Shii7 Posted May 20, 2007 Share Posted May 20, 2007 I have no idea why this is happening but its messing with my progress in the game. Everytime I fast travel near the main gate it crashes. Its really bugging me. Theres also an "!" yellow mark thing on it but I dont know where it came from. I know you have to download the meshes properly, but the thing is I dont know where or which mod it came from or if its from the game. Link to comment Share on other sites More sharing options...
Malchik Posted May 20, 2007 Share Posted May 20, 2007 It isn't from the game. But you say 'the main gate'. Which gate are you talking about? Any city gate, Oblivion gate etc. A bit more info might help others identify which mod is causing the problem. Link to comment Share on other sites More sharing options...
Shii7 Posted May 20, 2007 Author Share Posted May 20, 2007 oh woops sorry about that. When I mean main gate, as in any city gate like bravil, bruma etc. I have no idea where its coming from either.... I dont have any mods that might be effecting the entrances that I know of. Link to comment Share on other sites More sharing options...
Povuholo Posted May 22, 2007 Share Posted May 22, 2007 Are you using Martigen's Monster Mod, as well as OOO (Oscuro's) or Francesco's? All three (Well, at least MMM and OOO) add/edit guards and that could cause crashes when you reach a location which has these guards. The '!' could be a mishing mesh from the guard's armor. Maybe a cape or cuirass? Link to comment Share on other sites More sharing options...
Glue Posted June 13, 2007 Share Posted June 13, 2007 Something which cut down my crashes was to disable autosave on fast travel. As Oblivion has a lot to do loading all the new cell info on fast travel, saving at the same time can cause it to faint. Go to your oblivion.ini file (back it up first!) and under [GamePlay] change bSaveOnTravel=1 to bSaveOnTravel=0 to switch it off. I did this for SaveOnWait, SaveOnRest and SaveOnInteriorExteriorSwitch as well and my crashes were slashed. As for your yellow '!' I've never had one of these yet (touches wood), so I'm just guessing here but can you click on it in the console and get a name/reference id? Missing mesh might prevent that i suppose. If you do though you could follow Kivan's advice; Tracking Down Problems with Specific Mods (adapted from a post by Kivan) Q. Help! I just installed a bunch of mods and now everything is in Spanish! How do I figure out which mod is causing this problem so I can disable it? If you're having problems with an item, building, NPC or any other object in the game, you can easily find out which mod (if any) has added or changed the object by using the Beta Comment file. Note that if more than one mod has changed the object, only the changes made by the last mod to load will actually affect the object, so it will be the one this technique will find. To use the Beta Comment file, you will first need to enable it (if you haven't already). Start by editing your Oblivion.ini file: My Documents\My Games\Oblivion\Oblivion.ini Double-clicking this file will usually open it in Notepad. Look for the line: SBetaCommentFileName= If there isn't a filename after that already (which there won't be unless you already added it), you'll need to add a filename after it with a .txt extension (i.e., MyBetaComments.txt), so the line looks like this: SBetaCommentFileName=MyBetaComments.txt (Or whatever name you chose to use.) Save your changes and close Notepad. Once you've got the Beta Comment file enabled, follow these steps: 1. Start Oblivion and find the mystery object. 2. Open the console with the ` or ~ key, or whatever key is specific to your locale. 3. Click on the object so that you see its name and reference ID (eight hexadecimal characters, ie "001C8F02") at the top of the screen. 4. Typing in the console, add the comment with bc (for beta comment) followed by a space, followed by the comment in quotes, such as: bc "This object should not be here" (and try not to use punctuation as most of the symbols aren't allowed) 5. It's a good idea to include the name of the object in the comment so you can use this as a search string later. 6. Press Enter and you should see the message: Beta Comment added. 7. Quit Oblivion (you can use qqq to quit right from the command console.) 8. Go into the main Oblivion folder, the one where the game program and Data folder lives. 9. There will be a file there with the name you chose above (i.e., MyBetaComments.txt in the example.) Open the file in Notepad. Here's an example of what you will see in the file. It shows the date and time the comment was added, the filename of the source of the object, the last modification date and time of the file, the name of the logged-in user, the cell name or cell coordinates if it's outdoors, the X/Y/Z coordinates of the object, and the comment you added: (NOTE: Due to restrictions on the width of this page, each single line has been returned and indented) 8/15/2006 (10:12) Oblivion.esm 5/19/2006 (14:42) MyName SomeOutdoorCell (8,3) 38235 14531 1508 "This looks fine" 8/15/2006 (10:13) PrankMod.esp 8/12/2006 (15:30) MyName SomeIndoorCell -1914 682 -80 "This object should not be here" Anything with the source Oblivion.esm is from the original game and hasn't been altered. Anything that has been added by a mod will list the name of the problem mod, in this case the fictional "PrankMod.esp". Unfortunately this may not always tell you which mod altered something from Oblivion.esm. Also, the spot where you would normally see the plugin name may be blank if the object came from Oblivion.esm. This is particularly true for spawned creatures or other dynamic elements placed with scripts because the modindex will point to your savegame rather than a plugin (you can tell if this is the case when the FormID starts with "ff"). You can usually get around this problem if you included the name of the object in your comment. Having the name or even part of the name will let you easily search through your plugins for this name using a free utility like WinGrep. That's it! Now that you've found the problem mod, all you have to do is disable it by unchecking the .esp file in your Data Files selector (and/or you can delete the .esp file itself if you're really mad by now). If you like the mod and want to see the problem fixed, you can always open the plugin with the CS yourself and try to figure out what's wrong, or you can report the problem to the mod creator. Link to comment Share on other sites More sharing options...
Leodoidao Posted June 13, 2007 Share Posted June 13, 2007 I have posted a topic in which I complain about my game´s frequent crashes. By the way, they´re more frequent when I fast travel... and it was already happening BEFORE my every 1st mod. Link to comment Share on other sites More sharing options...
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