scrivener07 Posted September 22, 2010 Share Posted September 22, 2010 Im having a crippling problem. My game is running smooth as butter until I close my journal and my game gets totally frozen. Im running obse v18, Oblivion Character Manager, Fastexit v2 and the Unofficial Fcom Patch which I have never tried before. The Unofficial Fcom Patch advertises it brings MMM 3.7 in line with fcom.My suspect mods are besides the Unofficial Fcom Patch... Tamriel Travellers which seems to be working fine in game may be causing crashes or Map Marker Overhaul. I have a goty edition patched with SI. Any input would be rockin awesome! thanks guys Oblivion.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmTamrielTravellers.esmFCOM_Convergence.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espUnofficial Shivering Isles Patch.espDLCShiveringIsles.espOblivion.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espCobl Glue.espCobl Si.espOOO 1.32-Cobl.espCobl Races.espFCOM_Cobl.espBob's Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espOOO-No_Guild_Ownership.espFCOM_Convergence.espFCOM_SpawnRatesSlightlyReduced.espFCOM_SaferRoads.espFCOM_NoSpiders.espFCOM_NoWyverns.espMart's Monster Mod - No Reavers.espMart's Monster Mod - No Giants.espMart's Monster Mod - No Werewolves.espMart's Monster Mod - No Lanterns.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Foxes.espTamrielTravellers4OOO.espFCOM_TamrielTravelers.espTamrielTravellersItemsnpc.espTamrielTravellersItemsCobl.espTamrielTravellersItemsVendor.espFCOM_Archery.espKnights.espKnights - Unofficial Patch.espFCOM_Knights.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espP1DkeyChain.espAnvilBayExpansion.espAlternative Start by Robert Evrae.espMap Marker Overhaul.espQuietFeet.espBashed Patch, 0.esp Link to comment Share on other sites More sharing options...
Hickory Posted September 22, 2010 Share Posted September 22, 2010 Try removing the bsa hack 'Oblivion.esp' and install ArchiveInvalidation Invalidated instead -- the hack will cause problems if oblivion.ini includes the name of the bsa. Link to comment Share on other sites More sharing options...
scrivener07 Posted September 23, 2010 Author Share Posted September 23, 2010 I got rid of that Oblivion.esp, Deactivated DarNified UI, and defaulted my .ini . This didnt seem to help any. But then I turned my eyes to obse and tried launching oblivion without it via just the oblivion.exe. I loaded up my save game and my journal bug is gone! So I think Ive isolated my problem to either my version of obse (v18 stable), a plugin that is running outdated or bugged up scripts, or some incompatibilities in the mods or mod versions Im using. But I really need to be running obse any thoughts or ideas? I need a lead Link to comment Share on other sites More sharing options...
Hickory Posted September 23, 2010 Share Posted September 23, 2010 Looking at your mod list, I can say that I have run most of them with OBSE 18 without issue. The only major ones I haven't ran is Francesco's and FCOM, but other people seem to have no problem with them, at least as far as OBSE goes. I think you might have it when you mention OBSE plugins. Time to clear out and troubleshoot your plugins folder, I think. Link to comment Share on other sites More sharing options...
scrivener07 Posted September 23, 2010 Author Share Posted September 23, 2010 What method do you use to troubleshoot your mod list. What I have in mind is to deactivate most of my mods through OBMM and rebuild my merged patch, then launch my game save and see what happens. Then add one mod at a time and launch the game to check what changes. Is this the best way to do it? Should I try to remove the mods files im not testing from my data folder or is deactivating and unchecking them through obmm enough.Im at work right now but cant wait to start testing when I get home. <lame>Playing oblivion is awesome right now unless I need to open my journal</lame> Link to comment Share on other sites More sharing options...
scrivener07 Posted September 24, 2010 Author Share Posted September 24, 2010 (edited) Well I solved my problem and created an new one. I was getting the journal crash from map marker overhaul be installed incorrectly. I must have still done it wrong because now the journal works great except now I cant scroll my map. Has anyone ever heard of this happening before? Maybe there is an .ini setting that got screwed somewhere but Im just stabbing in the dark atm. Does anyone have any idea where and what file might have control over settings that reflect my current problem? **edit**I was looking through my oblivion dir and found my Map Marker Overhaul ini and found these entrees that look interesting. Not exactly sure if one of these may be locking my map to center my current location. btw its not completely frozen. If I goes to my quest log and click the show on map button it centers on the quest marker. ; --------- Settings to control Fast Travel ; Set maximum allowed distance to use Fast Travel. The distance number of cells, where Chorrol-IC is ca 25 cells.; Set to 0 to allow unlimited distances.set tnoMMO.fastTravelmaxSingleDistance to 0 ; Set how much longer distances that are allowed if riding. Set to 1 or less to ignore riding status.set tnoMMO.fastTravelRideFactor to 1.2 ; Set how much longer distances that are allowed if Endurance and Athletics are both 100. Set to 1 or less to ignore those stats.; The factor will scale from 1 up to the set value as the stats increase. Ignored if riding.set tnoMMO.fastTravelStatsFactor to %fastTravelStatsFactor% ; Set the number of hours you must wait between Fast Travel. 0 means no time restriction.set tnoMMO.fastTravelTimeRestriction to 0 ; If fastTravelTimeRestriction is > 0, set the cumulative Fast Travel distance allowed before you have to wait.; If set to 0, you must wait fastTravelTimeRestriction hrs between each single FT.set tnoMMO.fastTravelmaxDistance to 0 ; Set whether to purge cell buffers before using Fast Travelset tnoMMO.pcbBeforeFastTravel to 0 ; --------- Settings to control immersive map ; Set whether the map automatically centers on the player position, or hides the player position by opening with the; same coordinates as last time.; Default (0) is to automatically center on playerset tnoMMO.hideMapPosition to 0 ; Set whether to hide the player marker position from the world/local maps. Default 0 (non-hidden)set tnoMMO.hidePlayerMarker to 0 ; Set whether to hide the quest marker position from the world/local maps. Default 0 (non-hidden); 1: Hide the quest marker from the compass; 2: Hide the quest marker from the compass and the local map; 3: Hide the quest marker from the compass, local and world mapsset tnoMMO.hideQuestMarker to 0 ; Set whether ALL map markers start hidden when you exit the sewers.set tnoMMO.hideMapMarkers to 0 ; Set whether to to hide newly found map markers from the world map, until they get placed on your map; 0: Disable the feature (markers get placed on the world map as normal); 1 or higher: Enable the feature, and you can get the markers placed on your map by paying a guard this value per found marker.set tnoMMO.hideNewMarkers to 0 ; If hideNewMarkers is enabled, you can also place markers on your map without paying a guard, by moving close to a previously known marker.; Set the distance you need to be within a previously known marker to place the newly found markers; The distance setting is as a fraction of the distance map markers become fully revealed.; 1.5 means that markers get placed on the map when you are 1.5 times longer away from a marker than the distance it would be fully revealed.set tnoMMO.oldMarkerDistance to 1.0 Edited September 24, 2010 by scrivener07 Link to comment Share on other sites More sharing options...
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