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Oblivion crashing upon exit of bruma.


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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 Active
  • Mart's Monster Mod.esm Active
  • Fundament.esm Active
  • Unofficial Oblivion Patch.esp Active
  • UOP Vampire Aging & Face Fix.esp Active
  • Oblivion Citadel Door Fix.esp Active
  • DLCShiveringIsles.esp Active
  • Unofficial Shivering Isles Patch.esp Active
  • 300_Combat Sounds.esp Active
  • Camping.esp Active
  • Enhanced Economy.esp Active
  • Populated Prisons.esp Active
  • Mart's Monster Mod.esp Active
  • Mart's Monster Mod - Shivering Isles.esp Active
  • Mart's Monster Mod - Additional Enemy NPC Vars.esp Active
  • Mart's Monster Mod - Diverse Imperial Armor.esp Active
  • Mart's Monster Mod - Gems & Gem Dust.esp
  • Mart's Monster Mod - Hunting & Crafting.esp Active
  • Mart's Monster Mod - Looting NPCs & Creatures.esp Active
  • Mart's Monster Mod - Zombies for Body Meshes.esp
  • Mart's Monster Mod - Durability & Damage.esp Active
  • Mart's Monster Mod - Less Bone Loot.esp
  • Mart's Monster Mod - Less Rats.esp
  • Mart's Monster Mod - Less Reavers.esp
  • Mart's Monster Mod - Safer Roads.esp
  • Mart's Monster Mod - No Reavers.esp
  • Mart's Monster Mod - No Carrion Rats.esp
  • Mart's Monster Mod - No Blood.esp
  • Mart's Monster Mod - No Bone Loot.esp
  • Mart's Monster Mod - No Giants.esp
  • Mart's Monster Mod - No Undead Rise.esp
  • Mart's Monster Mod - No Spiders.esp
  • Mart's Monster Mod - No Fiends.esp
  • Mart's Monster Mod - No Slimes.esp
  • Mart's Monster Mod - No Werewolves.esp Active
  • Mart's Monster Mod - No Lanterns.esp
  • Mart's Monster Mod - No Adventurers.esp
  • Mart's Monster Mod - No Wyvern.esp
  • Mart's Monster Mod - No Beholdens.esp
  • Mart's Monster Mod - No Uberhulks.esp
  • Mart's Monster Mod - No Skeep.esp
  • Mart's Monster Mod - No Balrogs.esp
  • Mart's Monster Mod - Spawn Rates - Increased.esp
  • Mart's Monster Mod - Spawn Rates - Moderate Increased.esp
  • Mart's Monster Mod - Spawn Rates - Reduced.esp
  • Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp
  • Mart's Monster Mod - Vindasel.esp
  • Mart's Monster Mod - Foxes.esp Active
  • Mart's Monster Mod - Dungeons of MMM.esp Active
  • Mart's Monster Mod - More Wilderness Life.esp
  • Mart's Monster Mod - More Wilderness Life No Gates.esp Active
  • Mart's Monster Mod - City Defences.esp Active
  • Mart's Monster Mod - Extra Wounding.esp Active
  • Mart's Monster Mod - Farm Animals.esp Active
  • Mart's Monster Mod - Durzog Addon.esp Active
  • Kvatch Rebuilt.esp Active
  • NPCs Alive - Bandits.esp Active
  • NPCs Alive - Beggers.esp Active
  • NPCs Alive - Faregyll Inn.esp Active
  • NPCs Alive - Goblins.esp Active
  • NPCs Alive - Imperial Legion Foresters.esp Active
  • NPCs Alive - Imps.esp Active
  • NPCs Alive - Orges.esp Active
  • thievery - EE patch.esp
  • Knights.esp Active
  • Mart's Monster Mod - Knights.esp
  • Blood&Mud - EE patch.esp
  • All Shapes And Sizes 1.1.esp Active
  • Armored Skeletons (LL).esp Active
  • Birthsign Zero.esp
  • Finite Ammo.esp Active
  • Haldar's Mods Pack.esp
  • tag_NaturalWildlife.esp Active
  • Cliff_RPO_NewBeginnings.esp
  • Cliff_RPO_NewBeginnings_RPC.esp Active
  • RealisticHealth.esp Active
  • Basic Physical Activities.esp Active
  • RefScope.esp Active
  • MidasSpells.esp Active
  • Bundlement.esp
  • Intelligence Overhaul.esp Active
  • Intelligence Overhaul (No Book Changes).esp
  • Intelligence Overhaul BJ.esp
  • immersive_caves_auto.esp Active
  • immersive_caves_manual.esp
  • Mart's Monster Mod - Resized Races.esp Active
  • Birthsigns Expanded.esp Active
  • Think to Yourself.esp Active

 

Any help would be appreciated :D ALso, if any more info is needed, please request it.

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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.

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