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FCOM Crash -- 300TestCell26 hates me!


deepruntramp

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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:

 

 

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Thanks for any advice you can offer!

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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.

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  • 1 month later...
  On 8/26/2010 at 8:46 PM, deepruntramp said:

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:

 

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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.html

http://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.

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  • 2 weeks later...

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?

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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:

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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:

 

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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?

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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.

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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!

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