Kenshinio Posted May 24, 2007 Share Posted May 24, 2007 I think I have a problem. ;) I reached a point when adding even a single one mod will make my Oblivion to crash during startup... Is there something to be done with this? Except, of course, reducing the number of mods ;). BTW. Have anyone else encountered this problem????? Link to comment Share on other sites More sharing options...
cjmenard Posted May 24, 2007 Share Posted May 24, 2007 actually, yeah, that's the problem I'm having, it turns out. probably has something to do with the load order. I turned off all the mods and it seems to work fine now, but i want my mods, damn it! Link to comment Share on other sites More sharing options...
Kenshinio Posted May 24, 2007 Author Share Posted May 24, 2007 actually, yeah, that's the problem I'm having, it turns out. probably has something to do with the load order. I turned off all the mods and it seems to work fine now, but i want my mods, damn it! As I said only adding a mod crashes it. If I exchange one for another all is fine... Link to comment Share on other sites More sharing options...
cjmenard Posted May 24, 2007 Share Posted May 24, 2007 hmmm...yeah, i just figured out what was wrong with mine anyway, and it's not what I thought it was. I just had two conflicting mods trying to run at once and I didn't realize it. Link to comment Share on other sites More sharing options...
Abramul Posted May 24, 2007 Share Posted May 24, 2007 actually, yeah, that's the problem I'm having, it turns out. probably has something to do with the load order. I turned off all the mods and it seems to work fine now, but i want my mods, damn it! As I said only adding a mod crashes it. If I exchange one for another all is fine...How many are you using? 250+? Link to comment Share on other sites More sharing options...
Kenshinio Posted May 24, 2007 Author Share Posted May 24, 2007 Between 100 and 150 :D Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 24, 2007 Share Posted May 24, 2007 Between 100 and 150 :DQuick way to find out... Find something created as a persistant object (like a static, container, or anything that exists as is and isn't created by spawning or scripting.) that was added by one of the last 5 mods to load (checking your loading order). Open the console and click on it. If the reference number starts with EE to F8 you'll want to seriously think about using fewer mods or combining those mods that just change related things. Even a mod that is blank, but loaded uses up a whole range of reference numbers. If you're in the low C's you shouldn't have any problems, check your loaded mods for conflicts. Link to comment Share on other sites More sharing options...
Kenshinio Posted May 24, 2007 Author Share Posted May 24, 2007 Between 100 and 150 :DQuick way to find out... Find something created as a persistant object (like a static, container, or anything that exists as is and isn't created by spawning or scripting.) that was added by one of the last 5 mods to load (checking your loading order). Open the console and click on it. If the reference number starts with EE to F8 you'll want to seriously think about using fewer mods or combining those mods that just change related things. Even a mod that is blank, but loaded uses up a whole range of reference numbers. If you're in the low C's you shouldn't have any problems, check your loaded mods for conflicts. How can I check this ref number? This is not a problem of conflicting mods. I can swap any one of the loaded mods with any other and there is no problems. The game crashes if I add even a single one more :( Link to comment Share on other sites More sharing options...
poopgoblin Posted May 24, 2007 Share Posted May 24, 2007 If you can't add just one more, I guess you'll just have to pick and choose which one's you want, you can live without that uber-sword or dingy shack can't you? Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 25, 2007 Share Posted May 25, 2007 How can I check this ref number?Basically, try to have a mod that adds some sort of static object (weapon mods with associated containers or shops are the more obvious, NPCs which aren't created from a leveled list or script also work) go to that object added by that mod in the game. Open the console and click on that object. The reference number will appear in parenthesis. If the begining of the number is FF it was something spawned by the game, and not a constant within that mod, find something else. If one of your last 5 loaded mods don't have a static, make a new mod which places a static near where a saved game is, disable one which won't cause too many problems short term, load your new mod as last, and get the ingame number from that static. For whatever reason some mods seem to actually take up more than one group of reference numbers. in testing I've found that just moving the loading order of one mod, by one spot can change the references loaded by it by 4 addresses or more. Not sure if it's due to some mods being made while other mods are loaded, the product of bad merging, or what. But if a few of the mods I have (among the 10 or so that were made by other people) seem to create this sort of offset, I wouldn't be supprised if within 150 mods you don't have a few which cause jumps in reference numbers. Link to comment Share on other sites More sharing options...
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