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Oblivion CTD after activating bashed patch 0.esp


stevenpat16

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Hmm, I've just installed Wrye Bash and was running it according to the Nubs Pictorial Guide on texnexus and after going through all the steps, oblivion would start and you would get to choose the options but halfway through loading a save at the start it would CTD. Any help would be appreciated, I didn't have this problem before. In the rebuilding process I did select everything except for Form ID, could that have caused anything?

 

=== Active Mods

* 00 Oblivion.esm

* 01 MD_Saddle_Master.esm

* 02 Cobl Main.esm [Version 1.72]

* 03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]

* 04 Mart's Monster Mod.esm [Version 3.7b3p3]

* 05 Mart's Monster Mod for OOO.esm [Version 0.9.9MB3]

* 06 Open Cities Resources.esm [Version 3.5.5]

* 07 Unofficial Oblivion Patch.esp [Version 3.2.5]

* 08 DLCShiveringIsles.esp

* 09 Unofficial Shivering Isles Patch.esp [Version 1.4.0]

* 0A Natural_Weather_HDR_by_Max_Tael_RD.esp

* 0B Natural_Habitat_by_Max_Tael.esp

* 0C Enhanced Water v2.0 HD.esp

* ++ Louder Nirnroot Sound.esp

* 0D Akatosh Mount By Saiden Storm.esp

* 0E Akatosh Mount Earn The Wyrm.esp

* 0F Bedrollsanyone.esp

* ++ VA_BetterGold.esp

* 10 Living Economy.esp

* 11 Cutthroat Merchants.esp

* 12 Crowded Roads 23.esp

* 13 HouseMapMarkersOnlyBought.esp

* 14 Enhanced Hotkeys.esp [Version 2.0]

* 15 DLCHorseArmor.esp

* 16 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]

* 17 DLCOrrery.esp

* 18 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]

* 19 DLCVileLair.esp

* 1A DLCVileLair - Unofficial Patch.esp [Version 1.0.5]

* 1B DLCMehrunesRazor.esp

* 1C DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]

* 1D DLCSpellTomes.esp

* ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]

* ++ Darkgreen Glass Armour.esp

* 1E MD Saddlebags v3.0.esp

* 1F MD Saddlebags v3.0 Alternative Trader Script.esp

* 20 Weapon Expansion Pack for Oblivion Nthusiasts.esp [Version 1.03]

* 21 DLCThievesDen.esp

* 22 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]

* 23 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]

* 24 Cobl Glue.esp [Version 1.72]

* 25 OC+COBL Luggage Patch.esp

* 26 Cobl Si.esp [Version 1.63]

* 27 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]

* 28 OCC-OOO-Patch.esp [Version 2.4]

* 29 OOO 1.32-Cobl.esp [Version 1.72]

* 2A Mart's Monster Mod for OOO.esp [Version 0.9.9MB3]

* ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]

* 2B Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]

* 2C Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]

* 2D Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]

* ++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3]

* ++ Mart's Monster Mod - Less Rats.esp [Version 3.7b3p3]

* ++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]

* ++ Mart's Monster Mod for OOO - LessReaversInGates.esp [Version 0.9.9MB3]

* ++ Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]

* ++ Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp [Version 3.7b3p3]

* 2E Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]

* 2F Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]

* 30 Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b3p3]

* 31 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]

* 32 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]

* ++ Mart's Monster Mod - Friendlier Factions OOO.esp [Version 3.7b3p3]

* 33 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]

* 34 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]

* ++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]

* ++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]

* 35 OOO-WaterFish.esp [Version 1.34]

* ++ MMM-Cobl.esp [Version 1.69]

* 36 allinonebasement.esp

* 37 DLCBattlehornCastle.esp

* 38 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]

* 39 DLCFrostcrag.esp

* 3A DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]

* 3B OCOD+FrostcragSpire Patch.esp

* 3C Knights.esp

* 3D Knights - Unofficial Patch.esp [Version 1.0.9]

* ++ Mart's Monster Mod for OOO - Knights .esp [Version 0.9.9MB3]

* 3E OCC-KOTN-Patch.esp [Version 3.0]

* 3F Open Cities New Sheoth.esp [Version 1.1]

* 40 Open Cities Outer Districts.esp [Version 3.5.5]

* 41 Open Cities Full.esp [Version 3.5.5]

* 42 Natural_Vegetation_by_Max_Tael.esp

* 43 Harvest [Flora].esp [Version 3.0.0]

* ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]

* ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]

* 44 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]

* 45 Alchemy Pocket.esp [Version 1.1]

* 46 Dungeon Actors Have Torches 1.6 DT.esp

* 47 Exterior Actors Have Torches 1.3 DT.esp

* ++ moremerchantmoneyv1.1.esp

* 48 P1DKeyChainSI Merged.esp

* 49 Salmo the Baker, Cobl.esp [Version 3.08]

* ++ Short_Grass-2044.esp

* 4A Toggleable Quantity Prompt.esp [Version 3.2.0]

* 4B Quest Award Leveling.esp

* 4C Quest Award Leveling - Finger of the Mountain.esp

* 4D WPHealthRegen.esp [Version 1.0]

* 4E RealisticForceHigh.esp

* 4F RealisticMagicForceHigh.esp

* 50 RefScope.esp [Version 2.1.2]

* 51 MidasSpells.esp

* 52 OC+Midas Magic Patch.esp

* ++ Mart's Monster Mod - Midas Creature Ingredients.esp

* ++ Midas Tigernolevel OBSE.esp

* 53 Midas BeastFortify Fix OBSE.esp

* 54 Alchemical Formulas.esp

* 55 GrindBones.esp

* 56 AFLevelMod.esp

* ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]

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You've obviously imported a record you shouldn't have. There are few, very few, options within the Bashed Patch that require other mods, masters, to be present. You need to pay closer attention to what you are actually merging.
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So should I import anything at all? Or does the merging still occur without the importing process? The wrye bash faqs are very straightforward and even the guides seem to assume you know what its talking about so I just followed insturctions in the pictorial pdf.
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You need to import according to what the ReadMe for each mod, and BOSS tags suggest. You just have to read the descriptions of each section to understand what you're doing. If you mouse over stuff in the Rebuild menu it has descriptions and such. The ReadMe has plenty info as well.

 

And no, if you don't import it the changes will not be merged to the Bashed Patch. That's what importing does. It imports a record from Mod X to the Bashed Patch. This is done for various reasons.

 

I also suggest you read Tomlong's Site to help you understand more of what you're doing. Particularly the Bashed Patch section.

 

Good luck.

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