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Oblivion Won't Run


wollam11

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I can't start up oblivion. When I click play it starts to pop up and then it goes back to my desktop and doesn't start up. Please help me!

 

I have enabled Wrye Bash, OBMM, OBSE, and every other thing the installation instructions said to install here and here.

 

On OBSE, I have the following in the 0019B/src/OBSE/Plugins folder: Elys USV, OBSE_Elys_Pluggy, sr_Oblivion_stutter_removal, and FastExit2. I created an OMOD from the Plugins folder, so I guess all four are wrapped up into one mod?

 

What does "ArchiveInvalidation Invalidated" mean?

 

Do I need to create OMODs for everything? Oblivion.esm, Shivering Isles, all the official plugins (Knights, Orrey, etc.)?

 

I've tried launching the game from the OBSE_loader, from the OBMM, and from the oblivion.exe itself. Nothing works.

 

Finally, when I deactivate everything but Oblivion, Shivering Isles, and the official plugins (bypassing all the tools), it does finally work. So, I'm guessing the problem is with COBL, one of the utilities I downloaded, or any of the optimizing/troubleshooting mods I downloaded.

 

I've used BOSS to automatically adjust my load order. Here it is:

 

Active Mod Files:

• 00 Oblivion.esm

 

• 01 Cobl Main.esm [Version 1.72]

 

• 02 Unofficial Oblivion Patch.esp [Version 3.3.5]

 

• 03 DLCShiveringIsles.esp

 

• 04 Unofficial Shivering Isles Patch.esp [Version 1.4.0]

 

• ++ Item interchange - Extraction.esp [Version 0.76]

 

• 05 FormID Finder4.esp

 

• 06 kuerteeActorDetails.esp

 

• 07 DLCHorseArmor.esp

 

• 08 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]

 

• 09 DLCOrrery.esp

 

• 0A DLCOrrery - Unofficial Patch.esp [Version 1.0.4]

 

• 0B DLCVileLair.esp

 

• 0C DLCVileLair - Unofficial Patch.esp [Version 1.0.6]

 

• 0D DLCMehrunesRazor.esp

 

• 0E DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]

 

• 0F DLCSpellTomes.esp

 

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

 

• 10 DLCThievesDen.esp

 

• • • DLCThievesDen - Unofficial Patch.esp [Version 1.0.9]

 

• 11 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]

 

• 12 Cobl Glue.esp [Version 1.72]

 

• 13 Cobl Si.esp [Version 1.63]

 

• ++ Cobl Tweaks.esp [Version 1.44]

 

• 14 DLCBattlehornCastle.esp

 

• 15 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.5]

 

• 16 DLCFrostcrag.esp

 

• 17 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5]

 

• 18 Knights.esp

 

• 19 Knights - Unofficial Patch.esp [Version 1.1]

 

• 1A Salmo the Baker, Cobl.esp [Version 3.08]

 

• 1B RefScope.esp [Version 2.1.2]

 

• ++ Item interchange - Placement.esp [Version 0.76]

 

• ++ Item interchange - Placement for FCOM.esp [Version 0.76]

 

• ++ Item interchange - Placement for Frostcrag.esp [Version 0.76]

 

• ++ Item interchange - Placement for Frostcrag Reborn.esp [Version 0.76]

 

• ++ Item interchange - Placement for Frostcrag Spire Revisited.esp [Version 0.76]

 

• ++ Item interchange - Option, Ingredients in Bulk.esp [Version 0.76]

 

• ++ Item interchange - Option, Ingredients in Bulk, reduced.esp [Version 0.76]

 

• 1C Cobl Races.esp [Version 1.52]

 

• ++ Cobl Races - Balanced.esp [Version 1.52]

 

• ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]

 

• 1D Bashed Patch, 0.esp

 

 

Note: I'm on Day 6 of trying to get Oblivion to run with mods. This time, it's my intent to slowly build which mods I add. For the initial launch, I just want the official plugins and COBL. Is that too much?

Edited by wollam11
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Update:

I think I got COBL working with Oblivion.esm, the Unofficial Patch, and the official plugins ... I think.

OBMM says it's active and so does Wrye Bash, but the data files in the oblivion.exe interface says that only the Cobl Main.esm is active and all it's extras (Races, Tweaks, items interchange) are not, in fact, active ((are they active within the Bashed Patch -which is active?).

Weird, huh?

Edited by wollam11
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the launcher - auto-disables all plugins - so every time you activate the data section of the launcher - every thing gets shut off

 

that's why you use OBMM instead - to activate your mods

 

and mods that are merged into the bashed patch - stay in your data files

while they are active in your bashed patch

and obviously they are not active in your load order

because they are active in your bashed patch

Edited by Fonger
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the launcher - auto-disables all plugins - so every time you activate the data section of the launcher - every thing gets shut off

 

that's why you use OBMM instead - to activate your mods

 

and mods that are merged into the bashed patch - stay in your data files

while they are active in your bashed patch

and obviously they are not active in your load order

because they are active in your bashed patch

 

First of all, thanks for clearing up that confusion regarding COBL and the Bashed Patch.

Just to be clear, you are saying I should launch the game from OBMM (which activates the OBSE launcher, which activates the Oblivion.exe) and NOT from the OBSE launcher directly?

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I added Tamriel Travelers and Oblivion crashed.

I ran a conflict report from the OBMM and this is what it came up:

 

"[unofficial Oblivion Patch.esp] (unparented) - Active

EDID 'AleronLoche' of record type NPC_ conflicts with 1 other plugin.

Bashed Patch, 0.esp (Record type: NPC_) (Unparented) (Active)

EDID 'AltarofAkatosh' of record type SCPT conflicts with 1 other plugin.

Knights.esp (Record type: SCPT) (Unparented) (Active)

EDID 'AltarofArkay' of record type SCPT conflicts with 1 other plugin.

Knights.esp (Record type: SCPT) (Unparented) (Active)

EDID 'AltarofDibella' of record type SCPT conflicts with 1 other plugin.

Knights.esp (Record type: SCPT) (Unparented) (Active)

EDID 'AltarofJulianos' of record type SCPT conflicts with 1 other plugin.

Knights.esp (Record type: SCPT) (Unparented) (Active)

EDID 'AltarofKynareth' of record type SCPT conflicts with 2 other plugins.

DLCFrostcrag.esp (Record type: SCPT) (Unparented) (Active)

Knights.esp (Record type: SCPT) (Unparented) (Active)

EDID 'AltarofMara' of record type SCPT conflicts with 1 other plugin.

Knights.esp (Record type: SCPT) (Unparented) (Active)

EDID 'AltarofStendarr' of record type SCPT conflicts with 1 other plugin.

Knights.esp (Record type: SCPT) (Unparented) (Active)

EDID 'Book1CheapBiographyofBarenziahvI' of record type BOOK conflicts with 1 other plugin.

Bashed Patch, 0.esp (Record type: BOOK) (Unparented) (Active)

EDID 'Book1CheapBiographyofBarenziahvII' of record type BOOK conflicts with 1 other plugin.

Bashed Patch, 0.esp (Record type: BOOK) (Unparented) (Active)

EDID 'Book1CheapBiographyofBarenziahvIII' of record type BOOK conflicts with 1 other plugin.

Bashed Patch, 0.esp (Record type: BOOK) (Unparented) (Active)

EDID 'Book1CheapBiographyofBarenziahvIV' of record type BOOK conflicts with 1 other plugin.

Bashed Patch, 0.esp (Record type: BOOK) (Unparented) (Active)

EDID 'Book1CheapBriefHistoryoftheEmpirev1' of record type BOOK conflicts with 1 other plugin.

Bashed Patch, 0.esp (Record type: BOOK) (Unparented) (Active)

EDID 'Book1CheapBriefHistoryoftheEmpirev2' of record type BOOK conflicts with 1 other plugin.

Bashed Patch, 0.esp (Record type: BOOK) (Unparented) (Active)

EDID 'Book1CheapBriefHistoryoftheEmpirev4' of record type BOOK conflicts with 1 other plugin.

Bashed Patch, 0.esp (Record type: BOOK) (Unparented) (Active)

EDID 'Book1CheapCharterMagesGuild' of record type BOOK conflicts with 1 other plugin.

Bashed Patch, 0.esp (Record type: BOOK) (Unparented) (Active)

EDID 'Book1CheapGuideAnvil' of record type BOOK conflicts with 1 other plugin.

Bashed Patch, 0.esp (Record type: BOOK) (Unparented) (Active)

EDID 'Book1CheapGuideCheydinhal' of record type BOOK conflicts with 1 other plugin."

 

It goes on and on (it would take a while just to copy the whole thing).

 

Can someone tell me what it's trying to say?

Edited by wollam11
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Also, what's the problem if an .esp isn't showing up in the OBMM?

I uninstalled and then re-installed TT. This time, though, I used BAIN. It's showing up in Wrye Bash, but not in OBMM.

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The most common problem is because Oblivion is installed in the default location (C:\Program Files\... or C:\Program Files (x86)\...) AND your operating system is either Windows 7 or Vista (this does not apply to Windows XP). The Microsoft security feature UAC blocks changes to programs located in Program Files unless they are specifically designed to work with UAC (Oblivion isn't). The un-modded game will run fine in the default location ... adding mods triggers UAC's 'protection'. Edited by Striker879
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