Lord Valarian Posted September 4, 2012 Share Posted September 4, 2012 Ever since I added better cities, oblivion has become unplayable. About 50% of the time, oblivion will crash mid-save and corrupt it. I'm going to rebuild oblivion from scratch, unless someone can tell me what is wrong. Here's the boss report. I'v tried removing better cities(again). I'v uninstalled various mods. Is there a way to tell which mod crashed oblivion? If not oblivion needs 'which mod crashed oblivion' Thanks. Link to comment Share on other sites More sharing options...
dubiousintent Posted September 4, 2012 Share Posted September 4, 2012 You do not appear to be using Wrye Bash (WB), and you are using Unique Landscapes (XUL). There are a number of patches required to get BC to work together with XUL files. The WB Wizard that is included with BC makes this process quite easy. Likely that was the reason you were having problems with it. Anyone using this many mods is strongly advised to learn to use WB. Between the new documentation provided in WB v300 and the Pictorial Guide, it's much easier to get started now. Crashing in the middle of a save suggests the timing is bad, such as when scripts are processing. How are you saving: manually, timed, quick saves, overwriting existing saves? You might find the information in the "Duke Patrick's - Safe Save" thread informative. As for telling which mod crashed the game, unfortunately it is not that easy. If there is a Windows error report, it can give a clue. Here is what you should look for:Windows error messages only superficially look like they are saying 'the usual'. The details in the lower, large box are what are significant and do matter. Typically an Oblivion related error will be an 'Event 1000, Application Error'. These are found in the 'Adminstrative Tools | Event Viewer' tool under your 'Start' button | 'All Programs' folder. Look in the 'Windows Logs | Application' section of the 'Event Viewer'. (If you still can't locate it, Google 'Event Viewer' for your specific Operating System, i.e 'Windows XP', 'Windows Vista', etc.) In particular the following details are of significance in these circumstances:'Faulting application:' (probably 'Oblivion.exe, version: 1.2.0.416, time stamp: <something>')'Faulting module name:' (very significant, the actual component source (plugin) of the error)'Exception code:' (exactly what type of error)'Fault offset:' (where in the faulting module the error occurred) If any of the remaining lines of information seem pertinent, they should be given as well. In fact, the preferred method of conveying this information is a screenshot, but at least list the above data. Finally, you should try loading a save from before you installed BC if you really want to get rid of it. Otherwise, I suggest you take your problems with it to the release thread on the Bethesda Forums. It is well worth the effort, and your problems are almost certainly due to failing to include a necessary patch. -Dubious- Link to comment Share on other sites More sharing options...
Lord Valarian Posted September 6, 2012 Author Share Posted September 6, 2012 (edited) I uninstalled everything and deleted the oblivion folder. I installed the essential mods only. I'm still getting the save crash. ARG! :P Here's the new boss report: This is the error report on saving: Event Type: Error Event Source: Application Error Event Category: None Event ID: 1000 Date: 9/6/2012 Time: 12:42:58 PM User: N/A Computer: Description: Faulting application oblivion.exe, version 1.2.0.416, faulting module oblivion.exe, version 1.2.0.416, fault address 0x000016a2. For more information, see Help and Support Center at http://go.microsoft....ink/events.asp. Data: 0000: 41 70 70 6c 69 63 61 74 Applicat 0008: 69 6f 6e 20 46 61 69 6c ion Fail 0010: 75 72 65 20 20 6f 62 6c ure obl 0018: 69 76 69 6f 6e 2e 65 78 ivion.ex 0020: 65 20 31 2e 32 2e 30 2e e 1.2.0. 0028: 34 31 36 20 69 6e 20 6f 416 in o 0030: 62 6c 69 76 69 6f 6e 2e blivion. 0038: 65 78 65 20 31 2e 32 2e exe 1.2. 0040: 30 2e 34 31 36 20 61 74 0.416 at 0048: 20 6f 66 66 73 65 74 20 offset 0050: 30 30 30 30 31 36 61 32 000016a2 0058: 0d 0a I also installed the latest wyre bash(v3.0.0). I did remove bloat on the save file. I loaded it without a crash. I played for while and then did a new save. I was not in combat nor the companion. I get the above. I turned off autosave and an autosave mod. There is nothing more I can do. If you/someone can't find the solution, I'v have to uninstall oblivion and move on. :( Edited September 6, 2012 by Lord Valarian Link to comment Share on other sites More sharing options...
dubiousintent Posted September 6, 2012 Share Posted September 6, 2012 (edited) Did you run TES4LODGen after you re-installed? It's LOD files are highly dependent upon which mods are loaded and their LO. You should re-run it after every change to the LO, just to be safe. That's a really low address in the Oblivion.exe file. While I wouldn't think it related in this situation, since you re-installed anyway, did you rename or otherwise remove the 'Oblivion.ini' file in your profile 'My Documents\My Games\Oblivion' folder at that time? If not, try removing it and the next time you run Oblivion, stop on the first menu, select Options, let the game re-detect your hardware, make your selections, and then exit immediately so it gets written out. (If you crash, nothing gets saved.) Then, run BOSS and try starting a NEW game and see if you can save then. If that works, then you can try with a saved game. Also, try disabling 'Salmo the Baker', at least until you get by this problem. You might also try disabling the Bashed Patch until this is resolved as well. Be sure to rebuild it once the problem is identified and corrected. I don't see anything else that is obviously wrong or might be contributing in particular. If none of that helps, I suggest you take this to the Bethesda 'Hardware and Software Support' forum. Include the Windows error report, but put it in 'code' tags, (as in "[" "code" "]" and "[" "/code" "]" without the quotes). Someone there may recognize that error offset or the situation. Patience. -Dubious- Edited September 6, 2012 by dubiousintent Link to comment Share on other sites More sharing options...
Lord Valarian Posted September 7, 2012 Author Share Posted September 7, 2012 Did you run TES4LODGen after you re-installed? It's LOD files are highly dependent upon which mods are loaded and their LO. You should re-run it after every change to the LO, just to be safe. I hadn't downloaded it. I did and ran it. I can see the UL falls from a long distance That's a really low address in the Oblivion.exe file. While I wouldn't think it related in this situation, since you re-installed anyway, did you rename or otherwise remove the 'Oblivion.ini' file in your profile 'My Documents\My Games\Oblivion' folder at that time? If not, try removing it and the next time you run Oblivion, stop on the first menu, select Options, let the game re-detect your hardware, make your selections, and then exit immediately so it gets written out. (If you crash, nothing gets saved.) Then, run BOSS and try starting a NEW game and see if you can save then. If that works, then you can try with a saved game. Also, try disabling 'Salmo the Baker', at least until you get by this problem. Did that. STB never has been a problem. You might also try disabling the Bashed Patch until this is resolved as well. Be sure to rebuild it once the problem is identified and corrected. I don't see anything else that is obviously wrong or might be contributing in particular. I'v read lots of info about it. I'm still confused. Can you tell me of good articles about what it is? The bashed patch esp is unchecked. I'v never used one. I just manually install and uninstall mods until it works. Found it, something you said about script timing and my problems with autosave. I'm writing a script for a companion item. Somehow, it's corrupting saves. Why, I have no clue. The item makes companions far less work. I'm going to have to redesign it. Bah, this thing is great. :P Link to comment Share on other sites More sharing options...
dubiousintent Posted September 7, 2012 Share Posted September 7, 2012 Regarding Wrye Bash articles. Here's what I said in a recent post in response to the same query in the WB thread on the Bethesda forums:If you're really interested in understanding what 'bashing your patch' means, and find the provided documentation too terse, suggest reading the thread 'BAIN Mod Installation Projects'. But to be very brief:'BAIN' is the 'Installers' tab of 'Wrye Bash' (WB) and addresses Installation Order (IO). The last file installed will overwrite any previous identical files. This is especially true in the case of textures, meshes, and animations. The 'Bashed Patch' (BP, on the WB 'Mods' tab) addresses Load Order (LO) conflicts. Instead of simply the last installed mod file that touches any part of an entire CELL 'wins', it merges recognized, qualifying non-conflicting RECORDS (sub-components of the mod) from otherwise excluded mods into the patch, allowing those elements to co-exist. Because the Bashed Patch is loaded last (or at least very late), it's records are intended to thus be included in the game where they otherwise wouldn't. It does not override the 'last wins' rule of the LO. The various selection options in the Bashed Patch build process determine which mod's non-conflicting records may be merged into the patch. Just because a mod or it's records are mergeable does not mean it (or they) automatically win. LO still determines this. The records are only merged (where applicable) after all processing to determine which records ARE the winners is complete. Fortunately, most of us don't need to mess around with bash tags as BOSS provides those and Wrye Bash reads them automatically. Bash tags should only be assigned to a mod by the author, or someone really knowledgeable about the mod and it's functioning AND how WB utilizes those tags. Finally, the default Python build (PBash) is unable to merge as many records as the newer (beta) CBash build. Thus the CBash build can deactivate more mod plugins (because all of their changes have now been merged into the patch) and enable you to combine more mods. Unfortunately, CBash is a complete rewrite (and extensions) of the process implemented in PBash and some things still only work in that build. So, if something doesn't work as hoped, try building the other type of patch. The development teams efforts are currently directed to Skyrim compatibility and bug fixing of CBash. Enhancements will (generally) come after bug-fixing, but only to the CBash build.Please note I am not on the WB team and have no particular inside knowledge of how it works. But I have been using and following it's development thread for several years. I know most of their standard responses and have seen the most common questions and problems. I just try to relieve the developers from the simpler responses so they can devote themselves to coding as much as possible. Found it, something you said about script timing and my problems with autosave. I'm writing a script for a companion item. Somehow, it's corrupting saves.You found your problem? Great! Yeah, often that's how it works. You just have to slog away eliminating one potential cause after another and then a couple of seemingly unrelated bits fit together in your mind and you get a breakthrough. And then you're off chasing your scripting problem. But that should be another thread. Good luck. -Dubious- Link to comment Share on other sites More sharing options...
Lord Valarian Posted September 7, 2012 Author Share Posted September 7, 2012 (edited) You found your problem? Great! Yeah, often that's how it works. You just have to slog away eliminating one potential cause after another and then a couple of seemingly unrelated bits fit together in your mind and you get a breakthrough. And then you're off chasing your scripting problem. But that should be another thread. Good luck. -Dubious- Dam, I love this item! :) I have another design. It's likely to work good, but I like this better. It seems I have to let the surprise out early. See the new post for the code. If you can help, please do. So, this thread is ended. Thanks for the assist EDIT: I found and corrected the problem. I need to run more tests to sure. Edited September 8, 2012 by Lord Valarian Link to comment Share on other sites More sharing options...
Lord Valarian Posted September 11, 2012 Author Share Posted September 11, 2012 (edited) I stand corrected I added streamline and 'reclaming sanc tor". It back again. ARG! :( It was working perfectly for a week. Here we go again... EDIT: Found the problem at last! It's the keychain(v5.00) mod. It was causing a large number of problems. Once I removed it, the problems were fixed. :) Edited September 12, 2012 by Lord Valarian Link to comment Share on other sites More sharing options...
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