCOM_BobsGuardUnity.esp [Version 0.9.9] 2A FCOM_Archery.esp [Version 0.9.9] ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] 2B DLCBattlehornCastle.esp 2C DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4] 2D DLCFrostcrag.esp 2E DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] 2F Knights.esp 30 Knights - Unofficial Patch.esp [Version 1.0.9] ++ FCOM_Knights.esp [Version 0.9.9Mb3] ++ OOO-Magic_Script_Effect_Fix.esp [Version 1.33] 31 Bashed Patch, 0.esp Thanks for any advice you can offer! Link to comment Share on other sites More sharing options...
deepruntramp Posted August 28, 2010 Author Share Posted August 28, 2010 Bump! Link to comment Share on other sites More sharing options...
DavidBudreck Posted August 28, 2010 Share Posted August 28, 2010 I don't think anybody knows off the top of their what is in cell 26 vs cell 25 vs cell 27, which is why nobody has responded. I know I don't. I completely missed that there was a testing place when I did my install. And, these are levelled lists, so there is no telling exactly what is going wrong. If you can use the CS, try to take a look at what might be there. Otherwise, start disabling mods one at a time until it doesn't crash. That is part of the reason this testing ground exists, so you can troubleshoot which mods are not working together. With more to go on than "cell 26" somebody might be able to spot a problem more easily. Link to comment Share on other sites More sharing options...
lurker86 Posted September 29, 2010 Share Posted September 29, 2010 I just finished my first install of FCOM and started stepping through the included 300_Test.esp module to make sure it was working ok. With a level 1 character I can step through cells 00-29 without issue. Everything seems to work fine. I then use "player.setlevel 30" to test the upper end of stuff. Everything seems fine until cell 26. It seems to work every once in awhile... at level 30 I believe it's full of ghosts? But the majority of the time, when the load is complete, it just CTD's.I only registered so I could respond to this topic. I am having the *exact* same problem. Here is a rundown:I just installed FCOM, I followed it *to the letter* from here: http://forums.bethsoft.com/index.php?/topic/1115084-relz-fcom-convergence-and-ufcom-66/ I am not novice in this, and I used BOSS and I made a Bashed Patch properly. I stopped after (only) complete FCOM was installed, to see if the game ran good before I would experiment with adding mods on top of it. I ran around on a meager lvl 1 character in the world and everything worked flawlessly - every single thing. I then, just in case, tested the 300_test mod - ran through all 29 cells on lvl 1, cranked up 3 lvls, repeat, cranked up some more lvls and repeat again etc etc etc - I was just about to call it a victory, when my game crashed upon going to cell 26. This was when I was level 13. I have experimented with this and the crash seems to happen like ~30% of the times I enter cell 26 at my lvl 13. The times I do get in there, there are undead creatures, randomly equipped in helmets/armours etc - skeletons and the like, and some random unusual monsters or so. If it does not crash then everything seems to work fine in there. Also for me it crashes randomly in the loading bar, sometimes at the begining, and sometimes when it has just reached the end. It's crazy that me and the OP would get this in the same cell, isnt it? maybe wishfull thinking but one can hope that something is broke in the actual 300_test mod :P maybe someone with a proven stable fcom setup could try the test, advance to level 13 (or 30 as OP) and try to enter cell 26 a couple of times and see if he also crash? or maybe someone knows what is causing this? *any* help appreciated :) EDIT:My modlist from wrye bash when i test this: 00 Oblivion.esm 01 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI] 02 Francesco's Optional New Items Add-On.esm [Version 4.5bSI] 03 Cobl Main.esm [Version 1.73] 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 05 Mart's Monster Mod.esm [Version 3.7b3p3] 06 FCOM_Convergence.esm [Version 0.9.9MB3] 07 Armamentarium.esm [Version 1.35] 08 Artifacts.esm ** Cobl Races TNR.esp [Version 1.53] ** Cobl Races TNR SI.esp [Version 1.53] 09 Unofficial Oblivion Patch.esp [Version 3.3.1] 0A DLCShiveringIsles.esp 0B Unofficial Shivering Isles Patch.esp [Version 1.4.0] 0C Francesco's Optional Chance of Stronger Bosses.esp 0D Francesco's Optional Chance of Stronger Enemies.esp 0E Francesco's Optional Chance of More Enemies.esp 0F Francesco's Optional Leveled Guards.esp 10 FCOM_Francescos.esp [Version 0.9.9] 11 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] 12 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 13 DLCHorseArmor.esp 14 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] 15 Mart's Monster Mod - DLCHorseArmor+Slofs .esp [Version 0.91] 16 DLCOrrery.esp 17 DLCOrrery - Unofficial Patch.esp [Version 1.0.3] 18 DLCVileLair.esp 19 DLCVileLair - Unofficial Patch.esp [Version 1.0.5] 1A DLCMehrunesRazor.esp 1B DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] 1C DLCSpellTomes.esp 1D DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] 1E DLCThievesDen.esp 1F DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] 20 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] 21 Cobl Glue.esp [Version 1.73] 22 Cobl Si.esp [Version 1.63] 23 Bob's Armory Oblivion.esp 24 FCOM_BobsArmory.esp [Version 0.9.9] 25 Oblivion WarCry EV.esp [Version 1.09] 26 FCOM_WarCry.esp [Version 0.9.9MB5] 27 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] ** OMOBS.esp [Version 1.0] ** OMOBS_SI.esp [Version 1.0] 28 ArmamentariumLLVendors.esp [Version 1.35] 29 OOO 1.32-Cobl.esp [Version 1.72] 2A FCOM_Convergence.esp [Version 0.9.9Mb3] 2B FCOM_RealSwords.esp [Version 0.9.9] 2C FCOM_DurabilityAndDamage.esp [Version 0.9.9] 2D Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] 2E Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3] 2F Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] 30 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 31 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3] 32 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] 33 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] 34 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3] 35 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f] 36 Mart's Monster Mod - AlienSlof Horses Complete.esp [Version 3.7b3p3] 37 Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3] 38 FCOM_DiverseGuardUnity.esp [Version 0.9.9] 39 FCOM_BobsGuardUnity.esp [Version 0.9.9] 3A FCOM_MoreRandomSpawns.esp [Version 0.9.9] 3B FCOM_MoreRandomItems.esp [Version 0.9.9] 3C Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] 3D ArmamentariumLL4OOO.esp [Version 2.01] 3E ArmamentariumLLMagicOOO.esp [Version 1.35] 3F MMM-Cobl.esp [Version 1.73] 40 Artifacts.esp 41 Artifacts - ArmaCompleteAddon.esp [Version 1.0] 42 DLCFrostcrag.esp 43 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] 44 Knights.esp 45 Knights - Unofficial Patch.esp [Version 1.0.9] 46 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3] 47 FCOM_Knights.esp [Version 0.9.9Mb3] 48 Cobl Races.esp [Version 1.52] 49 Bashed Patch, 0.esp 4A Streamline 3.1.esp 4B 300_Test.esp [Version 0.9.2] Link to comment Share on other sites More sharing options...
Megatarius Posted September 29, 2010 Share Posted September 29, 2010 I've never used the 300 test mod. (I know. Bad! Bad! :teehee: ) But I have installed it twice, with addons like Enhanced Daedric Invasion and Tamrielic Ingredients. The first time took me 6 hours of painstaking research and following two tutorials at once: http://devnull.sweetdanger.net/convergence.htmlhttp://devnull.sweetdanger.net/fcominstall.html I then decided to jump headfirst into the game, and I did it with a character who fast traveled outside the borders (with a mod) and approached the world from the wilderness. She stumbled upon a dungeon called Yeleri and right away the game crashed every time I went in and rounded the corner to see the NPC's in it. I realized it was because I forgot to install the meshes and textures for the OOO update. Not just the finale version of OOO, but also a further update to that. (I know. It's FCOM. It's like that.) It has more meshes and textures. I got it working and right away my cute little woodland ranger girl got her ass handed to her by the infamous Sylvan Rangers. It was the beginning of a wonderful relationship. So perhaps there is some little thing you forgot to install. I understand you followed it painstakingly to the letter, but that's not enough. Even with two different tutorials at once, I missed something. It's FCOM. It's an endurance test to install. Few can maintain such focus for long. It helps to take frequent breaks and go plan rocket launches or do brain surgery. Link to comment Share on other sites More sharing options...
lurker86 Posted October 12, 2010 Share Posted October 12, 2010 I have went over the install several times now, and I have not missed anything. Also, as the OP also said, I tried to do a god mode walk through Vilverin, which works some times but some times not (crashes as I enter the second area) so now I am sure this spawn problem will bite me in the ass if I try to play. Annoying. And EVERY test cell is fine. Just not cell 26. Is there no way (or utility) to check what could spawn there? And if found, how could I fix it? This could also be a bug in FCOM, considering both me and OP have trouble with same cell spawn, making it unlikely that it is some kind of installation error. *please* anyone? Link to comment Share on other sites More sharing options...
Smooth613 Posted October 12, 2010 Share Posted October 12, 2010 I have no personal experience with this problem directly but I may have found your issue. By looking at your Load Order in your previous post you're loading 300_test.esp after your Bashed Patch. This would mean that all changes included in your Bashed Patch are potentially undone by loading 300_test.esp on top of it, creating conflicts. My suspicions are backed up by the most recent BOSS masterlist too. By doing a simple Ctrl F Search on the Masterlist.txt file you will find that 300_test.esp is supposed to load before your Patch. This only makes logical sense too. You're supposed to be testing changes made by FCOM and many of these changes are only made possible by the Bashed Patch. Therefor loading any FCOM related esp, including the test, after the patch you would nullify any changes. Now to your credit I did not find anything in the FCOM tutorials and installation guides I've searched that pertain to where you should load the test.esp. Either I missed it or they just assumed everyone would load it before the patch since this is the logical thing to do. Bad practice to assume certain things, especially involving anything complicated, such as FCOM. So I can not promise you this is the reason the test is crashing, this is only my theory based on information I've found. Hopefully it is correct and will resolve the issue. If not I guess we all learn something new; Simple logic is not always so simple, or logical. If this does work please let us know as I'm curious. Good luck! :thumbsup: Link to comment Share on other sites More sharing options...
lurker86 Posted October 12, 2010 Share Posted October 12, 2010 Thank you for trying to help me! :) I see now from looking back at my posted list, that you are indeed right about it loading after the bashed patch. Which is a bit strange becouse I am *sure* I bossed it (plenty of times, I used boss between each added esp during the fcom install to see if it gave some note that I had missed) I guess I never gave it much thought - I laid all in the hands of BOSS - Additionally, I also noticed that FCOM instructions didnt said where to place it, and thus I didnt think it mattered (since, if it does not alter any parts of the game, I assumed it wouldnt "override" any other mod no matter where I put it anyway) What is funny is the fact that now when I have added additional mods to my load order, it does no longer load after the bashed patch. Here is my current load order: 00 Oblivion.esm01 TR_OoT_Main.esm02 Cybiades.esm [Version 2.0]03 Windfall.esm04 All Natural Base.esm [Version 1.0]05 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]06 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]07 Cobl Main.esm [Version 1.73]08 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]09 Mart's Monster Mod.esm [Version 3.7b3p3]0A TamrielTravellers.esm [Version 1.39c]0B FCOM_Convergence.esm [Version 0.9.9MB3]0C Armamentarium.esm [Version 1.35]0D Artifacts.esm0E Kvatch Rebuilt.esm0F Better Cities Resources.esm [Version 4.7.1]10 CM Partners.esm** Cobl Races TNR.esp [Version 1.53]** Cobl Races TNR SI.esp [Version 1.53]11 Unofficial Oblivion Patch.esp [Version 3.3.1]12 DLCShiveringIsles.esp13 Unofficial Shivering Isles Patch.esp [Version 1.4.0]14 Better Cities .esp15 Francesco's Optional Chance of Stronger Bosses.esp16 Francesco's Optional Chance of Stronger Enemies.esp17 Francesco's Optional Chance of More Enemies.esp18 Francesco's Optional Leveled Guards.esp19 FCOM_Francescos.esp [Version 0.9.9]1A FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]1B FCOM_FrancescosNamedBosses.esp [Version 0.9.9]1C Fran Armor Add-on.esp1D Fran_Lv30Item_Maltz.esp1E All Natural - Real Lights.esp [Version 1.0]1F All Natural.esp [Version 1.0]20 All Natural - SI.esp [Version 1.0]21 Enhanced Water v2.0 HD.esp22 Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1]23 Symphony of Violence.esp24 WindowLightingSystem.esp25 300_Lore_Dialogue_Updated.esp26 Akatosh Mount By Saiden Storm.esp27 Book Jackets Oblivion.esp28 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp29 ImprovedSigns.esp2A ReneersNotesMod.esp2B Crowded Roads Revisited.esp [Version 1.1]2C Map Marker Overhaul.esp [Version 3.7]2D Map Marker Overhaul - SI additions.esp [Version 3.5]2E DLCHorseArmor.esp2F DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]30 Mart's Monster Mod - DLCHorseArmor+Slofs .esp [Version 0.91]31 DLCOrrery.esp32 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]33 DLCVileLair.esp34 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]35 DLCMehrunesRazor.esp36 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]37 DLCSpellTomes.esp38 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]39 Armory of the Silver Dragon.esp3A Lich King's Helm v1_0.esp3B New Frostmourne Sword by Jojjo v1_0.esp3C Tyrael Armor.esp3D DLCThievesDen.esp3E DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]3F DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]40 ExnemRuneskulls.esp41 FCOM_ExnemRuneskulls.esp [Version 0.9.9]42 Cobl Glue.esp [Version 1.73]43 Cobl Si.esp [Version 1.63]44 Bob's Armory Oblivion.esp45 FCOM_BobsArmory.esp [Version 0.9.9]46 Loth's Blunt Weapons for Npcs.esp47 FCOM_LothsBluntWeapons.esp [Version 0.9.9]48 Oblivion WarCry EV.esp [Version 1.09]49 FCOM_WarCry.esp [Version 0.9.9MB5]4A Oscuro's_Oblivion_Overhaul.esp [Version 1.34]** OMOBS.esp [Version 1.0]** OMOBS_SI.esp [Version 1.0]4B ArmamentariumLLVendors.esp [Version 1.35]4C OOO 1.32-Cobl.esp [Version 1.72]4D FCOM_Convergence.esp [Version 0.9.9Mb3]4E FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]4F FCOM_RealSwords.esp [Version 0.9.9]50 FCOM_DurabilityAndDamage.esp [Version 0.9.9]51 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]52 Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]53 FCOM_SaferRoads.esp [Version 0.9.9]54 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]55 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]56 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]57 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]58 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]59 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]5A Mart's Monster Mod - AlienSlof Horses Complete.esp [Version 3.7b3p3]5B TamrielTravellerAdvScript.esp [Version 1.39c]5C TamrielTravellers4OOO.esp [Version 1.39c]5D TamrielTravellersItemsCobl.esp [Version 1.39c]5E ShiveringIsleTravellers.esp [Version 1.39c]5F FCOM_TamrielTravelers.esp [Version 0.9.9]60 FCOM_DiverseGuardUnity.esp [Version 0.9.9]61 FCOM_BobsGuardUnity.esp [Version 0.9.9]62 FCOM_MoreRandomSpawns.esp [Version 0.9.9]63 FCOM_MoreRandomItems.esp [Version 0.9.9]64 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]65 ArmamentariumLL4OOO.esp [Version 2.01]66 ArmamentariumLLMagicOOO.esp [Version 1.35]67 MMM-Cobl.esp [Version 1.73]68 Oblivifall - Something's Not Right.esp [Version 1.0]69 KnightlyArmory.esp6A Ivellon.esp [Version 1.8]6B Imperial Furniture Renovated.esp6C Artifacts.esp6D Artifacts - ArmaCompleteAddon.esp [Version 1.0]6E Castle_Dunkerlore_V1.esp6F Kvatch Rebuilt.esp70 Kvatch Rebuilt - OOO Compatibility.esp71 Kvatch Rebuilt - Leveled Guards - FCOM.esp72 Kvatch Rebuilt Weather Patch.esp73 LetThePeopleDrink.esp [Version 2.5]74 Quest For The Elements.esp75 The Ayleid Steps.esp [Version 3.4]76 TR_Stirk.esp77 1SB_VampireHaven.esp78 VHBloodlines 1.2.esp [Version 1.4]79 Windfall.esp7A DLCFrostcrag.esp7B DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]7C Knights.esp7D Knights - Unofficial Patch.esp [Version 1.0.10]7E Cybiades.esp [Version 2.1]7F CybiadesDungeon.esp [Version 2.1]80 Damarask.esp [Version 1.02]81 RTT.esp82 The Lost Spires.esp83 Mighty Umbra.esp84 FCOM_MightyUmbra.esp [Version 0.9.9]85 FCOM_Knights.esp [Version 0.9.9Mb3]86 ElsweyrAnequina.esp87 Reaper's Esmeralda's Desert Manor.esp88 BeyondCyrodiil-Camps.esp89 Tales from Elsweyr Anequina.esp8A bartholm.esp8B FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]8C 300_Test.esp [Version 0.9.2]8D Cliff_BetterLetters.esp [Version 1.2]8E ScriptIcon_Replacer.esp8F Enhanced Vegetation [100%].esp90 Alternative Start by Robert Evrae.esp91 SupremeMagicka.esp [Version 0.90]92 SM_ShiveringIsles.esp [Version 0.86]93 SM_DLCSpellTome.esp [Version 0.80]94 SM_OOO.esp [Version 0.89]95 SM_MMM.esp [Version 0.89]96 SM_COBL.esp [Version 0.86]97 SM_EnchantStaff.esp [Version 0.80]98 SM_Scrolls.esp [Version 0.84]99 SM_SigilStone.esp [Version 0.83]9A MidasSpells.esp9B Lightweight Potions.esp [Version 1.1]9C EnchantmentRestore.esp9D EnchantmentRestore_Wells.esp9E RenGuardOverhaul.esp9F Enhanced Grabbing.esp [Version 0.5]A0 CM Partners.espA1 CM Partners Special NPCs.espA2 CM Partners NPC.espA3 CM Partners More NPCs.espA4 CM Partners Marker NPCs.espA5 CM Partners Extra NPCs.espA6 Cobl Races.esp [Version 1.52]A7 Better Cities Full.esp [Version 4.7.0]A8 Better Cities - Ruined Tail's Tale.esp [Version 4.7.0]A9 Better Cities - Knightly Armory.esp [Version 4.7.0]AA Better Cities - VHBloodlines.esp [Version 4.7.0]AB Better Imperial City.esp [Version 4.7.0]AC Better Cities - COBL.esp [Version 2.1]AD Get Wet.esp** Real Lava 1.3.esp** All Natural - Indoor Weather Filter For Mods.esp [Version 1.0]AE Bashed Patch, 0.espAF MergedMaps.espB0 Streamline 3.1.esp Does this look good? It's a bossed order as well. On my problem with the crash in cell 26: it has since my first post turned rather complicated. Here is a rundown to what happened after my post: I started experimenting with the making of the bashed patch, becouse I don't quite understand what to check in there. I mean FCOM instructions just tells to leave the "leveled lists" checkbox marked and thats it, yet BOSS places tags on things, making them appear on several sections for other checking. It's very confusing. And not (properly) explained *anywhere* (ive skimmed the entire internet, swear to god!) And what I did find out from this experimenting was this:- Placing a checkmark on everything that BOSS suggested that seemed unorthodox (for example - "import cells" --> all unnoficial patches) = cell 26 crashes as per my desciption above (this was my first setup) - Removing all checkboxes, leaving only "leveled lists" and specific UFCOM instructions = cell 26 actually passes every time! (note: I did not change the load order between the tests, and as such, the 300_test.esp was still loaded after the bashed patch) This led me to fear the bashed patch, and I decided that I would keep the bashed patch like that (meager) and install the rest of my mods and *only* check additional sections in the bashed patch if instructed in the other mods readme to do so. Leaving as few checkmarks as possible. I figured that this worked well, and as you can see on my new load order, I installed quite a few mods of which I think should not conflict with eachother (i did major research on each one of them just to make sure) But now, after this complete modded setup, and the bashed patch kept as meager as possible (only 3 or 4 mods asked me to add some checkmarks in the bashed patch and none of them has to do with spawns) the game works fine and all, everything seems perfect at a glance (start of the game lvl 1-5, not even one crash, every single mod functions well) but, after trying the 300_test.esp again (just to make sure) I guess you can understand my frustration when AGAIN cell 26 crashes. At first, I hoped it would be the 300_test.esp itself that bugs out for some reason, so I put the spawns to test in my game, to find out once and for all. I did the recommended and put on "god mode" and went to Vilverin for a runthrough. First a test on lvl 1 - worked fine. I held my breath and did it again, this time on lvl 13 (where the crash happens in the 300_test) and strolled through Vilverin once more - I go through the door to second area - yep you guessed it - crashed. Reloaded, went through same door, same level - no crash. So it is indeed a random spawn that crashes my game. I held my head high and thought "well, whatever, I can just get past lvl 13 real quick when I play for real and there is no problem" - but then i remembered what the OP said here, that it crashed for him in cell 26 on lvl 30. So I tested to go to 300_test again, as lvl 30 this time - tele to cell 26 - crash. My hope kinda faded away at that point :P I think it boils down to three possible things: 1. It was all placebo when I thought it actually worked. However I did enter cell 26 like 15-20 times, just to make sure. I guess I could have had such bad luck that the spawn simply didnt come during the tries but seeing as it is around a 30-40% chance of crash now, the odds for this are very low. 2. Some of the mods I installed afterwards somehow managed to mess up this creature in cell 26 once more. Seems unlikely somehow (but what do i know). 3. I need to do something with my bashed patch that I have not. Thoughts/ideas? Link to comment Share on other sites More sharing options...
MrJim Posted October 12, 2010 Share Posted October 12, 2010 I don't think that BOSS is sufficient to handle a complicated load order like FCOM with the addons you have running. Your load order looks pretty similar to mine and I am running most of the mods you have there without any crashing problems (well we are talking about Oblivion here so of course it crashes but not often...). The problem might just be entering such an active cell, I had a similar problem with tryig to sleep in the Arcane University when the quarters were full of apprentices. Maybe you should try a few ini tweaks to inprove performance and test again. Link to comment Share on other sites More sharing options...
Smooth613 Posted October 12, 2010 Share Posted October 12, 2010 Oh well it was a shot in the dark, thought I'd toss it out there. On the other hand it is weird that it's random, but there must be a common factor, it has to be a certain mob that spawns as you mentioned. It's the only thing that makes sense. And it's possible that a certain option could fix it in the Bashed Patch. Maybe try to experiment more with the patch, slowly. MrJim I do think BOSS is sufficient to handle and FCOM setup with multiple addons. Sure you may have to hand place a very few selected mods but for the most part BOSS is accurate. Although OP I can tell by the order of certain mods your BOSS Masterlist is not up to date. You should get the most recent from Nexus. I doubt very seriously that will help with your immediate problem but it's always a good idea to keep it current. I'll continue to dig around and see if I can find anything that could possible help you pinpoint the problem. In the mean time, god speed! Link to comment Share on other sites More sharing options...
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