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Modded Oblivion always crashes after a certain number of hours, even f


alphatau

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This is a strange bug, after so many hours 3-23 doesn't matter, Oblivion auto crashes after loading the savegame (don't get the corruption message). If I try loading from a previous saved game I eventually run into the crash bug at about the same hour. Ex. If I crashed at 3.23 I'll crash at 3.23 even after playing a really old saved from 1min into the game.

 

I've tried reinstalling but it didn't help much. Completely umodded oblivion rarely crashes (but isn't as fun). My comp matches the recommended req for modded oblivion.

 

My load list:

 

Oblivion.esm

Jog_X_Mod.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Cobl Main.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

TamrielTravellers.esm

FCOM_Convergence.esm

Kvatch Rebuilt.esm

CM Partners.esm

HorseCombatMaster.esm

Oblivifall Master File.esm

Beautiful_Women_Revised.esp

Handsome_Gents_Revised.esp

Unofficial Oblivion Patch.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

MOBS SI.esp

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Optional Chance of More Enemies.esp

FCOM_FrancescosItemsAddOn.esp

FranOBSEConfig.esp

Natural_Weather_by_Max_Tael.esp

Natural_Weather_with_darker_Nights_by_Max_Tael.esp

Natural_Weather_by_Max_Tael_RD.esp

Natural_Weather_with_darker_Nights_by_Max_Tael_RD.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

PCSoundGarrett.esp

DID3_DoubleTrouble.esp

personality_idles4_nopc.esp

P1DrobesOver.esp

P1DseeYouSleep.esp

Regrowing Nirnroot - Dissappear Reappear.esp

SoT_Holiday.esp

Unsafe Streets.esp

Enhanced Economy.esp

Oblivion Alive.esp

Crowded Cities 15.esp

Crowded Roads.esp

Map Marker Overhaul.esp

Alluring Potion Bottles v3.esp

Alluring Wine Bottles.esp

ClassyClothingCompendium.esp

Thieves Arsenal.esp

Rope Ladders v1.esp

Francesco's Mage Equipment.esp

Cobl Glue.esp

Cobl Si.esp

Oblivion WarCry EV.esp

FCOM_WarCry.esp

Oscuro's_Oblivion_Overhaul.esp

FCOM_Convergence.esp

FCOM_RealSwords.esp

FCOM_LessRats.esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - No Carrion Rats.esp

Mart's Monster Mod - No Undead Rise.esp

Mart's Monster Mod - Zombies for Body Meshes.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Farm Animals.esp

Mart's Monster Mod - Diverse WaterLife.esp

Mart's Monster Mod - AlienSlof Horses Complete.esp

TamrielTravellers4OOO.esp

TamrielTravellersItemsNPC.esp

TamrielTravellersItemsCobl.esp

FCOM_TamrielTravelers.esp

FCOM_DiverseGuardUnity.esp

FCOM_Archery.esp

FCOM_FriendlierFactions.esp

Mart's Monster Mod - Shivering Isles.esp

MMM-Cobl.esp

Cyrodiil transportation network OC.esp

BHC_Expanded.esp

(DC) Sutch Reborn.esp

ICEXPAND.esp

Jagnot- Imperial City Library V1.3.esp

Kragenir's Death Quest.esp

KDQ - Rural Line Additions.esp

Kvatch Rebuilt - OOO Compatibility.esp

Kvatch Rebuilt - Leveled Guards - FCOM.esp

The Siren's Deception.esp

Elder Council Plugin 1.1.esp

thievery.esp

thievery - EE patch.esp

VaultsofCyrodiil.esp

za_bankmod.esp

RTT.esp

MannimarcoRevisited.esp

MannimarcoRevisitedOOO.esp

ElsweyrAnequina.esp

Vergayun.esp

HeartOftheDead.esp

Oblivifall - Losing My Religion.esp

Natural_Vegetation_by_Max_Tael.esp

Cliff_BetterLetters.esp

Cliff's Daggerfall Uriel Septim and Ocato.esp

Dungeon Actors Have Torches 1.6 CT.esp

M.O.E. - New Classes.esp

more books teach.esp

Oblivifall - Ambiant Dungeon SFX.esp

Oblivifall - Closing Time.esp

Oblivifall - Let's Talk!.esp

Oblivifall - Something's Not Right.esp

PersuasionOverhaul.esp

Roleplaying Dialogues.esp

Kobu's Skip Intro Mod.esp

RealisticFatigue.esp

RealisticForceMedium.esp

RealisticMagicForceLow.esp

GalerionUnarmoredAcrobatics.esp

RealSleepExtended.esp

PJs Spell Compendium - Spell Requirements.esp

SupremeMagicka.esp

SM_ShiveringIsles.esp

SM_OOO.esp

SM_MMM.esp

SM_COBL.esp

SM_Scrolls.esp

MidasSpells.esp

Midas OscuroGems.esp

Mart's Monster Mod - Midas Creature Ingredients.esp

Midas Tigernolevel OBSE.esp

StealthOverhaul.esp

RenGuardOverhaul.esp

kuerteeClothingMatters.esp

DeadlyReflex 5 - Combat Moves.esp

SM_DeadlyReflex.esp

Oblivion XP.esp

Let There Be Darkness - Cyrodiil + SI.esp

AlienSlof's Oblivion Better Beasts.esp

Beautiful People.esp

CM Partners.esp

CM Partners NPC NE.esp

CM Partners More NPCs NE.esp

bgMagicEV.esp

bgMagicSpellTomes_for_WryeBash.esp

bgMagicEVStartspells.esp

bgMagicEVAddEnVar.esp

[GFX]_Initial_Glow-all.esp

1310-Chamelion-NoRefraction-TESSource.esp

bgMagicShaderLifeDetect.esp

bgMagicLightningbolt.esp

CDM - Evening Lockdown.esp

Bashed Patch, 0.esp

kuerteeCleanUp.esp

Streamline 3.1.esp

 

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Oblivion, Official patches, Unofficial Patches, COBL, Frans, MMM, OOO, FCOM. Race mods and anything dealing with changes to game mechanics follow FCOM. Anything that adds Hair or Eyes should go right before your RACE mods unless they patch a race. Deadly Reflex and SM_Deadly need to be the next to last then Bashed Patch. Midas should go before Supreme Magicka and All Other Supreme Magicka should go right after FCOM, including any other magic or game setting changes to Oblivion.esm such as all those bg_mods. Anything that adds just an item with NO scripting on the weapon can go anywhere after your Magic mods and Race mods. Streamline can go anywhere in load order, but very last is best. All CM Partners stuff should go together and low in the order, after any changes to Race or Stock equipment. IMHO, get rid of Oblivion XP and use Elys uncapper along with Kobus Advancement or Realistic Leveling.

 

I hope this helps. This method is going by what a mod does or changes in the game rather than like BOSS or others, where the time of creation is used more.

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Oblivion, Official patches, Unofficial Patches, COBL, Frans, MMM, OOO, FCOM. Race mods and anything dealing with changes to game mechanics follow FCOM. Anything that adds Hair or Eyes should go right before your RACE mods unless they patch a race. Deadly Reflex and SM_Deadly need to be the next to last then Bashed Patch. Midas should go before Supreme Magicka and All Other Supreme Magicka should go right after FCOM, including any other magic or game setting changes to Oblivion.esm such as all those bg_mods. Anything that adds just an item with NO scripting on the weapon can go anywhere after your Magic mods and Race mods. Streamline can go anywhere in load order, but very last is best. All CM Partners stuff should go together and low in the order, after any changes to Race or Stock equipment. IMHO, get rid of Oblivion XP and use Elys uncapper along with Kobus Advancement or Realistic Leveling.

 

I hope this helps. This method is going by what a mod does or changes in the game rather than like BOSS or others, where the time of creation is used more.

 

This this as suggested, so far so good. It also seems it likes to crash on particular game times (Heartfire is popular). I've seen this linked to ICEXPAND mod and I've disabled it for now.

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Oblivion has a memory allocation problem, even with mods that flush the memory and extra memory programs for 64 bit systems eventually it will run out and crash. Typically it does this when it has to load in a large amount of data all at once - such as when you enter or leave a structure, city etc. Or when some mod wants to load in extra stuff and there isn't enough space. When you load a save game it dosn't clean the ram like it should so there may not be enough ram to load, even though you have plenty installed.

 

Crashes are Oblivion's way of telling you it's time to take a break. Save often to avoid frustration. Exit the game every once in a while to allow windows to recover the ram.

 

Here is a link to Bben's Crash Help

http://www.tesnexus.com/articles/article.php?id=298.

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as a second piece of advice which no doubt will be hotly debated by many when you mix a lot of MOD's even with the best MOD manager (what ever one that is) you will get to the point where you are at. No MOD manager can keep conflicts from happening. I have seen one guy who had 150 MOD's and claimed he never had any trouble.

The only way(and this is not certain) is to start will plain Oblivion and add on at a time but even the ORDER you add them can make a difference . Heck If you check out my post on getting Oblivion to run in win 7 Pro on steam for my system just running the esm file and it will lock up, it tells me it does not recognize my 2 9800GTX video cards.

if it were me I would play a regular game and add a few MOD's then play another game and add a few different ones. When you have as many as you do it can cause trouble depending on your system. Sooner or later the bomb will go off. I believe not being an expert using a MOD manager that this will keep happening till you figure out where the conflict is and by that time you might be as old as me LOL

 

Madgamer (age not given)

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If you want to play heavily modded Oblivion you need to realize it's gonna have conflicts, and as a result crash sometimes. Until you work out these conflicts and understand why they are happening you'll continue to have what are seemingly random problems. Read on.

 

I see you have Wrye Bash which is awesome and I'd never go without, but if you want an extra level of compatibility and conflict detection, I will suggest TES4Edit. You'll be able to alter and avoid conflicts and tailor things to your liking, even building your own custom patch or filter and much more. This is not for the faint of heart though. You will need a good understanding of what each mod does and how overrides work. You also need to recognize a 'bad conflict' and a conflict which is just an override, being the desired result. This is often referred to as 'conflict winners' and 'conflict losers'. But you the user has to decide which one takes precedence depending on what the conflicting mods are trying to do.

 

If you're not willing to put a lot of time and a lot of reading do not touch the above program. If you do, against my advice, make sure you back everything up. You can totally destroy your game with a few wrong clicks. Again a lot of reading is necessary to understand even some of the basics of what TES4Edit is doing. The manual, tome of knowledge, is 35 MB in a .pdf. That's a rather large amount of information.

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