onewingedangel666 Posted June 7, 2016 Share Posted June 7, 2016 Hi everyone, I just recently started modding oblivion again, but i ran into problem. Whenever I leave Bruma from a gate, the game crashes before I see anything (As soon as it loads). I can fast travel to another city and then back to the stables, enter the city, but if I exit afterwards the game crashes. Another odd thing is that when i start, the bruma guards have their shields, but If I leave the city and come back (through fast travel) I get the "Wtf I'm a Missing Mesh" where their shield should be. BOSS tells me nothing is conflicting, and I modded using Wyre and OBMM.Here is my load order from BOSS, whether or not the mod is Active is also shown. Oblivion.esm ActiveMart's Monster Mod.esm ActiveFundament.esm ActiveUnofficial Oblivion Patch.esp ActiveUOP Vampire Aging & Face Fix.esp ActiveOblivion Citadel Door Fix.esp ActiveDLCShiveringIsles.esp ActiveUnofficial Shivering Isles Patch.esp Active300_Combat Sounds.esp ActiveCamping.esp ActiveEnhanced Economy.esp ActivePopulated Prisons.esp ActiveMart's Monster Mod.esp ActiveMart's Monster Mod - Shivering Isles.esp ActiveMart's Monster Mod - Additional Enemy NPC Vars.esp ActiveMart's Monster Mod - Diverse Imperial Armor.esp ActiveMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.esp ActiveMart's Monster Mod - Looting NPCs & Creatures.esp ActiveMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Durability & Damage.esp ActiveMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Less Rats.espMart's Monster Mod - Less Reavers.espMart's Monster Mod - Safer Roads.espMart's Monster Mod - No Reavers.espMart's Monster Mod - No Carrion Rats.espMart's Monster Mod - No Blood.espMart's Monster Mod - No Bone Loot.espMart's Monster Mod - No Giants.espMart's Monster Mod - No Undead Rise.espMart's Monster Mod - No Spiders.espMart's Monster Mod - No Fiends.espMart's Monster Mod - No Slimes.espMart's Monster Mod - No Werewolves.esp ActiveMart's Monster Mod - No Lanterns.espMart's Monster Mod - No Adventurers.espMart's Monster Mod - No Wyvern.espMart's Monster Mod - No Beholdens.espMart's Monster Mod - No Uberhulks.espMart's Monster Mod - No Skeep.espMart's Monster Mod - No Balrogs.espMart's Monster Mod - Spawn Rates - Increased.espMart's Monster Mod - Spawn Rates - Moderate Increased.espMart's Monster Mod - Spawn Rates - Reduced.espMart's Monster Mod - Spawn Rates - Reduced Reduced.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Foxes.esp ActiveMart's Monster Mod - Dungeons of MMM.esp ActiveMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - More Wilderness Life No Gates.esp ActiveMart's Monster Mod - City Defences.esp ActiveMart's Monster Mod - Extra Wounding.esp ActiveMart's Monster Mod - Farm Animals.esp ActiveMart's Monster Mod - Durzog Addon.esp ActiveKvatch Rebuilt.esp ActiveNPCs Alive - Bandits.esp ActiveNPCs Alive - Beggers.esp ActiveNPCs Alive - Faregyll Inn.esp ActiveNPCs Alive - Goblins.esp ActiveNPCs Alive - Imperial Legion Foresters.esp ActiveNPCs Alive - Imps.esp ActiveNPCs Alive - Orges.esp Activethievery - EE patch.espKnights.esp ActiveMart's Monster Mod - Knights.espBlood&Mud - EE patch.espAll Shapes And Sizes 1.1.esp ActiveArmored Skeletons (LL).esp ActiveBirthsign Zero.espFinite Ammo.esp ActiveHaldar's Mods Pack.esptag_NaturalWildlife.esp ActiveCliff_RPO_NewBeginnings.espCliff_RPO_NewBeginnings_RPC.esp ActiveRealisticHealth.esp ActiveBasic Physical Activities.esp ActiveRefScope.esp ActiveMidasSpells.esp ActiveBundlement.espIntelligence Overhaul.esp ActiveIntelligence Overhaul (No Book Changes).espIntelligence Overhaul BJ.espimmersive_caves_auto.esp Activeimmersive_caves_manual.espMart's Monster Mod - Resized Races.esp ActiveBirthsigns Expanded.esp ActiveThink to Yourself.esp Active Any help would be appreciated :D ALso, if any more info is needed, please request it. Link to comment Share on other sites More sharing options...
Darklordroy Posted June 10, 2016 Share Posted June 10, 2016 This might be a very time consuming method of doing things, but when using mods, the surefire method to see which mod is causing crashes, is as follows: * Turn off every single mod, except the official ones and start the game to see if it still crashes. If no, you can come to the conclusion that at least one of your mods is causing it.* Next, activate one your mods and start up the game, to see if you can replicate the problem. If you cant replicate your problem, turn on the next mod and start the game. Personally, because this is a bit too time consuming for me, I tend to activate my mods in groups of 3-5. If the problem can be replicated, you can conclude that it is one of these three or five, after which you can test them individually to see which one causes the crashes.* Because most issues do come from conflicts you now need to repeat the above process, but with the "guilty" mod activated. This way you know which two mods should not be used together. Another way to try if this crash is persistent, is by temporarily making a new character and visit the location. This is a good way to see if it is your save game or indeed your load order. Link to comment Share on other sites More sharing options...
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