NCRSoleSurvivor Posted March 11, 2020 Share Posted March 11, 2020 I don't normally favour coming to mod forums having to ask for advice in order to prevent crashes on The Elder Scrolls IV: Oblivion since I have almost a decade of experience in modding and fixing irregular patterns in the game, but at this rate, I'm desperate and are running out of ideas. I've installed various recommended OBSE plugins to try and fix this issue and all of them having been either helpless or were made for different issues, stuff like OSR, MoreHeap, OneTweak, NVAC, SkyBSA, EngineBugFixes, etc. and even have the 4gb patch. So now I'm turning to the discussion board in order to see if anyone can help my situation. For starters, as the title suggests, I have a heavily modded Oblivion. In total I have 88 esps, I've merged some miniature mods together in order to lessen out the amount of esps being lodged into my data, and I've used TES4Edit to clean them and to sort out any conflicts across them. Regardless, you'll probably want to see it, here it is; 00 Oblivion.esm01 All Natural Base.esm02 Cobl Main.esm03 Better Cities Resources.esm04 CustomSpellIcons.esm05 Unofficial Oblivion Patch.esp06 DLCShiveringIsles.esp07 Unofficial Shivering Isles Patch.esp08 Better Cities .esp09 All Natural.esp0A Immersive Interiors.esp0B Immersive Interiors - Bravil.esp0C Immersive Interiors - Imperial City.esp0D Immersive Interiors - Landscape Addon.esp0E Sounds of Cyrodiil.esp0F All Natural - Real Lights.esp10 WindowLightingSystem.esp11 00 Realistic Player Speech.esp12 ClocksOfCyrodiil.esp13 DialogTweaks.esp14 BetterSaves.esp15 BookTrackerUpdatedv1.1.esp16 FormID Finder4.esp17 Dynamic Map.esp18 Map Marker Overhaul.esp19 DLCHorseArmor.esp1A DLCHorseArmor - Unofficial Patch.esp1B DLCOrrery.esp1C DLCOrrery - Unofficial Patch.esp1D DLCVileLair.esp1E DLCVileLair - Unofficial Patch.esp1F DLCMehrunesRazor.esp20 DLCMehrunesRazor - Unofficial Patch.esp21 DLCSpellTomes.esp22 DLCSpellTomes - Unofficial Patch.esp23 Immersive Weapons.esp24 DLCThievesDen.esp25 DLCThievesDen - Unofficial Patch.esp26 Cobl Glue.esp27 Creature Diversity.esp28 Cobl Si.esp29 Cobl Tweaks.esp2A 0WeynonPrioryAlive.esp2B CRTRenewed.esp2C Kvatch Rebuilt.esp2D DLCBattlehornCastle.esp2E DLCBattlehornCastle - Unofficial Patch.esp2F DLCFrostcrag.esp30 DLCFrostcrag - Unofficial Patch.esp31 Knights.esp32 Knights - Unofficial Patch.esp33 Oblivion Uncut.esp34 Book Jackets Oblivion.esp35 MannimarcoRevisited.esp36 Roads of Cyrodiil.esp37 HackdirtAlive.esp38 Unique Landscapes.esp39 ULM OblivionUncut-EntiusGorge patch.esp3A ULM WeynonPrioryAlive-ChorrolHinterland patch.esp3B ULM ROC+Ancient Redwoods.esp3C ULE KvatchRebuilt-CheydinhalFalls patch.esp3D ULM ROC+UL-II Patch.esp3E ULM ROC+UL Skingrad Outskirts Patch.esp3F Better Dungeons.esp40 FlexWhiteReach.esp41 HAZeatanimations.esp42 Oblivion_Character_Overhaul.esp43 bladesfactionmod.esp44 Better Cities Full.esp45 CNRP Brumav02.esp46 CNRP Chorrol.esp47 CNRP DB.esp48 CNRP Cheydinhal.esp49 CNRP FightersGuild.esp4A Better Cities - IC Imperial Isle.esp4B Better Imperial City.esp4C All Natural Real Lights - Better Cities IC Patch.esp4D Better Cities Chorrol - Immersive Interiors.esp4E Better Cities - All Natural.esp4F Better Cities Skingrad - Roads of Cyrodiil.esp50 Better Cities IC Imperial Isle - Roads of Cyrodiil.esp51 xulChorrolHinterland-BC6.esp52 ULE OblivionUncut-ChorrolHinterland BC6 patch.esp53 Better Cities Chorrol - Knights of the Nine.esp54 Better Cities Market District - Oblivion Uncut.esp55 OblivionUncut-BetterCitiesArena Patch.esp56 ULM BetterCities-UniqueLandscapes merged patch.esp57 Better Cities - COBL.esp58 ROC Standard Road Record.esp Not a lot I know, but those are some big mods, which in my experience in years of modding is probably the issue. Better Cities and Unique Landscapes together is a lot for the game to take in. Anyway, I've rambled enough and ya'll will probably want to know the problem at hand. Like the title says, I'm experiencing crashes. This happens every time I am in the worldspace and are moving about when the area does it's loading transition, it happens every time I enter a cell, whether be into a building, out into the open world, moving through new cells in a cave/ruin, and it's a guaranteed crash every time I enter a city. The game just crashes, closes, and sends me right back to my desktop. I've spent literally days trying to see if an esp is the culprit, and none specifically are the issue, it's the abundant amount of activated esps I'm using, which I can imagine is only due to me using large mods contained in said esps. I've gone on doing searches for help on the matter, and the only helpful one I've found is this. But even then I still encounter crashes. The rest were either irrelevant, non-helpful, or were mainly about framerate issues which isn't a problem for me. I've got perfect performance at a steady 60fps with no micro-stutter, but the entirety of my gameplay experience is being ruined thanks to this constant crashing every time an area has to load or I go to enter a new cell. This is annoying the hell of out me and I don't know what else to try, my only hope at this rate is to do what I'd do back in the day when I had little modding fixing experience and ask the message board for help. If any of you are curious about my specs to think that they could be the issue, I can guarantee you they're not. If anyone at all knows how to prevent the crashes I'm experiencing and is willing to inform me on what I can do in order to stop them and so I can enjoy my days of heavily investing mods into this game, I would really appreciate it. Thanks for taking the time read this. Link to comment Share on other sites More sharing options...
Striker879 Posted March 11, 2020 Share Posted March 11, 2020 Is there a particular reason you don't have a bashed patch? I'm also curious where in your load order is your merged patch/merged ESP you mention? Is this a BOSS load order or LOOT? Link to comment Share on other sites More sharing options...
NCRSoleSurvivor Posted March 11, 2020 Author Share Posted March 11, 2020 Is there a particular reason you don't have a bashed patch?I don't use a bashed patch as I've been told that it seemingly tends to choose the wrong IDs, so I've been deterred from ever using it. Plus in all of my previous attempts to use it, I sometimes found that it wouldn't give out correct results and seems like a complicated thing to use. I'm also curious where in your load order is your merged patch/merged ESP you mention?I didn't make one specifically, I merged a couple existing plugins with one or the other. For instance, I've merged Diverse Effect Icons.esp and [GFX]_Initial_Glow-all.esp into DLCSpellTomes - Unofficial Patch.esp. As I want to put as less a many active esps into my load order as possible. Is this a BOSS load order or LOOT?I used BOSS, as that it was built for Oblivion, LOOT was made for Skyrim. Some of them have been manually moved around, such as the CNRP esps as BOSS loaded them higher and there is some priority I wanted them to get for NPCs which would only happen if they're lower. Plus, like I said in my first comment, I handpick out and fix any conflict with TES4Edit. Link to comment Share on other sites More sharing options...
mixxa77 Posted March 11, 2020 Share Posted March 11, 2020 Your Oblivion.ini and OSR's ini would be interesting to see as well. Link to comment Share on other sites More sharing options...
NCRSoleSurvivor Posted March 11, 2020 Author Share Posted March 11, 2020 Your Oblivion.ini and OSR's ini would be interesting to see as well.Alright. Here. Oblivion.ini [General]SStartingCell= SStartingCellY=SStartingCellX=SStartingWorld= STestFile10=STestFile9=STestFile8=STestFile7=STestFile6=STestFile5=STestFile4=STestFile3=STestFile2=STestFile1= bEnableProfile=0bDrawSpellContact=0bRunMiddleLowLevelProcess=1iHoursToSleep=3bActorLookWithHavok=0SMainMenuMusicTrack=special\tes4title.mp3bUseEyeEnvMapping=1bFixFaceNormals=0bUseFaceGenHeads=1bFaceMipMaps=1bFaceGenTexturing=1bDefaultCOCPlacement=0uGridDistantTreeRange=15uGridDistantCount=25uGridsToLoad=5fGlobalTimeMultiplier=1.0000bNewAnimation=1fAnimationDefaultBlend=0.1000fAnimationMult=1.0000bFixAIPackagesOnLoad=0bForceReloadOnEssentialCharacterDeath=1bKeepPluginWhenMerging=0bCreate Maps Enable=0SLocalSavePath=Saves\SLocalMasterPath=Data\bDisableDuplicateReferenceCheck=1bTintMipMaps=0uInterior Cell Buffer=3uExterior Cell Buffer=36iIntroSequencePriority=3bPreloadIntroSequence=1fStaticScreenWaitTime=3.0000SCreditsMenuMovie=CreditsMenu.bikSMainMenuMovie=Map loop.bikSMainMenuMovieIntro=Oblivion iv logo.bikSIntroSequence=bethesda softworks HD720p.bik,2k games.bik,game studios.bik,Oblivion Legal.bikiFPSClamp=0bRunVTuneTest=0STestFile1=bActivateAllQuestScripts=0fQuestScriptDelayTime=5.0000SMainMenuMusic=Special\TES4Title.mp3bUseThreadedBlood=0bUseThreadedMorpher=0bExternalLODDataFiles=1bBorderRegionsEnabled=1bDisableHeadTracking=0bTrackAllDeaths=0SCharGenQuest=0002466EuiFaceGenMaxEGTDataSize=67108864uiFaceGenMaxEGMDataSize=67108864SBetaCommentFileName=bCheckCellOffsetsOnInit=0bCreateShaderPackage=0uGridDistantTreeRangeCity=4uGridDistantCountCity=4bWarnOnMissingFileEntry=0iSaveGameBackupCount=1bDisplayMissingContentDialogue=1SSaveGameSafeCellID=2AEEAbAllowScriptedAutosave=1bPreemptivelyUnloadCells=0bCheckIDsOnInit=0iNumBitsForFullySeen=248iPreloadSizeLimit=26214400SOblivionIntro=OblivionIntro.bikbUseHardDriveCache=0bEnableBoundingVolumeOcclusion=0bDisplayBoundingVolumes=0bUseThreadedTempEffects=0bUseThreadedParticleSystem=0bUseMyGamesDirectory=1bUseThreadedAI=1iNumHWThreads=2 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H=1440iAdapter=0iScreenShotIndex=0SScreenShotBaseName=ScreenShotiAutoViewMinDistance=2000iAutoViewHiFrameRate=40iAutoViewLowFrameRate=20bAutoViewDistance=0fDefaultFOV=75.0000fNearDistance=10.0000fFarDistance=10000.0000iDebugTextLeftRightOffset=10iDebugTextTopBottomOffset=10bShowMenuTextureUse=1iDebugText=2bLocalMapShader=0bDoImageSpaceEffects=1fShadowLOD2=400.0000fShadowLOD1=200.0000fLightLOD2=1500.0000fLightLOD1=1000.0000fSpecularLOD2=1300.0000fSpecularLOD1=1000.0000fEnvMapLOD2=800.0000fEnvMapLOD1=500.0000fEyeEnvMapLOD2=190.0000fEyeEnvMapLOD1=130.0000iPresentInterval=1iShadowFilter=2iActorShadowCountExt=10iActorShadowCountInt=10bActorSelfShadowing=0bShadowsOnGrass=1bDynamicWindowReflections=1iTexMipMapSkip=0fGrassStartFadeDistance=6000.0fGrassEndDistance=7000.0bDecalsOnSkinnedGeometry=1bFullBrightLighting=0iMaxLandscapeTextures=0bLODPopActors=0bLODPopItems=0bLODPopObjects=0fSpecualrStartMax=1000.0000fSpecularStartMin=0.0000iActorShadowIntMax=10iActorShadowIntMin=0iActorShadowExtMax=10iActorShadowExtMin=0fGammaMax=0.6000fGammaMin=1.4000iMaxDecalsPerFrame=10bLandscapeBlend=1fShadowFadeTime=1.0000fGamma=1.0000bAllowPartialPrecision=1iShadowMapResolution=256bAllow30Shaders=0iTexMipMapMinimum=0bDoStaticAndArchShadows=0bDoActorShadows=0bIgnoreResolutionCheck=0fNoLODFarDistancePct=1.0000fNoLODFarDistanceMax=10240.0000fNoLODFarDistanceMin=1700.0000 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Joystick=1fXenonLookMult=0.0030fXenonMenuStickSpeedMaxMod=5.0000iXenonMenuStickSpeedThreshold=20000iXenonMenuStickThreshold=1000;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-ItalianiLanguage=0SlideLeft=001EFFFFSlideRight=0020FFFFfXenonMenuStickMapCursorMinSpeed=1.0000fXenonMenuStickMapCursorMaxSpeed=15.0000fXenonMenuStickMapCursorGamma=0.1700fXenonMenuStickSpeedPlayerRotMod=3000.0000fXenonMenuDpadRepeatSpeed=300.0000fXenonMenuStickSpeed=300.0000iXenonMenuStickDeadZone=15000 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[Menu]fCreditsScrollSpeed=40.0000iConsoleTextYPos=890iConsoleTextXPos=30iConsoleVisibleLines=15iConsoleHistorySize=50rDebugTextColor=255,251,233iConsoleFont=3iDebugTextFont=3 [GamePlay]bDisableDynamicCrosshair=0bSaveOnTravel=0bSaveOnWait=0bSaveOnRest=0bCrossHair=1iDifficultyLevel=50bGeneralSubtitles=1bDialogueSubtitles=1bInstantLevelUp=0bHealthBarShowing=0fHealthBarFadeOutSpeed=1.0000fHealthBarSpeed=80.0000fHealthBarHeight=4.0000fHealthBarWidth=40.0000fHealthBarEmittanceFadeTime=0.5000fHealthBarEmittanceTime=1.5000STrackLevelUpPath=\\vault\TES4\LevelData\fDifficulty=0.0000bTrackLevelUps=1bAllowHavokGrabTheLiving=0bEssentialTakeNoDamage=1iDetectionPicks=21bSaveOnInteriorExteriorSwitch=1 [Fonts]SFontFile_1=Data\Fonts\Kingthings_Regular.fntsfontfile_2=Data\Fonts\DarN_Kingthings_Petrock_14.fntsfontfile_3=Data\Fonts\DarN_Kingthings_Petrock_16.fntsfontfile_4=Data\Fonts\DarN_Oblivion_28.fntSFontFile_5=Data\Fonts\Handwritten.fnt 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fTreeLODMax=2.0000fTreeLODMin=0.0200fTreeLODDefault=1.2000fObjectLODMax=15.0000fObjectLODMin=1.0000fObjectLODDefault=5.0000fItemLODMax=15.0000fItemLODMin=1.0000fItemLODDefault=2.0000fActorLODMax=15.0000fActorLODMin=2.0000fActorLODDefault=5.0000bLODUseCombinedLandNormalMaps=1bForceHideLODLand=0fLODQuadMinLoadDistance=65536.0000fLODFadeOutActorMultInterior=1.0000fLODFadeOutItemMultInterior=1.0000fLODFadeOutObjectMultInterior=1.0000fLODFadeOutActorMultCity=1.0000fLODFadeOutItemMultCity=1.0000fLODFadeOutObjectMultCity=1.0000fLODFadeOutActorMultComplex=1.0000fLODFadeOutItemMultComplex=1.0000fLODFadeOutObjectMultComplex=1.0000fLODLandVerticalBias=0.0000 [Weather]fSunGlareSize=350.0000fSunBaseSize=250.0000bPrecipitation=1fAlphaReduce=1.0000SBumpFadeColor=255,255,255,255SLerpCloseColor=255,255,255,255SEnvReduceColor=255,255,255,255 [Voice]SFileTypeLTF=ltfSFileTypeLip=lipSFileTypeSource=wavSFileTypeGame=mp3 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[blurShaderHDR]fTargetLUM=1.2000fUpperLUMClamp=1.0000fGrassDimmer=1.3000fTreeDimmer=1.2000fEmissiveHDRMult=1.0000fEyeAdaptSpeed=0.7000fSunlightDimmer=1.3000fSIEmmisiveMult=1.0000fSISpecularMult=1.0000fSkyBrightness=0.5000fSunBrightness=0.0000fBrightScale=1.5000fBrightClamp=0.3500fBlurRadius=4.0000iNumBlurpasses=2iBlendType=2bDoHighDynamicRange=1 [blurShader]fSunlightDimmer=1.0000fSIEmmisiveMult=1.0000fSISpecularMult=1.0000fSkyBrightness=0.5000fSunBrightness=0.0000fAlphaAddExterior=0.2000fAlphaAddInterior=0.5000iBlurTexSize=256fBlurRadius=0.0300iNumBlurpasses=1iBlendType=2bUseBlurShader=0 [GethitShader]fBlurAmmount=0.5000fBlockedTexOffset=0.0010fHitTexOffset=0.0050[MESSAGES]bBlockMessageBoxes=0bSkipProgramFlows=1bAllowYesToAll=1bDisableWarning=1iFileLogging=0bSkipInitializationFlows=1[DistantLOD]bUseLODLandData=0fFadeDistance=12288.0000iDistantLODGroupWidth=8[GeneralWarnings]SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.This may result in errors. Saving again will clear this messagebut not necessarily fix any errors. [Archive]SMasterMiscArchiveFileName=Oblivion - Misc.bsaSMasterVoicesArchiveFileName2=Oblivion - Voices2.bsaSMasterVoicesArchiveFileName1=Oblivion - Voices1.bsaSMasterSoundsArchiveFileName=Oblivion - Sounds.bsaSMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsaSMasterMeshesArchiveFileName=Oblivion - Meshes.bsaSInvalidationFile=ArchiveInvalidation.txtiRetainFilenameOffsetTable=1iRetainFilenameStringTable=1iRetainDirectoryStringTable=1bCheckRuntimeCollisions=0bInvalidateOlderFiles=1bUseArchives=1SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa[CameraPath]iTake=0SDirectoryName=TestCameraPathiFPS=60SNif=Test\CameraPath.nif[Absorb]fAbsorbGlowColorB=1.0000fAbsorbGlowColorG=0.6000fAbsorbGlowColorR=0.0000fAbsorbCoreColorB=1.0000fAbsorbCoreColorG=1.0000fAbsorbCoreColorR=1.0000iAbsorbNumBolts=1fAbsorbBoltGrowWidth=0.0000fAbsorbBoltSmallWidth=7.0000fAbsorbTortuosityVariance=2.0000fAbsorbSegmentVariance=7.0000fAbsorbBoltsRadius=5.0000[OPENMP]iThreads=3iOpenMPLevel=10[TestAllCells]bFileShowTextures=1bFileShowIcons=1bFileSkipIconChecks=0bFileTestLoad=0bFileNeededMessage=1bFileGoneMessage=1bFileSkipModelChecks=0bFileCheckModelCollision=0[CopyProtectionStrings]SCopyProtectionMessage2=Insert the Oblivion Disc.SCopyProtectionTitle2=Oblivion Disc Not FoundSCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.SCopyProtectionTitle=CD-ROM Drive Not Found sr_Oblivion_Stutter_Remover.ini Master = {_comment = You can turn on or off each distinct feature from here.bManageFPS = 0bHookCriticalSections = 0bHookHashtables = 1bReplaceHeap = 0bReplaceGetTickCount = 1bLogToConsole = 0bFastExit = 0bExtraProfiling = 0bFlushLog = 1iSchedulingResolution = 1bReplaceRandom = 1bExperimentalStuff = 0iMainHookPoint = 1}Experimental = {_comment =bReduceSleep and iThreadsFixedToCPUs can probably reasonably be used at 1. > 1 is a bad idea atm._comment =other settings here you're probably better off not touchingbReduceSleep = 0iThreadsFixedToCPUs = 1bSuppressRandomSeeding = 0bMonitorBSShaderAccumulator = 0iPrintSceneGraphDepth = 0bReplaceRandomWrappers = 0bBenchmarkHeap = 0bAlternateHeapHooks = 0iHeapMainBlockAddress = 0}FPS_Management = {_comment =Absent a good reason otherwise, bInject_iFPSClamp=1, fMaximumFPS= 30 to 85 (or 0), fMinimumFPS= 10 to 20, iFPS_Report_Period = 2000 to 60000, fExtraSleepPercent = 0.0 to 0.2bInject_iFPSClamp = 0fMaximumFPS = 0fMinimumFPS = 15iFPS_Report_Period = 15000fExtraSleepPercent =0.05}GetTickCount = {_comment =This section is disabled by default - see Master/bReplaceGetTickCountbForceResolution = 1bPreserveDC_Bias = 1bPreserveHighFreqComponents = 0bForceSync = 0iSyncLimitMilliseconds = 50}CriticalSections = {_comment = CS stuff helps Oblivion, Fallout, and New Vegas significantly_comment = much of the benefit comes from the Renderer+0x180 suppression (see overrides below)_comment = modes: 1=vanilla, 2=fair, 3=staggering(hybrid of 1 & 2), 5=suppressedbUseOverrides = 1iDefaultMode = 3iDefaultSpin = 1000iStaggerLevel = 5bEnableMessages = 1bEnableProfiling = 0}Heap = {_comment =This section is disabled by default - see Master/bReplaceHeap_comment =I recommend enabling it however._comment = Heap replacement can produce MAJOR improvements in performance on Oblivion at a significant cost in stability_comment = It crashes instantly on Fallout3 last I remember checking_comment = It seems to work on Fallout: New Vegas ?_comment = Algorithms: 1=FastMM4, 2=Microsoft (slow on XP), 3=SimpleHeap1, 4=TBBMalloc, 5=ThreadHeap2, 6=ThreadHeap3, 8=tcmalloc_comment = Algorithms numbers 1, 4, and 8 require external DLL files in the Data/OBSE/Plugins/ComponentDLLs folder_comment = Size is in units of megabytes, and only effects algorithms 3, 5, and 6 (other algorithms dynamically determine their own size)iHeapAlgorithm = 6bEnableProfiling = 0iHeapSize = 768bEnableMessages = 0bZeroAllocations = 0}Hashtables = {bUseOverrides = 1bEnableMessages = 0bEnableExtraMessages = 0bEnableProfiling = 0}OverrideList = {CriticalSection = {CallerAddress = 0x701748comment = Renderer+0x180, recommendation=suppress (mode 5)Mode = 5}CriticalSection = {ObjectAddress = 0xB32B80comment = MemoryHeap CS, recommendation=stagger (mode 3)Mode = 3Spin = 1500}CriticalSection = {CallerAddress = 0x70172Acomment = Renderer+0x80, recommendation= modes 2(for stability) or 5(for performance)Mode = 2}CriticalSection = {ObjectAddress = 0xB3FA00comment = Unknown4, recommendation=stagger (mode 3)Mode = 3}CriticalSection = {ObjectAddress = 0xB33800comment = BaseExtraList, recommendation=stagger (mode 3)Mode = 3}CriticalSection = {ObjectAddress = 0xB3F600comment = recommendation=stagger (mode 3)Mode = 3}CriticalSection = {ObjectAddress = 0xB3FC00comment =Mode = 2}CriticalSection = {ObjectAddress = 0xB39C00comment =Mode = 2}Hashtable = {comment =caller 0x00418E16SizeAddress = 0x00418DDBOldSize = 37NewSize = 149}Hashtable = {comment =caller 0x0045a8a1SizeAddress = 0x0045A866OldSize = 5039NewSize = 133123}Hashtable = {comment =caller 0x004A25BCSizeAddress = 0x004A2586OldSize = 523NewSize = 2711}Hashtable = {comment =multipart 1/2 - caller 0x004e614fSizeAddress = 0x004E610FOldSize = 37NewSize = 47}Hashtable = {comment =multipart 2/2 - caller 0x004e614fSizeAddress = 0x004E612COldSize = 37NewSize = 47}Hashtable = {comment =caller 0x004E9014SizeAddress = 0x004E8FD7OldSize = 37NewSize = 739}Hashtable = {comment =caller 0x004f0e20SizeAddress = 0x004F1B44OldSize = 37NewSize = 127WordBits = 8}Hashtable = {comment =caller 0x004f1d60SizeAddress = 0x004F220AOldSize = 7001NewSize = 7001}Hashtable = {comment =also caller 0x004f1d60SizeAddress = 0x004F222EOldSize = 701NewSize = 901}Hashtable = {comment =also caller 0x004f1d60SizeAddress = 0x004F2B70OldSize = 37NewSize = 127WordBits = 8}Hashtable = {comment =multipart 1/2 - caller 0x004F2ACBSizeAddress = 0x004F2A8BOldSize = 37NewSize = 713}Hashtable = {comment =multipart 2/2 - caller 0x004F2ACBSizeAddress = 0x004F2AA8OldSize = 37NewSize = 713}Hashtable = {comment =multipart 1/2 - caller 0x004f2b3eSizeAddress = 0x004F2AEFOldSize = 37NewSize = 1301}Hashtable = {comment =multipart 2/2 - caller 0x004f2b3eSizeAddress = 0x004F2B12OldSize = 37NewSize = 1301}Hashtable = {comment =caller 0x0067fbb0SizeAddress = 0x006C5396OldSize = 37NewSize = 83}Hashtable = {comment =also caller 0x0067fbb0SizeAddress = 0x0067FD35OldSize = 191NewSize = 3019}Hashtable = {comment =also caller 0x0067fbb0SizeAddress = 0x0067FE5FOldSize = 191NewSize = 2021}Hashtable = {comment =caller 0x006C56B0SizeAddress = 0x006C5674OldSize = 37NewSize = 299}Hashtable = {comment =caller 0x00714788SizeAddress = 0x00714752OldSize = 59NewSize = 239}Hashtable = {comment =many callers: 0x00769C3D, 0x00769CAD, 0x00769D03, 0x00769D53, 0x00769DA1SizeAddress = 0x00769BEBOldSize = 37NewSize = 297}Hashtable = {comment =multipart 1/2 - caller 0x009dbf36SizeAddress = 0x009DBF03OldSize = 131213NewSize = 905671}Hashtable = {comment =multipart 2/2 - caller 0x009dbf36SizeAddress = 0x00B06140OldSize = 131213NewSize = 905671}Hashtable = {comment =caller 0x009e2726SizeAddress = 0x009E26F3OldSize = 37NewSize = 297}Hashtable = {comment =caller 0x00a10de6SizeAddress = 0x00A10DB3OldSize = 37NewSize = 297}} It should be noted I'm using an OSR ini preset provided from this stability guide. 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Striker879 Posted March 11, 2020 Share Posted March 11, 2020 (edited) Is there a particular reason you don't have a bashed patch?I don't use a bashed patch as I've been told that it seemingly tends to choose the wrong IDs, so I've been deterred from ever using it. Plus in all of my previous attempts to use it, I sometimes found that it wouldn't give out correct results and seems like a complicated thing to use. I'm also curious where in your load order is your merged patch/merged ESP you mention?I didn't make one specifically, I merged a couple existing plugins with one or the other. For instance, I've merged Diverse Effect Icons.esp and [GFX]_Initial_Glow-all.esp into DLCSpellTomes - Unofficial Patch.esp. As I want to put as less a many active esps into my load order as possible. Is this a BOSS load order or LOOT?I used BOSS, as that it was built for Oblivion, LOOT was made for Skyrim. Some of them have been manually moved around, such as the CNRP esps as BOSS loaded them higher and there is some priority I wanted them to get for NPCs which would only happen if they're lower. Plus, like I said in my first comment, I handpick out and fix any conflict with TES4Edit. I understand better now. For years I resisted using a bashed patch myself (actually resisted Wrye Bash entirely) but since I've started using a bashed patch I can't say I've found an instance where it made for a less stable game for my part. I can't really tell if your load list was generated through Wrye Bash or not ... do you have Wrye Bash installed? As well as resolving conflicts between mods Wyre Bash will merge many simple mods into the bashed patch and then deactivate the ESP (basically what you are doing yourself) with one important difference ... the bashed patch is generally at or very close to the bottom of your load order. That way any conflicts it resolves are the last (or near last) loaded by the game and overwrite the conflicts they were intended to resolve. Your method, though not necessarily focused on conflict resolution, has your merges loaded high in your load order. Give some consideration to trying out a bashed patch to see if it helps on the stability front. To do a true test you will need to restore your unmerged version of things like the DLCSpellTomes - Unofficial Patch.esp and put the ESPs you've merged like Diverse Effects Icons.esp back into your load order before creating the bashed patch. Some of those ESPs may be merged and deactivated by WB during the bashed patch building and some may not, but by seeing what difference having a bashed patch makes vs your current situation you will be basing your future path based on evidence instead of what you have heard (I hear all kinds of things that my own experience says aren't true). It's easy to revert back afterwards if you decide against using a bashed patch ... simply delete the Bashed Patch,0.esp and restore your former setup. In my opinion simply trying to reduce ESP count when your number of ESPs is so far below the ESP limit of 255 is complicating life for little or no gain. I have seen plenty of load orders that included both Better Cities and Unique Landscapes that were far closer to the 255 limit than you are without anything like your problem, but those load orders always used a bashed patch. Edited March 11, 2020 by Striker879 Link to comment Share on other sites More sharing options...
NCRSoleSurvivor Posted March 11, 2020 Author Share Posted March 11, 2020 Is there a particular reason you don't have a bashed patch?I don't use a bashed patch as I've been told that it seemingly tends to choose the wrong IDs, so I've been deterred from ever using it. Plus in all of my previous attempts to use it, I sometimes found that it wouldn't give out correct results and seems like a complicated thing to use. I'm also curious where in your load order is your merged patch/merged ESP you mention?I didn't make one specifically, I merged a couple existing plugins with one or the other. For instance, I've merged Diverse Effect Icons.esp and [GFX]_Initial_Glow-all.esp into DLCSpellTomes - Unofficial Patch.esp. As I want to put as less a many active esps into my load order as possible. Is this a BOSS load order or LOOT?I used BOSS, as that it was built for Oblivion, LOOT was made for Skyrim. Some of them have been manually moved around, such as the CNRP esps as BOSS loaded them higher and there is some priority I wanted them to get for NPCs which would only happen if they're lower. Plus, like I said in my first comment, I handpick out and fix any conflict with TES4Edit. I understand better now. For years I resisted using a bashed patch myself (actually resisted Wrye Bash entirely) but since I've started using a bashed patch I can't say I've found an instance where it made for a less stable game for my part. I can't really tell if your load list was generated through Wrye Bash or not ... do you have Wrye Bash installed? As well as resolving conflicts between mods Wyre Bash will merge many simple mods into the bashed patch and then deactivate the ESP (basically what you are doing yourself) with one important difference ... the bashed patch is generally at or very close to the bottom of your load order. That way any conflicts it resolves are the last (or near last) loaded by the game and overwrite the conflicts they were intended to resolve. You method, though not necessarily focused on conflict resolution, as your merges loaded high in your load order. Give some consideration to trying out a bashed patch to see if it helps on the stability front. To do a true test you will need to restore your unmerged version of things like the DLCSpellTomes - Unofficial Patch.esp and put the ESPs you've merged like Diverse Effects Icons.esp back into your load order before creating the bashed patch. Some of those ESPs may be merged and deactivated by WB during the bashed patch building and some may not, but by seeing what difference having a bashed patch makes vs your current situation you are basing your future path based on evidence instead of what you have heard (I hear all kinds of things that my own experience says aren't true). It's easy to revert back afterwards if you decide against using a bashed patch ... simply delete the Bashed Patch,0.esp and restore your former setup. In my opinion simply trying to reduce ESP count when your number of ESPs is so far below the ESP limit of 255 is complicating life for little or no gain. I have seen plenty of load orders that included both Better Cities and Unique Landscapes that were far closer to the 255 limit than you are without anything like your problem, but those load orders always used a bashed patch. Even if an esp is deactivated though, doesn't that still cause memory loss with it still being lodged into the data? I'll definitely give bashed patch a go and hopefully it'll be the end of it. Just gotta go through the task of getting my mods unmerged. Link to comment Share on other sites More sharing options...
Striker879 Posted March 11, 2020 Share Posted March 11, 2020 A deactivated ESP still counts toward the 400 file limit in the Data folder but unless you are using your Data folder as storage for downloads you aren't in any danger there. Link to comment Share on other sites More sharing options...
NCRSoleSurvivor Posted March 11, 2020 Author Share Posted March 11, 2020 A deactivated ESP still counts toward the 400 file limit in the Data folder but unless you are using your Data folder as storage for downloads you aren't in any danger there.Alright. I'll hold you to that. Thanks for the advice. Btw, since we're on the topic, I might as well mention this to you and see if this is harmless. Usually when I resolve some conflict across esps myself in TES4Edit, I always allow anything added from another mod that is removed from another that is prioritised to be added in said prioritised one. So for instance, when an NPC with an item added from Oblivion Uncut is being overriden by say Better Cities, I always add that item into the Better Cities file and allow Oblivion Uncut to be a master file for Better Cities. Obviously I see this as no harm since I'm going to be using the mod anyway, and I highly doubt that I'd be removing said master file in the future of my playthrough as I usually always play with those mods anyway. Does this create issues in performance? Because it's always been itching the back of my head that this may be the issue. I see no technical difficulty in this, but you seem to know what you're doing more than me so I just want to confirm if it's harmless, as I've done this with a lot of esps in my load order. Link to comment Share on other sites More sharing options...
Striker879 Posted March 11, 2020 Share Posted March 11, 2020 (edited) A deactivated ESP still counts toward the 400 file limit in the Data folder but unless you are using your Data folder as storage for downloads you aren't in any danger there.Alright. I'll hold you to that. Thanks for the advice. Btw, since we're on the topic, I might as well mention this to you and see if this is harmless. Usually when I resolve some conflict across esps myself in TES4Edit, I always allow anything added from another mod that is removed from another that is prioritised to be added in said prioritised one. So for instance, when an NPC with an item added from Oblivion Uncut is being overriden by say Better Cities, I always add that item into the Better Cities file and allow Oblivion Uncut to be a master file for Better Cities. Obviously I see this as no harm since I'm going to be using the mod anyway, and I highly doubt that I'd be removing said master file in the future of my playthrough as I usually always play with those mods anyway. Does this create issues in performance? Because it's always been itching the back of my head that this may be the issue. I see no technical difficulty in this, but you seem to know what you're doing more than me so I just want to confirm if it's harmless, as I've done this with a lot of esps in my load order. Now don't take as "take it to the bank" gospel as it is my own thinking on the relationship between masters and dependent ESPs. A normal master (i.e. one with the file extension ESM that has the master bit flipped on permanently in the file header) provides the game with a starting point as it loads resources. ESPs are used to modify that known starting point. When we move onto the situation of an ESP used as a master as you are speaking about the game doesn't necessarily have the same ESM and file header flags to go by but I believe it will still preserve that master/dependent relationship in exactly the same way. In the normal situation (ESM and ESP) the game loads all ESMs first (regardless of where in the load order they are) working from the first ESM to the last. Now with all of that information loaded into memory it works down the load order loading ESPs. Where any individual records are the same as in an ESM the game will overwrite the data found in the ESM with the dta found for that record in the ESP. If the next or a subsequent ESP also changes that same record then then lowest or last loading ESP will "win" the conflict. Each individual game record can only contain data from a singe source so last loaded always wins. In the situation of ESP master and ESP, even though the ESM flag is missing from the ESP master that "last loaded wins" still determines the outcome. The dependent ESP will have a record in the file header that says that this particular ESP is it's master (as well as other ESMs such as Oblivion.esm), and even though the ESP master doesn't contain a file header flag declaring it as a master the game will crash due to missing master if the dependent ESP is loaded before the master ESP. All that establishing that master/dependent relationship holds is that it demands that the master be loaded before the dependent (and that the master is present of course). Beyond the missing master scenario I don't see any performance implications. If your load order contained 10,000 individual game records in the ESMs and ESPs it will still only have 10,000 records. The portions of those records that are active in memory at any given moment will still be the same ... whatever the game requires for displaying that next video frame. Without doubt there is more to this than my simple explanations cover ... not sure whether I've made things clearer or muddier for you. Edited March 11, 2020 by Striker879 Link to comment Share on other sites More sharing options...
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