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Crashes with a heavily modded Oblivion. Any solutions or tips?


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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.esm
01 All Natural Base.esm
02 Cobl Main.esm
03 Better Cities Resources.esm
04 CustomSpellIcons.esm
05 Unofficial Oblivion Patch.esp
06 DLCShiveringIsles.esp
07 Unofficial Shivering Isles Patch.esp
08 Better Cities .esp
09 All Natural.esp
0A Immersive Interiors.esp
0B Immersive Interiors - Bravil.esp
0C Immersive Interiors - Imperial City.esp
0D Immersive Interiors - Landscape Addon.esp
0E Sounds of Cyrodiil.esp
0F All Natural - Real Lights.esp
10 WindowLightingSystem.esp
11 00 Realistic Player Speech.esp
12 ClocksOfCyrodiil.esp
13 DialogTweaks.esp
14 BetterSaves.esp
15 BookTrackerUpdatedv1.1.esp
16 FormID Finder4.esp
17 Dynamic Map.esp
18 Map Marker Overhaul.esp
19 DLCHorseArmor.esp
1A DLCHorseArmor - Unofficial Patch.esp
1B DLCOrrery.esp
1C DLCOrrery - Unofficial Patch.esp
1D DLCVileLair.esp
1E DLCVileLair - Unofficial Patch.esp
1F DLCMehrunesRazor.esp
20 DLCMehrunesRazor - Unofficial Patch.esp
21 DLCSpellTomes.esp
22 DLCSpellTomes - Unofficial Patch.esp
23 Immersive Weapons.esp
24 DLCThievesDen.esp
25 DLCThievesDen - Unofficial Patch.esp
26 Cobl Glue.esp
27 Creature Diversity.esp
28 Cobl Si.esp
29 Cobl Tweaks.esp
2A 0WeynonPrioryAlive.esp
2B CRTRenewed.esp
2C Kvatch Rebuilt.esp
2D DLCBattlehornCastle.esp
2E DLCBattlehornCastle - Unofficial Patch.esp
2F DLCFrostcrag.esp
30 DLCFrostcrag - Unofficial Patch.esp
31 Knights.esp
32 Knights - Unofficial Patch.esp
33 Oblivion Uncut.esp
34 Book Jackets Oblivion.esp
35 MannimarcoRevisited.esp
36 Roads of Cyrodiil.esp
37 HackdirtAlive.esp
38 Unique Landscapes.esp
39 ULM OblivionUncut-EntiusGorge patch.esp
3A ULM WeynonPrioryAlive-ChorrolHinterland patch.esp
3B ULM ROC+Ancient Redwoods.esp
3C ULE KvatchRebuilt-CheydinhalFalls patch.esp
3D ULM ROC+UL-II Patch.esp
3E ULM ROC+UL Skingrad Outskirts Patch.esp
3F Better Dungeons.esp
40 FlexWhiteReach.esp
41 HAZeatanimations.esp
42 Oblivion_Character_Overhaul.esp
43 bladesfactionmod.esp
44 Better Cities Full.esp
45 CNRP Brumav02.esp
46 CNRP Chorrol.esp
47 CNRP DB.esp
48 CNRP Cheydinhal.esp
49 CNRP FightersGuild.esp
4A Better Cities - IC Imperial Isle.esp
4B Better Imperial City.esp
4C All Natural Real Lights - Better Cities IC Patch.esp
4D Better Cities Chorrol - Immersive Interiors.esp
4E Better Cities - All Natural.esp
4F Better Cities Skingrad - Roads of Cyrodiil.esp
50 Better Cities IC Imperial Isle - Roads of Cyrodiil.esp
51 xulChorrolHinterland-BC6.esp
52 ULE OblivionUncut-ChorrolHinterland BC6 patch.esp
53 Better Cities Chorrol - Knights of the Nine.esp
54 Better Cities Market District - Oblivion Uncut.esp
55 OblivionUncut-BetterCitiesArena Patch.esp
56 ULM BetterCities-UniqueLandscapes merged patch.esp
57 Better Cities - COBL.esp
58 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.

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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?

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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.

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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=0

bDrawSpellContact=0

bRunMiddleLowLevelProcess=1

iHoursToSleep=3

bActorLookWithHavok=0

SMainMenuMusicTrack=special\tes4title.mp3

bUseEyeEnvMapping=1

bFixFaceNormals=0

bUseFaceGenHeads=1

bFaceMipMaps=1

bFaceGenTexturing=1

bDefaultCOCPlacement=0

uGridDistantTreeRange=15

uGridDistantCount=25

uGridsToLoad=5

fGlobalTimeMultiplier=1.0000

bNewAnimation=1

fAnimationDefaultBlend=0.1000

fAnimationMult=1.0000

bFixAIPackagesOnLoad=0

bForceReloadOnEssentialCharacterDeath=1

bKeepPluginWhenMerging=0

bCreate Maps Enable=0

SLocalSavePath=Saves\

SLocalMasterPath=Data\

bDisableDuplicateReferenceCheck=1

bTintMipMaps=0

uInterior Cell Buffer=3

uExterior Cell Buffer=36

iIntroSequencePriority=3

bPreloadIntroSequence=1

fStaticScreenWaitTime=3.0000

SCreditsMenuMovie=CreditsMenu.bik

SMainMenuMovie=Map loop.bik

SMainMenuMovieIntro=Oblivion iv logo.bik

SIntroSequence=bethesda softworks HD720p.bik,2k games.bik,game studios.bik,Oblivion Legal.bik

iFPSClamp=0

bRunVTuneTest=0

STestFile1=

bActivateAllQuestScripts=0

fQuestScriptDelayTime=5.0000

SMainMenuMusic=Special\TES4Title.mp3

bUseThreadedBlood=0

bUseThreadedMorpher=0

bExternalLODDataFiles=1

bBorderRegionsEnabled=1

bDisableHeadTracking=0

bTrackAllDeaths=0

SCharGenQuest=0002466E

uiFaceGenMaxEGTDataSize=67108864

uiFaceGenMaxEGMDataSize=67108864

SBetaCommentFileName=

bCheckCellOffsetsOnInit=0

bCreateShaderPackage=0

uGridDistantTreeRangeCity=4

uGridDistantCountCity=4

bWarnOnMissingFileEntry=0

iSaveGameBackupCount=1

bDisplayMissingContentDialogue=1

SSaveGameSafeCellID=2AEEA

bAllowScriptedAutosave=1

bPreemptivelyUnloadCells=0

bCheckIDsOnInit=0

iNumBitsForFullySeen=248

iPreloadSizeLimit=26214400

SOblivionIntro=OblivionIntro.bik

bUseHardDriveCache=0

bEnableBoundingVolumeOcclusion=0

bDisplayBoundingVolumes=0

bUseThreadedTempEffects=0

bUseThreadedParticleSystem=0

bUseMyGamesDirectory=1

bUseThreadedAI=1

iNumHWThreads=2

 

 

[Display]

uVideoDeviceIdentifierPart1=3619102270

uVideoDeviceIdentifierPart2=298801222

uVideoDeviceIdentifierPart3=1134381905

uVideoDeviceIdentifierPart4=903332379

fDecalLifetime=10.0000

bEquippedTorchesCastShadows=0

bReportBadTangentSpace=0

bStaticMenuBackground=1

bForcePow2Textures=0

bForce1XShaders=0

bHighQuality20Lighting=0

bAllow20HairShader=1

bAllowScreenShot=0

iMultiSample=0

bDoTallGrassEffect=1

bForceMultiPass=1

bDoTexturePass=1

bDoSpecularPass=1

bDoDiffusePass=1

bDoAmbientPass=1

bDoCanopyShadowPass=1

bDrawShadows=0

bUseRefractionShader=1

bUse Shaders=1

iNPatchNOrder=0

iNPatchPOrder=0

iNPatches=0

iLocation Y=0

iLocation X=0

bFull Screen=0

iSize W=2560

iSize H=1440

iAdapter=0

iScreenShotIndex=0

SScreenShotBaseName=ScreenShot

iAutoViewMinDistance=2000

iAutoViewHiFrameRate=40

iAutoViewLowFrameRate=20

bAutoViewDistance=0

fDefaultFOV=75.0000

fNearDistance=10.0000

fFarDistance=10000.0000

iDebugTextLeftRightOffset=10

iDebugTextTopBottomOffset=10

bShowMenuTextureUse=1

iDebugText=2

bLocalMapShader=0

bDoImageSpaceEffects=1

fShadowLOD2=400.0000

fShadowLOD1=200.0000

fLightLOD2=1500.0000

fLightLOD1=1000.0000

fSpecularLOD2=1300.0000

fSpecularLOD1=1000.0000

fEnvMapLOD2=800.0000

fEnvMapLOD1=500.0000

fEyeEnvMapLOD2=190.0000

fEyeEnvMapLOD1=130.0000

iPresentInterval=1

iShadowFilter=2

iActorShadowCountExt=10

iActorShadowCountInt=10

bActorSelfShadowing=0

bShadowsOnGrass=1

bDynamicWindowReflections=1

iTexMipMapSkip=0

fGrassStartFadeDistance=6000.0

fGrassEndDistance=7000.0

bDecalsOnSkinnedGeometry=1

bFullBrightLighting=0

iMaxLandscapeTextures=0

bLODPopActors=0

bLODPopItems=0

bLODPopObjects=0

fSpecualrStartMax=1000.0000

fSpecularStartMin=0.0000

iActorShadowIntMax=10

iActorShadowIntMin=0

iActorShadowExtMax=10

iActorShadowExtMin=0

fGammaMax=0.6000

fGammaMin=1.4000

iMaxDecalsPerFrame=10

bLandscapeBlend=1

fShadowFadeTime=1.0000

fGamma=1.0000

bAllowPartialPrecision=1

iShadowMapResolution=256

bAllow30Shaders=0

iTexMipMapMinimum=0

bDoStaticAndArchShadows=0

bDoActorShadows=0

bIgnoreResolutionCheck=0

fNoLODFarDistancePct=1.0000

fNoLODFarDistanceMax=10240.0000

fNoLODFarDistanceMin=1700.0000

 

 

 

[Controls]

fVersion=1.8000

Forward=0011FFFF

Back=001FFFFF

Slide Left=001EFFFF

Slide Right=0020FFFF

Use=00FF0009

Activate=0012FF03

Block=00380108

Cast=002EFF06

Ready Item=0013FF02

Crouch/Sneak=001DFF00

Run=002AFFFF

Always Run=003AFFFF

Auto Move=0010FFFF

Jump=0039FF01

Toggle POV=00210205

Menu Mode=000FFF04

Rest=0014FF0A

Quick Menu=003BFFFF

Quick1=0002FF20

Quick2=0003FF21

Quick3=0004FF22

Quick4=0005FF23

Quick5=0006FF24

Quick6=0007FF25

Quick7=0008FF26

Quick8=0009FF27

QuickSave=000CFFFF

QuickLoad=0035FFFF

Grab=002CFF07

bInvertYValues=0

fXenonLookXYMult=0.0005

fMouseSensitivity=0.0020

;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6

iJoystickMoveFrontBack=2

iJoystickMoveLeftRight=1

fJoystickMoveFBMult=1.0000

fJoystickMoveLRMult=1.0000

iJoystickLookUpDown=6

iJoystickLookLeftRight=3

fJoystickLookUDMult=0.0020

fJoystickLookLRMult=0.0020

fXenonMenuMouseXYMult=0.0003

bBackground Mouse=0

bBackground Keyboard=0

bUse Joystick=1

fXenonLookMult=0.0030

fXenonMenuStickSpeedMaxMod=5.0000

iXenonMenuStickSpeedThreshold=20000

iXenonMenuStickThreshold=1000

;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian

iLanguage=0

SlideLeft=001EFFFF

SlideRight=0020FFFF

fXenonMenuStickMapCursorMinSpeed=1.0000

fXenonMenuStickMapCursorMaxSpeed=15.0000

fXenonMenuStickMapCursorGamma=0.1700

fXenonMenuStickSpeedPlayerRotMod=3000.0000

fXenonMenuDpadRepeatSpeed=300.0000

fXenonMenuStickSpeed=300.0000

iXenonMenuStickDeadZone=15000

 

 

[Water]

fAlpha=0.5000

uSurfaceTextureSize=128

SSurfaceTexture=water

SNearWaterOutdoorID=NearWaterOutdoorLoop

SNearWaterIndoorID=NearWaterIndoorLoop

fNearWaterOutdoorTolerance=1024.0000

fNearWaterIndoorTolerance=512.0000

fNearWaterUnderwaterVolume=0.9000

fNearWaterUnderwaterFreq=0.3000

uNearWaterPoints=8

uNearWaterRadius=1000

uSurfaceFrameCount=32

uSurfaceFPS=12

bUseWaterReflectionsMisc=0

bUseWaterReflectionsStatics=0

bUseWaterReflectionsTrees=0

bUseWaterReflectionsActors=0

bUseWaterReflections=1

bUseWaterHiRes=1

bUseWaterDisplacements=1

bUseWaterShader=1

uDepthRange=125

bUseWaterDepth=1

bUseWaterLOD=1

fTileTextureDivisor=4.7500

fSurfaceTileSize=2048.0000

uNumDepthGrids=3

 

[Audio]

bDSoundHWAcceleration=1

fMinSoundVel=10.0000

fMetalLargeMassMin=25.0000

fMetalMediumMassMin=8.0000

fStoneLargeMassMin=30.0000

fStoneMediumMassMin=5.0000

fWoodLargeMassMin=15.0000

fWoodMediumMassMin=7.0000

fDialogAttenuationMax=35.0000

fDialogAttenuationMin=7.7500

bUseSoundDebugInfo=1

fUnderwaterFrequencyDelta=0.0000

bUseSoftwareAudio3D=0

fDefaultEffectsVolume=0.8000

fDefaultMusicVolume=0.3000

fDefaultFootVolume=0.8000

fDefaultVoiceVolume=0.8000

fDefaultMasterVolume=1.0000

bMusicEnabled=1

bSoundEnabled=1

fLargeWeaponWeightMin=25.0000

fMediumWeaponWeightMin=8.0000

fSkinLargeMassMin=30.0000

fSkinMediumMassMin=5.0000

fChainLargeMassMin=30.0000

fChainMediumMassMin=5.0000

fDBVoiceAttenuationIn2D=0.0000

iCollisionSoundTimeDelta=50

fGlassLargeMassMin=25.0000

fGlassMediumMassMin=8.0000

fClothLargeMassMin=25.0000

fClothMediumMassMin=8.0000

fEarthLargeMassMin=30.0000

fEarthMediumMassMin=5.0000

bUseSpeedForWeaponSwish=1

fLargeWeaponSpeedMax=0.9500

fMediumWeaponSpeedMax=1.1000

fPlayerFootVolume=0.9000

fDSoundRolloffFactor=4.0000

fMaxFootstepDistance=1100.0000

fHeadroomdB=2.0000

iMaxImpactSoundCount=32

fMainMenuMusicVolume=0.6000

 

 

[shockBolt]

bDebug=0

fGlowColorB=1.0000

fGlowColorG=0.6000

fGlowColorR=0.0000

fCoreColorB=1.0000

fCoreColorG=1.0000

fCoreColorR=1.0000

fCastVOffset=-10.0000

iNumBolts=7

fBoltGrowWidth=1.0000

fBoltSmallWidth=3.0000

fTortuosityVariance=8.0000

fSegmentVariance=35.0000

fBoltsRadius=24.0000

 

[Pathfinding]

bDrawPathsDefault=0

bPathMovementOnly=0

bDrawSmoothFailures=0

bDebugSmoothing=0

bSmoothPaths=1

bSnapToAngle=0

bDebugAvoidance=0

bDisableAvoidance=0

bBackgroundPathing=0

bUseBackgroundPathing=1

 

[MAIN]

bEnableBorderRegion=1

fLowPerfCombatantVoiceDistance=1000.0000

iDetectionHighNumPicks=40

fQuestScriptDelayTime=5.0000

iLastHDRSetting=-1

 

 

[Combat]

bEnableBowZoom=1

bDebugCombatAvoidance=0

fMinBloodDamage=1.0000

fHitVectorDelay=0.4000

iShowHitVector=0

fLowPerfNPCTargetLOSTimer=1.0000

fHiPerfNPCTargetLOSTimer=0.5000

iMaxHiPerfNPCTargetCount=4

fLowPerfPCTargetLOSTimer=0.5000

fHiPerfPCTargetLOSTimer=0.2500

iMaxHiPerfPCTargetCount=4

iMaxHiPerfCombatCount=4

 

 

[HAVOK]

bDisablePlayerCollision=0

fJumpAnimDelay=0.7500

bTreeTops=0

iSimType=1

bPreventHavokAddAll=0

bPreventHavokAddClutter=0

fMaxTime=0.0167

bHavokDebug=0

fRF=1000.0000

fOD=0.9000

fSE=0.3000

fSD=0.9800

iResetCounter=5

fMoveLimitMass=95.0000

iUpdateType=0

bHavokPick=0

fCameraCasterSize=1.0000

iHavokSkipFrameCountTEST=0

fHorseRunGravity=3.0000

fQuadrupedPitchMult=1.0000

iNumHavokThreads=1

fChaseDeltaMult=0.0500

iEntityBatchRemoveRate=100

iMaxPicks=40

bAddBipedWhenKeyframed=0

 

 

[interface]

fDlgLookMult=0.3000

fDlgLookAdj=0.0000

fDlgLookDegStop=0.2000

fDlgLookDegStart=2.0000

fDlgFocus=2.1000

fKeyRepeatInterval=50.0000

fKeyRepeatTime=500.0000

fActivatePickSphereRadius=16.0000

fMenuModeAnimBlend=0.0000

iSafeZoneX=20

iSafeZoneY=20

iSafeZoneXWide=20

iSafeZoneYWide=20

fMenuPlayerLightDiffuseBlue=0.8000

fMenuPlayerLightDiffuseGreen=0.8000

fMenuPlayerLightDiffuseRed=0.8000

fMenuPlayerLightAmbientBlue=0.2500

fMenuPlayerLightAmbientGreen=0.2500

fMenuPlayerLightAmbientRed=0.2500

bAllowConsole=1

bActivatePickUseGamebryoPick=0

iMaxViewCasterPicksGamebryo=10

iMaxViewCasterPicksHavok=10

iMaxViewCasterPicksFuzzy=5

bUseFuzzyPicking=1

fMenuBGBlurRadius=2.0000

 

[LoadingBar]

iMoveBarWaitingMilliseconds=10

iMoveBarChaseMilliseconds=100

iMoveBarMaxMilliseconds=2500

fLoadingSlideDelay=15.0000

fPercentageOfBar3=0.1500

fPercentageOfBar2=0.4400

fPercentageOfBar1=0.3500

fPercentageOfBar0=0.0600

bShowSectionTimes=0

 

[Menu]

fCreditsScrollSpeed=40.0000

iConsoleTextYPos=890

iConsoleTextXPos=30

iConsoleVisibleLines=15

iConsoleHistorySize=50

rDebugTextColor=255,251,233

iConsoleFont=3

iDebugTextFont=3

 

 

 

[GamePlay]

bDisableDynamicCrosshair=0

bSaveOnTravel=0

bSaveOnWait=0

bSaveOnRest=0

bCrossHair=1

iDifficultyLevel=50

bGeneralSubtitles=1

bDialogueSubtitles=1

bInstantLevelUp=0

bHealthBarShowing=0

fHealthBarFadeOutSpeed=1.0000

fHealthBarSpeed=80.0000

fHealthBarHeight=4.0000

fHealthBarWidth=40.0000

fHealthBarEmittanceFadeTime=0.5000

fHealthBarEmittanceTime=1.5000

STrackLevelUpPath=\\vault\TES4\LevelData\

fDifficulty=0.0000

bTrackLevelUps=1

bAllowHavokGrabTheLiving=0

bEssentialTakeNoDamage=1

iDetectionPicks=21

bSaveOnInteriorExteriorSwitch=1

 

 

[Fonts]

SFontFile_1=Data\Fonts\Kingthings_Regular.fnt

sfontfile_2=Data\Fonts\DarN_Kingthings_Petrock_14.fnt

sfontfile_3=Data\Fonts\DarN_Kingthings_Petrock_16.fnt

sfontfile_4=Data\Fonts\DarN_Oblivion_28.fnt

SFontFile_5=Data\Fonts\Handwritten.fnt

 

 

[speedTree]

iTreeClonesAllowed=1

fCanopyShadowGrassMult=1.0000

iCanopyShadowScale=512

fTreeForceMaxBudAngle=-1.0000

fTreeForceMinBudAngle=-1.0000

fTreeForceLeafDimming=-1.0000

fTreeForceBranchDimming=-1.0000

fTreeForceCS=-1.0000

fTreeForceLLA=-1.0000

fTreeLODExponent=1.0000

bEnableTrees=1

bForceFullLOD=0

fLODTreeMipMapLODBias=-0.7500

fLocalTreeMipMapLODBias=-0.2500

 

 

[Debug]

bDebugFaceGenCriticalSection=0

bDebugFaceGenMultithreading=0

bDebugSaveBuffer=0

 

 

[backgroundLoad]

bBackgroundLoadLipFiles=0

bLoadBackgroundFaceGen=0

bUseMultiThreadedFaceGen=1

bBackgroundCellLoads=1

bLoadHelmetsInBackground=1

iAnimationClonePerLoop=5

bSelectivePurgeUnusedOnFastTravel=0

bUseMultiThreadedTrees=1

iPostProcessMillisecondsEditor=50

iPostProcessMillisecondsLoadingQueuedPriority=20

iPostProcessMilliseconds=5

bUseBackgroundFileLoader=0

 

 

[LOD]

fLodDistance=500.0000

bUseFaceGenLOD=0

iLODTextureTiling=2

iLODTextureSizePow2=8

fLODNormalTextureBlend=0.5000

bDisplayLODLand=1

bDisplayLODBuildings=1

bDisplayLODTrees=1

bLODPopTrees=0

bLODPopActors=0

bLODPopItems=0

bLODPopObjects=0

fLODFadeOutMultActors=15.0000

fLODFadeOutMultItems=15.0000

fLODFadeOutMultObjects=15.0000

fLODMultLandscape=1.0000

fLODMultTrees=2.0000

fLODMultActors=10.0000

fLODMultItems=10.0000

fLODMultObjects=10.0000

iFadeNodeMinNearDistance=400

fLODFadeOutPercent=0.9000

fLODBoundRadiusMult=3.0000

fTalkingDistance=2000.0000

 

fTreeLODMax=2.0000

fTreeLODMin=0.0200

fTreeLODDefault=1.2000

fObjectLODMax=15.0000

fObjectLODMin=1.0000

fObjectLODDefault=5.0000

fItemLODMax=15.0000

fItemLODMin=1.0000

fItemLODDefault=2.0000

fActorLODMax=15.0000

fActorLODMin=2.0000

fActorLODDefault=5.0000

bLODUseCombinedLandNormalMaps=1

bForceHideLODLand=0

fLODQuadMinLoadDistance=65536.0000

fLODFadeOutActorMultInterior=1.0000

fLODFadeOutItemMultInterior=1.0000

fLODFadeOutObjectMultInterior=1.0000

fLODFadeOutActorMultCity=1.0000

fLODFadeOutItemMultCity=1.0000

fLODFadeOutObjectMultCity=1.0000

fLODFadeOutActorMultComplex=1.0000

fLODFadeOutItemMultComplex=1.0000

fLODFadeOutObjectMultComplex=1.0000

fLODLandVerticalBias=0.0000

 

[Weather]

fSunGlareSize=350.0000

fSunBaseSize=250.0000

bPrecipitation=1

fAlphaReduce=1.0000

SBumpFadeColor=255,255,255,255

SLerpCloseColor=255,255,255,255

SEnvReduceColor=255,255,255,255

 

[Voice]

SFileTypeLTF=ltf

SFileTypeLip=lip

SFileTypeSource=wav

SFileTypeGame=mp3

 

 

[Grass]

iMinGrassSize=80

fGrassEndDistance=8000.0000

fGrassStartFadeDistance=7000.0000

bGrassPointLighting=0

bDrawShaderGrass=1

iGrassDensityEvalSize=2

iMaxGrassTypesPerTexure=2

fWaveOffsetRange=1.7500

fGrassWindMagnitudeMax=125.0000

fGrassWindMagnitudeMin=5.0000

fTexturePctThreshold=0.3000

 

[Landscape]

bCurrentCellOnly=0

bPreventSafetyCheck=0

fLandTextureTilingMult=2.0000

fLandFriction=2.5000

iLandBorder2B=0

iLandBorder2G=0

iLandBorder2R=0

iLandBorder1B=0

iLandBorder1G=255

iLandBorder1R=255

 

 

[bLightAttenuation]

fQuadraticRadiusMult=1.0000

fLinearRadiusMult=1.0000

bOutQuadInLin=0

fConstantValue=0.0000

fQuadraticValue=16.0000

fLinearValue=3.0000

uQuadraticMethod=2

uLinearMethod=1

fFlickerMovement=8.0000

bUseQuadratic=1

bUseLinear=0

bUseConstant=0

 

 

[blurShaderHDRInterior]

fTargetLUM=1.0000

fUpperLUMClamp=1.0000

fEmissiveHDRMult=1.0000

fEyeAdaptSpeed=0.5000

fBrightScale=2.2500

fBrightClamp=0.2250

fBlurRadius=7.0000

iNumBlurpasses=1

 

 

[blurShaderHDR]

fTargetLUM=1.2000

fUpperLUMClamp=1.0000

fGrassDimmer=1.3000

fTreeDimmer=1.2000

fEmissiveHDRMult=1.0000

fEyeAdaptSpeed=0.7000

fSunlightDimmer=1.3000

fSIEmmisiveMult=1.0000

fSISpecularMult=1.0000

fSkyBrightness=0.5000

fSunBrightness=0.0000

fBrightScale=1.5000

fBrightClamp=0.3500

fBlurRadius=4.0000

iNumBlurpasses=2

iBlendType=2

bDoHighDynamicRange=1

 

 

[blurShader]

fSunlightDimmer=1.0000

fSIEmmisiveMult=1.0000

fSISpecularMult=1.0000

fSkyBrightness=0.5000

fSunBrightness=0.0000

fAlphaAddExterior=0.2000

fAlphaAddInterior=0.5000

iBlurTexSize=256

fBlurRadius=0.0300

iNumBlurpasses=1

iBlendType=2

bUseBlurShader=0

 

 

[GethitShader]

fBlurAmmount=0.5000

fBlockedTexOffset=0.0010

fHitTexOffset=0.0050

[MESSAGES]

bBlockMessageBoxes=0

bSkipProgramFlows=1

bAllowYesToAll=1

bDisableWarning=1

iFileLogging=0

bSkipInitializationFlows=1

[DistantLOD]

bUseLODLandData=0

fFadeDistance=12288.0000

iDistantLODGroupWidth=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 message

but not necessarily fix any errors.

 

[Archive]

SMasterMiscArchiveFileName=Oblivion - Misc.bsa

SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa

SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa

SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa

SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa

SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa

SInvalidationFile=ArchiveInvalidation.txt

iRetainFilenameOffsetTable=1

iRetainFilenameStringTable=1

iRetainDirectoryStringTable=1

bCheckRuntimeCollisions=0

bInvalidateOlderFiles=1

bUseArchives=1

SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa

[CameraPath]

iTake=0

SDirectoryName=TestCameraPath

iFPS=60

SNif=Test\CameraPath.nif

[Absorb]

fAbsorbGlowColorB=1.0000

fAbsorbGlowColorG=0.6000

fAbsorbGlowColorR=0.0000

fAbsorbCoreColorB=1.0000

fAbsorbCoreColorG=1.0000

fAbsorbCoreColorR=1.0000

iAbsorbNumBolts=1

fAbsorbBoltGrowWidth=0.0000

fAbsorbBoltSmallWidth=7.0000

fAbsorbTortuosityVariance=2.0000

fAbsorbSegmentVariance=7.0000

fAbsorbBoltsRadius=5.0000

[OPENMP]

iThreads=3

iOpenMPLevel=10

[TestAllCells]

bFileShowTextures=1

bFileShowIcons=1

bFileSkipIconChecks=0

bFileTestLoad=0

bFileNeededMessage=1

bFileGoneMessage=1

bFileSkipModelChecks=0

bFileCheckModelCollision=0

[CopyProtectionStrings]

SCopyProtectionMessage2=Insert the Oblivion Disc.

SCopyProtectionTitle2=Oblivion Disc Not Found

SCopyProtectionMessage=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 = 0

bHookCriticalSections = 0

bHookHashtables = 1

bReplaceHeap = 0

bReplaceGetTickCount = 1

bLogToConsole = 0

bFastExit = 0

bExtraProfiling = 0

bFlushLog = 1

iSchedulingResolution = 1

bReplaceRandom = 1

bExperimentalStuff = 0

iMainHookPoint = 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 touching

bReduceSleep = 0

iThreadsFixedToCPUs = 1

bSuppressRandomSeeding = 0

bMonitorBSShaderAccumulator = 0

iPrintSceneGraphDepth = 0

bReplaceRandomWrappers = 0

bBenchmarkHeap = 0

bAlternateHeapHooks = 0

iHeapMainBlockAddress = 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 0.2

bInject_iFPSClamp = 0

fMaximumFPS = 0

fMinimumFPS = 15

iFPS_Report_Period = 15000

fExtraSleepPercent =0.05

}

GetTickCount = {

_comment =This section is disabled by default - see Master/bReplaceGetTickCount

bForceResolution = 1

bPreserveDC_Bias = 1

bPreserveHighFreqComponents = 0

bForceSync = 0

iSyncLimitMilliseconds = 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=suppressed

bUseOverrides = 1

iDefaultMode = 3

iDefaultSpin = 1000

iStaggerLevel = 5

bEnableMessages = 1

bEnableProfiling = 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 = 6

bEnableProfiling = 0

iHeapSize = 768

bEnableMessages = 0

bZeroAllocations = 0

}

Hashtables = {

bUseOverrides = 1

bEnableMessages = 0

bEnableExtraMessages = 0

bEnableProfiling = 0

}

OverrideList = {

CriticalSection = {

CallerAddress = 0x701748

comment = Renderer+0x180, recommendation=suppress (mode 5)

Mode = 5

}

CriticalSection = {

ObjectAddress = 0xB32B80

comment = MemoryHeap CS, recommendation=stagger (mode 3)

Mode = 3

Spin = 1500

}

CriticalSection = {

CallerAddress = 0x70172A

comment = Renderer+0x80, recommendation= modes 2(for stability) or 5(for performance)

Mode = 2

}

CriticalSection = {

ObjectAddress = 0xB3FA00

comment = Unknown4, recommendation=stagger (mode 3)

Mode = 3

}

CriticalSection = {

ObjectAddress = 0xB33800

comment = BaseExtraList, recommendation=stagger (mode 3)

Mode = 3

}

CriticalSection = {

ObjectAddress = 0xB3F600

comment = recommendation=stagger (mode 3)

Mode = 3

}

CriticalSection = {

ObjectAddress = 0xB3FC00

comment =

Mode = 2

}

CriticalSection = {

ObjectAddress = 0xB39C00

comment =

Mode = 2

}

Hashtable = {

comment =caller 0x00418E16

SizeAddress = 0x00418DDB

OldSize = 37

NewSize = 149

}

Hashtable = {

comment =caller 0x0045a8a1

SizeAddress = 0x0045A866

OldSize = 5039

NewSize = 133123

}

Hashtable = {

comment =caller 0x004A25BC

SizeAddress = 0x004A2586

OldSize = 523

NewSize = 2711

}

Hashtable = {

comment =multipart 1/2 - caller 0x004e614f

SizeAddress = 0x004E610F

OldSize = 37

NewSize = 47

}

Hashtable = {

comment =multipart 2/2 - caller 0x004e614f

SizeAddress = 0x004E612C

OldSize = 37

NewSize = 47

}

Hashtable = {

comment =caller 0x004E9014

SizeAddress = 0x004E8FD7

OldSize = 37

NewSize = 739

}

Hashtable = {

comment =caller 0x004f0e20

SizeAddress = 0x004F1B44

OldSize = 37

NewSize = 127

WordBits = 8

}

Hashtable = {

comment =caller 0x004f1d60

SizeAddress = 0x004F220A

OldSize = 7001

NewSize = 7001

}

Hashtable = {

comment =also caller 0x004f1d60

SizeAddress = 0x004F222E

OldSize = 701

NewSize = 901

}

Hashtable = {

comment =also caller 0x004f1d60

SizeAddress = 0x004F2B70

OldSize = 37

NewSize = 127

WordBits = 8

}

Hashtable = {

comment =multipart 1/2 - caller 0x004F2ACB

SizeAddress = 0x004F2A8B

OldSize = 37

NewSize = 713

}

Hashtable = {

comment =multipart 2/2 - caller 0x004F2ACB

SizeAddress = 0x004F2AA8

OldSize = 37

NewSize = 713

}

Hashtable = {

comment =multipart 1/2 - caller 0x004f2b3e

SizeAddress = 0x004F2AEF

OldSize = 37

NewSize = 1301

}

Hashtable = {

comment =multipart 2/2 - caller 0x004f2b3e

SizeAddress = 0x004F2B12

OldSize = 37

NewSize = 1301

}

Hashtable = {

comment =caller 0x0067fbb0

SizeAddress = 0x006C5396

OldSize = 37

NewSize = 83

}

Hashtable = {

comment =also caller 0x0067fbb0

SizeAddress = 0x0067FD35

OldSize = 191

NewSize = 3019

}

Hashtable = {

comment =also caller 0x0067fbb0

SizeAddress = 0x0067FE5F

OldSize = 191

NewSize = 2021

}

Hashtable = {

comment =caller 0x006C56B0

SizeAddress = 0x006C5674

OldSize = 37

NewSize = 299

}

Hashtable = {

comment =caller 0x00714788

SizeAddress = 0x00714752

OldSize = 59

NewSize = 239

}

Hashtable = {

comment =many callers: 0x00769C3D, 0x00769CAD, 0x00769D03, 0x00769D53, 0x00769DA1

SizeAddress = 0x00769BEB

OldSize = 37

NewSize = 297

}

Hashtable = {

comment =multipart 1/2 - caller 0x009dbf36

SizeAddress = 0x009DBF03

OldSize = 131213

NewSize = 905671

}

Hashtable = {

comment =multipart 2/2 - caller 0x009dbf36

SizeAddress = 0x00B06140

OldSize = 131213

NewSize = 905671

}

Hashtable = {

comment =caller 0x009e2726

SizeAddress = 0x009E26F3

OldSize = 37

NewSize = 297

}

Hashtable = {

comment =caller 0x00a10de6

SizeAddress = 0x00A10DB3

OldSize = 37

NewSize = 297

}

}

 

 

 

It should be noted I'm using an OSR ini preset provided from this stability guide.

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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 by Striker879
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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.

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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.

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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.

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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 by Striker879
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