Germandeathkittiez Posted August 17, 2012 Share Posted August 17, 2012 Just thought I'd put my load order out here and see if anyone can tell what might be wrong with it that could cause crashes. Now, I have a lot of mods that are unknown by BOSS and could be part of the issue because I never changed their load order manually. However, most of these weren't installed when the game started CTD'ing and they haven't seemed to change anything. The Problem: My game crashes anywhere from 5-25 minutes of gameplay, especially in the wilderness. I just uninstalled HUD Status Bars and got a record of 23 minutes, but I started the game up again and it crashed in just a few minutes so I don't know if it really did anything. It did stop me from CTD'ing using the mod Estrus. Here's my load order: http://pastebin.com/x3EYnKer Thanks for any advice. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 19, 2012 Share Posted August 19, 2012 (edited) You're going to need much more detail to get reasonable advice on clearing up your CTDs, given they are an expected fact of life in Oblivion. What Windows error messages do you get with the CTD? (Some errors are recognizable.)What have you already done to minimize them?Did you check 'TweakGuides' for hardware specific tweak suggestions to your Oblivion INI?Did you setup your original Oblivion configuration and install order following the advice on 'TESCOSI'?Have you checked the 'General Crash Advice' on the UESP Wiki site?Have you cleaned all your mods following the 'TES4Edit Cleaning List' recommendations? Dirty mods are the primary reason after poor Load Orders for CTDs.If the problems started recently, what changed around then?Do you run TES4LODGen EVERY time you change your Load Order? LOD files are highly dependent upon the FormIDs, the first two characters of which change with the Load Order. ('Every time' is not completely required, but without an in depth understanding of LOD files and what affects them it is necessary often enough to be recommended every time for the typical player.) Birthsigns Zero is only needed once, to reset the changes from Birthsigns Expanded back to vanilla. It should be removed once you save after that point, and NOT loaded if you want to use BE. This is in its ReadMe. On a related note, while I don't know 'Blademan's New Birthsigns', using more than one Birthsigns mod would have me checking both mods ReadMes every carefully. The potential for conflicts in that area is high, because if one or both are using scripts to effect it's changes, the conflicts will not be picked up or resolved by Wrye Bash. If WB can't detect the changes, it can't merge them and only the last one wins the conflict, so in that case you are just wasting esp slots at best. As for the rest, nothing else jumped out at me but I'm not familiar with most of your list. (I don't use major overhauls, as yet.) You should submit your BOSS unrecognized mods for inclusion in the masterlist. Version 2.1.0 (just released) now includes a built-in process to make it easy. (Upgrade now because shortly the masterlist syntax is going to not be readable by older versions.) All it takes is one mod in the wrong place to CTD, but the BOSS team needs the links to the original download pages so it can determine what each file changes to determine where it needs to go into the master list.. Most of us simply rely upon BOSS to get the LO correct, hand tweaking a few as required. Trying the keep track of over 13,000 mods manually is simply beyond most of us. -Dubious- Edited August 19, 2012 by dubiousintent Link to comment Share on other sites More sharing options...
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