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Why the hell do i crash so often?


Gh0st 1

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I crash when i enter certain areas, or go outside of places, when i teleport my companion in companion share and even after i get off of the boat after making a new character, i cant even play for 5 minutes without a crash.

It very unplayable, i have used several mod tools like streamline and several others that don't help my crashes, i even play on just medium and it does not help, is it maybe a mod that causes them to crash so much? please help me.

 

(I put all of my mods in manually, i then use Oblivion mod manager to select to use them, and then i load with obse.)

 

Here is my laptop -

 

Windows 7 64-bit

 

http://www.bestbuy.com/site/Asus+-+Factory-Refurbished+Laptop+with+Intel%26%23174%3B+Core%26%23153%3B2+Duo+Processor+-+Black/9835955.p?id=1218181728243&skuId=9835955&st=asus%20refurbished&cp=1&lp=3

Here is my mod list in order:

Oblivion.esm

 

* Note: Masterlist Revision: 1623

 

Toaster Says Share v3.esm [Version 3.27]

 

Unofficial Oblivion Patch.esp [Version 3.2.0]

 

* Note: Use Standalone MOBS if using Frans or FCOM. The standalone version can be found here: http://www.tesnexus.com/downloads/file.php?id=28537

* Note: Recommend installing UOP Supplemental for additional fixes: http://www.tesnexus.com/downloads/file.php?id=27710

* Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Music,C.Name,C.Owner,Creatures.Blood,Delev,Factions,Invent,Names,Relations,Relev,Scripts,Stats}} and remove the C.Water tag (only exist in older version).

 

UOP Vampire Aging & Face Fix.esp [Version 1.0.0]

 

* Note: Recommend removing if using Wrye Bash. A tweak for this exists in "Tweak Settings".

 

Oblivion Citadel Door Fix.esp

 

FlyingCameraMod.esp [Version 1.3]

 

MiscTracker.esp [Version 1.1]

 

RealWalk.esp

 

Adonnays Elven Weaponry.esp

 

c_dagcol.esp

 

CapesandCloaks.esp

 

JCapes!20.esp [Version 1.7]

 

LockpickToolkit.esp [Version 1.1]

 

TTB.esp

 

Thieves Arsenal.esp

 

* Requires: OBSE.

 

XiaNewAmuletsV1.esp

 

TIE.esp [Version 1.37]

 

* Bashed Patch tag suggestion: {{BASH:Actors.ACBS,Actors.AIData,Actors.DeathItem,Actors.Spells,Actors.Stats,C.RecordFlags,Delev,Invent,NpcFaces,Relations,Relev,Scripts,Stats}}

* Requires: compatibility mods to work with OOO, MMM, Fran's or other large overhaul mods.

 

Imperial Furniture Renovated.esp [Version 1.0]

 

Necromancer Shop.esp

 

Ranokoas City Stealth Exits.esp [Version 2.2]

 

The Black Cat Jewelry Store - Daedric Statues.esp

 

za_bankmod.esp

 

* Note: For use with Better Cities use replacing fix for BBC.

 

LFox Expensive Arena Gambling.esp

 

Lynges_Thieves_Highway-10256.esp

 

* Note: Not Better Cities compatible. Already included with Better Cities IC plugins.

 

WaterfrontMarketNoShack.esp

 

* Better Cities Specific Note: Probably incompatible with Better Cities.

 

MTCThievesGrottoV4.1.esp

 

* Note: Use 'ThievesGrotto-ColovianHighlands patch.esp' if using UL Colovian Highlands.

 

Alternative Start by Robert Evrae.esp

 

* Bashed Patch tag suggestion: {{BASH:Relations,Invent}}

 

RealisticForceHigh.esp

 

actors_in_charge.esp [Version 0.8]

 

DMC Stylish - Specialanims.esp

 

* Bashed Patch tag suggestion: {{BASH:Actors.Anims}}

 

CuteElf11.esp [Version 1.2]

 

* Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes,Graphics}}

 

TSS Custom Companion Template.esp

 

Toaster Says Share Faction Recruitment.esp [Version 3.11]

 

Hemingweys Capes.esp [Version 2.00]

 

* Note: Don't use Bash's unlimited amulet's tweak with this.

* Note: If you're using this with the mod "Beast Characters lose tails no more", temporarily move it below the Bashed Patch whenever you rebuild it

 

 

 

Unrecogised Mod Files

 

Reorder these by hand using your favourite mod ordering utility.

 

Unknown mod file: Royal Relics.esp

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When you are crashing frequently and unsure why the best thing to do is deactivate all mods and only run vanilla. Well the Unofficial Patches can be included but no more. Make sure the game is stable with no mods. After that you need to add mods one by one, testing for stability after each addition. That way if/when you crash you know why and can try to figure a way to alleviate the problem.

 

I also strongly recommend you use a mod manager to install and remove mods. It's much more reliable than doing it by hand. This way when you need to remove mods you can be sure you're not forgetting something since it will be automated by the manager. I use and recommend Wrye Bash but OBMM is fine too. OBMM is simpler to use and more basic. Wrye Bash has more functionality and is better at avoiding and resolving conflicts. It's up to you though, use what's best for you, but definitely use one or the other. Or you can use both alongside each other if you wish.

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Just unchecking the mods in the data list does not make a true vanilla game. It seems that Oblivion likes to look at anything that is in the data folder whether it is active in the game or not. And anything that is in the meshes and texture folders will be loaded - even if the esp for them is not.

To get a real vanilla game: Bben's Oblivion Revert to Vanilla game for troubleshooting

http://www.tesnexus.com/articles/article.php?id=340

 

It's fully reversible

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Just unchecking the mods in the data list does not make a true vanilla game. It seems that Oblivion likes to look at anything that is in the data folder whether it is active in the game or not. And anything that is in the meshes and texture folders will be loaded - even if the esp for them is not.

To get a real vanilla game: Bben's Oblivion Revert to Vanilla game for troubleshooting

http://www.tesnexus.com/articles/article.php?id=340

 

It's fully reversible

 

Yes what you listed is an approach that will work but is also a little extreme in my opinion. I would consider that a last resort method.

 

It's highly unlikely that a mesh or texture is causing a full crash anyway. You will get a <!> for missing meshes and purple/pink textures when missing the appropriate texture. But the game will still run 9/10, it will just look ridiculous.

 

It seems that Oblivion likes to look at anything that is in the data folder whether it is active in the game or not. And anything that is in the meshes and texture folders will be loaded - even if the esp for them is not.

 

That's incorrect. So you're saying that if I deactivate Deadly Reflex but leave the files and folders in place I'll still see the blood effects and such from the meshes and textures? No, the ESP calls on those additional meshes and textures. Please read on.

 

Those two statements are false. That is what Archiveinvalidation is all about. There are additions and replacers. Now some replacers may show up but you can always uninstall them by deleting the files or using your favorite mod manager to anneal the changes. I can have every texture mod I have in my Oblivion/data/textures folder and none of them will show up if I alter, remove, or disable ArchiveInvalidation. In some situations like full replacers (QTP3) this is not 100% accurate but for the most part it's true. For example, a simple one, I use Mythic Creatures and Animals which is a texture replacer and has a few meshes also. I can open Wrye Bash (or OBMM) and disable (uncheck) BSA Redirection and all changes are undone and the altered mobs return to their vanilla state, even though the textures are still present. This mod doesn't even have an ESP and I can reverse the changes by altering ArchiveInvalidation.

 

What I'm getting at here is yes simply deactivating the ESPs will accomplish what's needed to troubleshoot this problem. If there is no ESP to call on the the changes added by the mod then they will not show up in game. If the mod is a pure replacer just read the above paragraph again. You can test this is you would like, go install Book Jackets and follow the instructions to get it working correctly. Open the game and see the new textures on the books, looks nice. Now go uncheck the ESP and load up your game. The changes are gone, books are back to vanilla, yet the BSAs added by the mod are still present in your data folder, just not being called upon. Reactivate the ESP and viola, they have returned and you never moved any files, because there is no need to.

 

So in the end no you don't have to remove all your mods from your data folder unless all else fails. Deactivating them will suffice. After those methods are exhausted then I'd recommend a complete uninstallation and fresh install anyway. Which would delete everything and then create new folders and files.

 

Good luck to the OP and let us know how it goes.

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