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Format+remaking mods= a major headache


DarkNinja13

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Okay, here's the problem:

 

Thanks to a computer glitch,I was forced to format my HD (yet again).

 

I had the load order of my mods and had to remake some (Using TES Geko to save space)

 

Now I cannot get the game to go any further than the load screen when I select a character (the bar get to the D on "loading" before Oblivion pulls a CTD). 80% of the mods active are the same blasted mods I've been using since I started playing. I turn all of the mods off and I don't even get that far.

 

I am beginning to loose my temper and my patience with this game (I've already put a fist through one keyboard and fear I'm going to do it again). Does anyone know just what could be causing this or am I just an moron?

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Not Enough Information, Like was the Original Fat32 /64 /raw/ ntfs and If ntfs Which OS was it under you made the mods with?. IF I made data on windows 2k It will not even be readable let alone show up on any other OS, so this does present a problem, If you were ON XP PRO and now your running Window 7 64bit? Same issue, your going to have a problem. So Specs would allow us to have a better understanding of the issue, .....Before another keyboard bite's it. Stay cool, we can help.
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Here's the computer's stats:

 

E-Machines W5233 running Windows Vista Home Premium

Intel Pentiun D CPU 3,00 GH

3.00 B of RAM

32 bit Operating System

 

Graphic card:

ATI Radeon 4300/4500 series

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Tes Gecko? are you telling us you compressed your hard drive? Because if you did, well your gonna have to start all over, reason is the game software is already compressed, Now your running compresion Beyond the engines ability to decompress it. No way man is that going to work....If you compressed the drive.

 

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Edited by ccmechanic2
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It sounds like you may need to regenerate the Oblivion.ini or try a clean boot. Does the game still crash if you move all mod-added files out of your Data folder (plugins, any folders other than Video, Music and Shaders)?

 

 

--Tomlong54210

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IMPORTANT NOTE: TES4Gecko does not contain support for processing scripts. If an Editor ID conflict occurs and you choose to rename the Editor ID, then you must check the scripts in the merged plugin (using the Bethesda Construction Set) and manually change the Editor ID from the old value to the new value. The compiled scripts will work properly after the merge without any changes but the scripts will fail if they are recompiled without first updating the Editor ID values in the script source.

 

If two plugins modify the same record in a master file, the conflict is resolved by selecting those subrecords that are not the same as the corresponding master subrecords. If both plugins modify the same subrecord, the subrecord from the first plugin or the second plugin will be used depending on which option was selected in the merge dialog. Lists are handled by adding unique list items from the second plugin to the list from the first plugin.

 

Voice response files for each plugin are merged. Landscape files are not merged since there is no way to tell if a particular landscape record is used by a given plugin. Instead, the Move Worldspaces function should be used to move all worldspaces in a plugin to the master index before attempting to merge the plugin.

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IMPORTANT NOTE: TES4Gecko does not contain support for processing scripts. If an Editor ID conflict occurs and you choose to rename the Editor ID, then you must check the scripts in the merged plugin (using the Bethesda Construction Set) and manually change the Editor ID from the old value to the new value. The compiled scripts will work properly after the merge without any changes but the scripts will fail if they are recompiled without first updating the Editor ID values in the script source.

 

If two plugins modify the same record in a master file, the conflict is resolved by selecting those subrecords that are not the same as the corresponding master subrecords. If both plugins modify the same subrecord, the subrecord from the first plugin or the second plugin will be used depending on which option was selected in the merge dialog. Lists are handled by adding unique list items from the second plugin to the list from the first plugin.

 

Voice response files for each plugin are merged. Landscape files are not merged since there is no way to tell if a particular landscape record is used by a given plugin. Instead, the Move Worldspaces function should be used to move all worldspaces in a plugin to the master index before attempting to merge the plugin.

 

Well I just turned the mods I cobbled togther off - nothing

I uninstalled and installed Oblivon - nothing

I went from OBSE 20 to OBSE 19 - Nothing

Resuming a save - Nothing

New game - Nothing

All mods off - nothing

I HATE THIS :wallbash:

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