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Oblivion crashes as soon as the menu pops up


shotgun188

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How do I turn off lock times?

 

Right click on the Files header in Wrye Bash and make sure that 'Lock Times' is unchecked.

Boss keeps on saying"File[insert random file name]could not change date -1"This never happened before and I have turned lock times off.

 

Then that is probably a symptom of Win7/Vista's protected Program Files folder structure. If you install Oblivion into the default location in Win7 or Vista, problems like this occur. The absolute best course of action is to uninstall Oblivion and reinstall into a location outside of 'Program Files' -- somewhere like C:\Games\Oblivion, where Windows will not interfere.

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How do I turn off lock times?

 

Right click on the Files header in Wrye Bash and make sure that 'Lock Times' is unchecked.

Boss keeps on saying"File[insert random file name]could not change date -1"This never happened before and I have turned lock times off.

 

Then that is probably a symptom of Win7/Vista's protected Program Files folder structure. If you install Oblivion into the default location in Win7 or Vista, problems like this occur. The absolute best course of action is to uninstall Oblivion and reinstall into a location outside of 'Program Files' -- somewhere like C:\Games\Oblivion, where Windows will not interfere.

I have uac off and I made my oblivion folder an exception.

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If BOSS cannot change the date or time that would indicate that Lock Times are indeed turned ON.

 

OR as mentioned by Hickory UAC is interfering. I strongly suggest you move your install outside of Program Files, again as Hickory suggested, to C:\Games\Oblivion

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If BOSS cannot change the date or time that would indicate that Lock Times are indeed turned ON.

 

OR as mentioned by Hickory UAC is interfering. I strongly suggest you move your install outside of Program Files, again as Hickory suggested, to C:\Games\Oblivion

Lock times are off and uac is off and the wyre bash file section is telling me it is changed but when I click on load order it says a different order.Bleh I'll have to hand edit everything do any of you guys know where some of my mods should be in my load order.Ok I tried one last time is this a good load order

• 00 Oblivion.esm

 

• 01 All Natural Base.esm [Version 1.0]

 

• 02 CyrodiilUpgradeResourcePack.esm

 

• 03 Open Cities Resources.esm [Version 3.5.5]

 

• 04 CURP_Controller.esm

 

• 05 CLS-Craftybits.esm

 

• 06 A_Bloody_Mess.esm

 

• 07 Race Repository.esm

 

• 08 ValenwoodIslands.esm

 

• 09 Goblin Race.esm

 

• 0A DLCShiveringIsles.esp

 

• 0B Natural_Habitat_by_Max_Tael.esp

 

• 0C Enhanced Seasons.esp [Version 1.0]

 

• 0D All Natural.esp [Version 1.0]

 

• 0E All Natural - SI.esp [Version 1.0]

 

• 0F Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1]

 

• ++ Wavy_Water.esp

 

• 10 All Natural - Real Lights.esp [Version 1.0]

 

• 11 AFK_PrayerIdles.esp [Version 1.0]

 

• 12 ChapelsOfCyrodiilLOD.esp

 

• 13 DistantRuins.esp

 

• 14 SwampGrass.esp

 

• 15 Portable Campsite - Quickstart.esp

 

• 16 QQuix - Rock, rock, rock your ship - V3.esp

 

• 17 AC_Gold_Coins.esp

 

• 18 Crowded Cities 15.esp

 

• 19 Crowded Roads Revisited.esp [Version 1.1]

 

• 1A PCTM.esp

 

• 1B StoneMarkers.esp

 

• 1C DLCHorseArmor.esp

 

• 1D MODAssassinsCreed2_Revisited.esp

 

• 1E Boots of Blinding Speed.esp

 

• 1F SoT_Rise of Sheogorath.esp

 

• 20 Imperial Armor Replace.esp

 

• 21 Creatures Alive v1.3.esp

 

• ++ dangerous wilderness.esp

 

• 22 Smarter Bandits.esp

 

• 23 KnightlyArmory.esp

 

• 24 TamrielTransportationNetwork.esp

 

• 25 ShiveringIslesTransportationNetwork.esp

 

• 26 Clintmichs Beautiful Imperial City Arboretum v1.1.esp

 

• 27 Waterfront Lighthouse Enhanced.esp

 

• 28 GoldenCrest.esp

 

• 29 SB IC Palace Tower Light Mod v1.1 - Modified Version.esp

 

• 2A ImpeREAL City Unique Districts - Green Emperor Way.esp

 

• 2B ImpeREAL Empire - Unique Forts.esp

 

• 2C Servant of the Dawn.esp

 

• 2D Shivering Isles Root System.esp

 

• 2E Side's Sailing Ships.esp

 

• 2F CM Solace.esp

 

• 30 DBContinuedBeta 0.7.esp

 

• 31 Window Entrances 1.0.esp

 

• 32 Arena_BattlesV1.2EV.esp

 

• 33 ElsweyrAnequina.esp

 

• 34 Elsweyr plantations & co. Southland Plantation.esp

 

• 35 Faregyl.esp [Version 1.0.10]

 

• 36 Faregyl+Anequina Patch.esp

 

• 37 Daedric Shrine Ruins.esp

 

• 38 xulColovianHighlands_EV.esp [Version 1.2.1]

 

• 39 xulChorrolHinterland.esp [Version 1.2.2]

 

• 3A xulLushWoodlands.esp [Version 1.3]

 

• 3B xulAncientRedwoods.esp [Version 1.6]

 

• 3C xulBlackwoodForest.esp [Version 1.1.0]

 

• 3D Open Cities Reborn - Leyawiin.esp [Version 0.6.3]

 

• 3E Harvest [Flora].esp [Version 3.0.0]

 

• 3F Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]

 

• 40 A Bloody Mess - Bloody Fights.esp

 

• 41 A Bloody Mess - Arena Wash Basin.esp

 

• 42 Gold Change II.esp

 

• 43 Class Advantages.esp [Version 0.25.02]

 

• 44 Madhs working training dolls.esp

 

• 45 Near100PercentArrowRecovery.esp

 

• 46 NPCsMoreGold.esp

 

• ++ NPC Static Level.esp

 

• 47 Enhanced Vegetation [150%].esp

 

• ++ Skillbased Thieves Guild Invitation_HARDER.esp

 

• 48 ShippingInCyrodiil_Normal_Lights_V1-1 - With Drawbridges.esp

 

• 49 SRJIrresponsibleHorses.esp

 

• ++ vendorchest-fix Shivering Isles.esp

 

• 4A CLS-Craftybits.esp

 

• 4B CLS-Craftybits_A_Bloody_Mess-Glue.esp [Version 1.1]

 

• 4C CLS-Craftybits_A_Bloody_Mess-Glue-Ragplacer.esp

 

• 4D Vector.esp [Version 0.3]

 

• 4E SM Combat Hide.esp [Version 1.2]

 

• 4F StealthOverhaul.esp

 

• 50 300ft_crime_detection-7319.esp

 

• 51 kuerteeAttributeAndSkillBasedDamageModifiers.esp

 

• 52 Duke Patricks - Actors Can Miss Now.esp

 

• 53 PTDoorExploitBegone.esp

 

• 54 Altair_Race.esp

 

• 55 Assassins Creed - Altair's Gear - Light Armor.esp

 

• 56 Open Cities Reborn Road Record.esp

 

• 57 FarView.esp

 

• 58 Higher_Skill_Training.esp

 

• 59 waterfront vwd.esp

 

• 5A water vwd improved.esp

 

• ++ NoDaedricQuestLevelLocks.esp

 

• ++ ForeverView.esp

 

• ++ Playable dark seducer,golden saint and dremora..esp

 

• ++ really strong imps.esp

 

• ++ darker nights.esp

 

• 5B Marksman Target Training.esp

 

• 5C Playable Goblin.esp

 

• 5D MI Price Edits.esp

 

• 5E _Extended Skingrad Vinyard_.esp

 

• 5F Barter_Gold_Mod-9287.esp

 

• 60 More_Gold_in_Locked_Containers-5976.esp

 

• 61 Faster Horses with Names.esp

 

• 62 ValenwoodIslands.esp

 

• 63 TML_Real-time.esp

 

• 64 DBAssassin.esp

 

• 65 Imperial City Bridges.esp

 

• 66 Polar Bear v2.esp

 

• 67 Improved Guard Presence- Palace.esp

 

• 68 Improved Guard Presence- Market District.esp

 

• 69 VyperSMETG.esp

 

• 6A CDM - Dual Currencies.esp

 

• 6B AnvilDBDarkArena.esp

 

• 6C AnvilDBSContinued.esp

 

• 6D FullSoulGemEnchanting.esp

 

• 6E CDM - Shivering Time - Chaotic.esp

 

• 6F Enhanced Wavy Water.esp

 

• 70 Crowded Roads Spawn40%.esp

 

• 71 arrows never dissapear.esp

 

• 72 Bashed Patch, 0.esp

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Although I just realized an oversight... You should be using the Crowded Roads Revisted Spawn Rates instead of • 70 Crowded Roads Spawn40%.esp. I'm not sure where you downloaded that Spawn40% plugin but that's not the right one for Revisited.

 

I have Crowded Roads Revisited and you need to use the Spawn Rate plugins specifically for it. They range from 5% to 40% and you can choose the rate for each of the 4 main roads, Chorrol - Cheydinhal ; Green Road ; Gold Road ; and Yellow Road individually. So you need to follow the download link above to get the proper plugins to change the spawn rates. Remember just one plugin per road.

 

I have also created a file that names the random travelers with real, randomly generated, names. If there's interest in this file I'll consider uploading it. It's a .csv file so it requires Wrye Bash's Import Names function to apply the names in game. But it's a real lightweight text file and simple to implement. I'd much rather see Onrek gro-Amek than "Traveler" or whatever they were originally named. I forgot it's been so long.

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Although I just realized an oversight... You should be using the Crowded Roads Revisted Spawn Rates instead of • 70 Crowded Roads Spawn40%.esp. I'm not sure where you downloaded that Spawn40% plugin but that's not the right one for Revisited.

 

I have Crowded Roads Revisited and you need to use the Spawn Rate plugins specifically for it. They range from 5% to 40% and you can choose the rate for each of the 4 main roads, Chorrol - Cheydinhal ; Green Road ; Gold Road ; and Yellow Road individually. So you need to follow the download link above to get the proper plugins to change the spawn rates. Remember just one plugin per road.

 

I have also created a file that names the random travelers with real, randomly generated, names. If there's interest in this file I'll consider uploading it. It's a .csv file so it requires Wrye Bash's Import Names function to apply the names in game. But it's a real lightweight text file and simple to implement. I'd much rather see Onrek gro-Amek than "Traveler" or whatever they were originally named. I forgot it's been so long.

I merged the crowded road revisited spawn rates and called it 40% because I only merged the 40% ones and I already got a mod that renames the npcs in crowded roads(in a csv file not esp)

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