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CTD problems with various mods


Dannys

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Hi all,

 

Just the other day, I wanted to try OOO, MMM and Oblivion XP together. I had an install with Fran's in place so decided to uninstall (using the EXE) first, then download OOO, MMM, and XP. I went for OOO and XP first. After having uninstalled Fran's and installed OOO and XP, that's where the trouble began.

I keep getting CTD's after the Bethesda logo and during the first loading screen. Tried deactivating all mods but to no avail.

Rebuilt my Bashed Patch, BOSSed my load order, did an BSA direct with OBMM....nothing works.

 

I suspect i messed up when in uninstalled Fran's OR installed OOO or XP.

This is my load order btw...

 

Oblivion.esm

Cobl Main.esm

Oscuro's_Oblivion_Overhaul.esm

Unofficial Oblivion Patch.esp

UOP Vampire Aging & Face Fix.esp

Oblivion Citadel Door Fix.esp

nVidia Black Screen Fix.esp

DLCShiveringIsles.esp

Living Economy.esp

Living Economy - Items.esp

Cutthroat Merchants.esp

Armory of the Silver Dragon.esp

Dread Knight Armor.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Container_Trap_Instant_Effects.esp

Kragenir's Death Quest.esp

KDQ - Rural Line Additions.esp

DLCBattlehornCastle.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

Harvest [Flora] - DLCVileLair.esp

Harvest [Flora] - DLCFrostcrag.esp

Oblivion XP.esp

DrakinRaces.esp

Draconian.esp

DLCHorseArmor.esp

KT_CustomRaceFix.esp

No psychic guards v1.1.esp

DLCOrrery.esp

Darkgreen Glass Armour.esp

DLCFrostcrag.esp

Q - Playable Palace Guard Armor v1.0.esp

Q - Playable Dremora Armor v1.1.esp

DLCThievesDen.esp

_Ren_BeautyPack_full.esp

DLCVileLair.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

Knights.esp

Sauron_Armor_Chest.esp

Quest Award Leveling.esp

Quest Award Leveling - Finger of the Mountain.esp

Adonnays Elven Weaponry.esp

Mystic_DarkElf.esp

Capucine'sCharacterExpansion-NoNPCChange.esp

BladeofWoe.esp

MidasSpells.esp

Faction_Rank_Fix-5862.esp

Bashed Patch, 0.esp

Mounted_Spellcasting Deadly Reflex Compatible.esp

DeadlyReflex - Combat Moves.esp

 

 

Can anyone help me out here?

Much appreciated in advance!

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You BOSS masterlist is out of date, and DeadlyReflex - Combat Moves.esp is an old version, you should update. You also should NOT be using direct .bsa correction with OBMM -- leave it at it's default redirection.
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You BOSS masterlist is out of date, and DeadlyReflex - Combat Moves.esp is an old version, you should update. You also should NOT be using direct .bsa correction with OBMM -- leave it at it's default redirection.

thanks a bunch, I updated the masterlist and upgraded DR.

I´ve reinstalled a backup of Oblivion i´ve had with Fran´s still on it. Didn´t uninstall it this time and just installed OOO with the .exe that came with it.

Unchecked Fran´s mod in OBMM and checked OOO´s .esm and .esp. It seems to be working fine now, i can start a new game at least now. is there kind of a ' benchmark' of sorts i can do/check in-game to see if OOO is working properly?

 

I'm a bit in the dark as to what my next steps need to be.

I want to install MMM, the Unofficial Oblivion Patch, and XP next.

Is it of any consequence how and when I install these?

 

And finally, do i have to do a BSA redirection now for it all to work correctly now or is that not necessary?

Edited by Dannys
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Also, would you guys recommend using MMM from the get-go or would experiencing OOO as-is for the first time be more of recommendation?

 

I ask this with my system specs in mind as well: 2,13 ghz dual core processor, 2 gigs of ram and an nvidia geforce 7900 GS.

 

Thanks in advance once again!

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To check out OOO, go into Sideways Cave (to the right as you come out of the IC prison). If OOO is working, it will be filled with imps, and other things -- be prepared. Or, kill the nearest wolf -- it will most likely have meat in it's carcase. Be warned, that many dungeons now are much more dangerous, especially at low levels.

 

Regarding MMM, there is not a lot more that it offers, other than giant spiders and other variations of critters that are already in OOO. And your rig would come under more strain with MMM installed too.

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thanks again Hickory! i´ll just leave MMM for what it is then, maybe i´ll install FCOM in a future playthrough.

 

I´m assuming i do have to go into OBMM, then Utilities -> Archive Invalidation -> leave everything as is (its set on BSA redirection on default) -> then " Update now". Since otherwise, the game would use Fran's BSA files, correct?

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Since otherwise, the game would use Fran's BSA files, correct?

Incorrect. The files would need an ESP to force the game to recognize their existence. Otherwise the game will use only the files in the loose folders and the original Oblivion BSAs.

 

*Quick bit of info on how BSA loading works: In order to get the game to recognize files in BSAs you need to have the BSA named in a way that matches an active ESP file.

 

For the below example we will have a minimal Load Order of only Oblivion.esm, MyMod.esp, and OtherMod.esp. That's it.

 

Example: I have a mod called MyMod.esp that uses a BSA that I've also named MyMod.bsa. With this the files in the archive are recognized and used in game. However if I rename the BSA to TEST.bsa the files will not be loaded in game. I could also remove the MyMod.esp and rename the BSA to OtherMod.bsa and the files would load, since there is a mod in my active LO with that name.

 

Additional note: The names of BSAs don't have to exactly match the ESP. You can have additional descriptive information after the name that matches the ESP.

Example: Using the same LO and mods as above; I could have MyMod.esp active in my LO and rename the BSA to MyMod - Weapons Textures and Meshes.bsa and it would load correctly. This is because the first part of the BSA name exactly matches an active ESP. However you cannot flip that around. i.e. Weapons Textures and Meshes - MyMod.bsa would not properly load.

 

And there you have it, a quick look at how BSAs are loaded.

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thanks Smooth, that makes sense when I read it.

I´ve fixed the CTD´s as well, turns out it was cause i thought DarnsUI was installed when only a ´remnant´ of it (or so it seemed), seemed to be installed. This conflicted with Oblivion XP, not anymore though :)

 

However, the following problem that arised might be pertaining to the BSA load order description above. I installed the UOP as well as OOO and XP (in addition to the mod list above). BOSSed, Rebuilt Patch, and started a game.

 

All went well until i got to the imperial subterrane part where there are torches (i suspect). however i am now missing meshes.

when UOP is installed, i see " WTF i'm a missing mesh" in the yellow triangles. when i deactivate the UOP in OBMM, rebuild my patch, BOSS load order, then the missing meshes are still evident but the text that was in it when UOP was active is gone.

 

what would be the wise thing to do? reinstall UOP or...?

Edited by Dannys
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UOP is overriding OOO meshes. Install UOP first... ALWAYS. Install everything else afterwards. You may need to uninstall OOO and reinstall to get those missing meshes back.
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