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FCOM Crash


kaledoux

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So I installed FCOM following their instruction s to a T for a fresh install.

I started a new game and all was well, i could see that some of the mods were taking their effects right in the intro.

But any enemies turned green after being attacked and remained green once dead. Also, I could hear the background music but no other sound effects like footfall weapons etc.

 

Has anyone else had these problems and been able to fix them?

 

Attached is my load order in WRYEBASH

 

Thanks for any help!

:thumbsup:

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Enemies turning green means the one or more of your BSA files did not get registered properly, MMM.bsa, I believe.

 

 

Theoretically BSA Files are supposed to become active when an ".esp" of exactly the same name is activated, but that does not always seem to be the case.

 

You can manually "Register" your .bas files by editing the Oblivion.ini file located in your Oblivion Saved Games folder.

 

Put it at the end of the line that starts with "SArchiveList=Oblivion - Meshes.bsa," add a comma to the end, then add mmm.bsa

 

So, it would look like this: SArchiveList=Oblivion - Meshes.bsa, <a whole bunch of files>.bsa, mmm.bsa (or FraNewItems.bas, or whatever.bsa) You can string them together separated by commas. All of your .bas files should be registered

 

If you want to see them in the CS, you need to do the same in the ConstructionSet.ini file.

 

 

FCOM crashing after leaving the sewers seems to be a fairly common issue, but I'm sorry, I don't remember the fix. Try searching these forums for stuff having to do with FCOM, Sewers, Crashes, etc. I guarantee you this very issue is in here somewhere...

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Make sure you also have followed the updated instructions on the BethSoft thread here.

 

Yes, the MMM bsa comes in the archive named "MMM.bsa." It should be renamed "FCOM_Convergence_Mart's Monster Mod.bsa" as per the instructions in the MMM thread on BethSoft.

 

The crashing when exiting the sewers can be caused by a number of things. Make sure your Bashed Patch was built properly. Delete your DistantLOD folder and run TES4LODGen. If you're running Oblivion with Creative ALchemy, remove it using the utility as it is known to cause BSOD (with Oblivion). If you're using OSR try turning off dynamic resizing of the hash table, or disable the hash table hook altogether. If you're using the heap replacement in OSR, try using a different mode like 1 or 2 (use 2 only if running Vista/7). You can also try finding the line "iPreloadSizeLimit=26214400" in your .ini file and changing the value to 3 or 4 times the original. or 7 times the original if you're also using Qarl's texture packs.

 

Take a look at the error code in the problem report window by clicking for more details. If the code is "C0000005" it's a buffer overrun error, in which case it's usually a problem with OSR or Oblivion running over 2.2 GB of memory. The latter issue can be solved by enabling the LLA flag in the .exe, but OBSE clears this flag, in which case you should be using OSR's heap replacer.

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