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Refusing to Start


PaulEmil

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I have recently re-installed 'Blivvie, together with the DLC pack (KOTN) and SI. I have also applied the 1.20416 SI patch and the "Official Plugins Unnerfed" mod (http://tesnexus.com/downloads/file.php?id=6147), and am preparing to install both unofficial patches. However, Oblivion does not get past the initial loading bar (before the main menu) before a CTD and non-specific "encountered a problem and needs to close" error message.

 

Any help in getting round this problem would be greatly appreciated.

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this comes from bben one of the moderators:

 

When you uninstall Oblivion it doesn't really uninstall everything. Then when you start adding mods before you have started the game, some things may not get initialized properly. Here is my recommended procedure for uninstalling and reinstalling.

 

It does not remove your mods, save games or Oblivion.ini or the entries that the original installation of Oblivion placed in your Windows registry. It also does not remove helper programs such as OBSE, OBMM, Wrye Bash, The construction set or any other programs you have installed in the \Oblivion folder or the save game folder. I recommend that you go ahead and delete them, then re download and install the latest version of them again later. After you have verified that the game works.

 

I would appreciate any feedback on this as it is something I expect to post often and I hate to give bogus or useless information.

 

Uninstalling Oblivion

 

My instructions assume you are using Windows XP and have installed Oblivion into the default location. If you are using Vista or Linux, the file locations may be different, however, the procedure will be thae same.

 

For a full reinstall, first you can try to preserve your mods and save games. I recommend that you save them in a new folder with a new name. Create the new folder in C:\Program files\Bethesda Softeworks. Name it Old Files. So it will be C:\Program Files\Bethesda softworks\Old files.

 

Then copy the data folder where your mods are to the new folder - do not erase them, copy them. And in the new folder, rename the \data folder to \olddata. Then copy and rename the folder that has your saved games and Oblivion.ini, C:\documents and settings\your user name\my documents\My Games\oblivion to something like \My games\Old Oblivion - this saves your saved games and the oblivion.ini file.

 

Then, using the original CD, NOT the Launcher on your Hard drive. Select uninstall.

 

After it completes the uninstall, reboot your computer - this is important as it allows Windows to remove some references to the original Oblivion.

 

This would be the time to erase all of the helper programs you have in the \Oblivion folder. Such as OBMM, OBSE and some others. The simplest way is to delete the folder completely. The new install will re create the folder for you along with a fresh oblivion.ini and when you start the game and make a save, a new save folder and new \data folder.

 

This would also be a good time to do a file clean up.

 

To remove the registry entries that were left behind. There are several good programs for removing left behind entries. The one I use is ccleaner. Be sure to reboot before using it, and again after. It is free and available here: http://majorgeeks.com/download4191.html

 

Now that everything is cleaned up, do a full defrag on your hard drive to leave a large uncluttered area to reinstall to. This prevents your game from installing in a fragmented way, with parts scattered all over the drive. It also will speed up the install a little.

 

 

 

Now to Reinstall.

 

Again using the original CD, install Oblivion.

 

NOTE: If you are using Vista, DO NOT install to the default directory. Instead make a new directory I recommend C:\Games. Install Oblivion there to avoid the hassle with Vista UAC blocking mods.

 

Before adding any mods, patches, helper programs, Shivering Isles or anything else, start the game and make a save. This initializes some stuff that needs to be initialized.

 

If you are using the Game of the Year version of Oblivion you should not need any patches, skip the patching part.

 

Now, If you DO NOT use Shivering Isles, patch the game using ONLY the latest Oblivion patch. All of the stuff from the earlier patches is included.

 

Be sure you use the proper language patch. If you use the wrong one it may work, but with a strange mixture of languages. (Germanglish?) Or it may crash.

 

NOTE: there are two English Patches UK & US and they are different. (Some people actually think we speak the same language) Use the one that matches your original disk.

 

If you use Shivering Isles, Install it now. DO NOT install the Oblivion patch. Install Shivering Isles, then ONLY the latest Shivering Isles patch. All of the updates for Oblivion are included. There is only one Shivering Isles patch for both US & UK English (Maybe sometimes we do speak the same language.)

 

Now, again start the game, make sure it looks right, move around a little to test it, and make a save. Test to be sure everything is working right (No purple objects or yellow blocks)

 

Before adding any mods, back up both your \data folder and the save game folder. Copy them, don't move or rename them, to a different folder - such as \Bethesda\Clean Oblivion\data and \Bethesda\clean Oblivion\saves. Note that this is a different folder than the one used for your old data and saves.

 

Note, Your Oblivion.ini file is in the same folder, but separate from, the save game folder.

 

Now, if you want to try to run with your old mods, first rename the original folders. The \data folder to \newdata and the \oldata back to \data. this restores all of your mods. You should now have 2 data folders \data, and \newdata in your \oblivion folder

 

To restore your original saves and ini file, rename the new My Games\Oblivion to something like \New Oblivion. and the \Old oblivion to \oblivion - this restores all of your saved games and your original Oblivion.ini file.

 

DO NOT erase the files you renamed. These are your backup files in case the original mods do not work or give you the same problem.

 

If you have the same problem, it is most likely caused by a mod. However, you now have a clean install to fall back on. You can rename the files back to what they were and be back to your clean install without having to reinstall again.

 

Sounds like lots of work, but you will have a clean install and a back up clean install when you are finished.

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Allright! I got it working again. I think the old .ini files in My Documents were causing the grief, and once I deleted those and re-installed again it now works like a charm.
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Whoopee. Several days later and a new problem. ( :pinch: ) Something else is causing it to crash on startup now. Here's my load order from BOSS (direct cut and paste):

 

(Oblivion.esm)

 

Francesco's Leveled Creatures-Items Mod.esm

 

Francesco's Optional New Items Add-On.esm

 

CM Partners.esm

 

Oscuro's_Oblivion_Overhaul.esm

 

Mart's Monster Mod.esm

 

FCOM_Convergence.esm

 

HorseCombatMaster.esm

 

TNR ALL RACES FINAL.esp

. Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.

 

TNR - ShiveringIsles no helms.esp

. Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.

 

Unofficial Oblivion Patch.esp

 

UOP Vampire Aging & Face Fix.esp

 

Oblivion Citadel Door Fix.esp

 

DLCShiveringIsles.esp

 

Unofficial Shivering Isles Patch.esp

. Note: Remember to use the 'MOBS' version when using Francesco's and FCOM.

. Note: Newest version has same name.

 

Francesco's Optional Chance of Stronger Bosses.esp

 

Francesco's Optional Chance of Stronger Enemies.esp

 

Francesco's Optional Chance of More Enemies.esp

 

Francesco's Optional Leveled Guards.esp

. Note: Requires Shivering Isles expansion when using FCOM.

 

FCOM_Francescos.esp

. Note: Francesco's Leveled Creatures-Items 4.5b required.

 

FCOM_FrancescosItemsAddOn.esp

. Note: Francesco's Leveled Creatures-Items 4.5b required.

. Note: Francesco's supplementary addon package required.

 

FCOM_FrancescosNamedBosses.esp

. Note: Francesco's Leveled Creatures-Items 4.5b required.

 

PCSoundMazzy.esp

 

Living Economy.esp

. Note: Don't use 'Living Economy' and 'Living Economy - SI' together. Pick one.

 

Living Economy - Items.esp

 

Cutthroat Merchants.esp

 

DLCHorseArmor.esp

 

DLCOrrery.esp

 

DLCVileLair.esp

 

DLCMehrunesRazor.esp

 

DLCSpellTomes.esp

. Bashed Patch tag suggestion: {{BASH:Relev}}

 

Lich King's Helm v1_0.esp

 

New Frostmourne Sword by Jojjo v1_0.esp

 

StockClothingArmor-forExnems.esp

. Bashed Patch tag suggestion: {{BASH:Graphics,NoMerge}} if using overhaul mods.

 

AncientTowers.esp

 

DLCThievesDen.esp

 

KDCircletsOOOOptimized - NPC Equip.esp

. Note: Has bugs. Use Loot version or a patch or 'FCOM_KDCircletsOOOOptimizedNPCEquip.esp' if using FCOM.

. Note: Avoid using Potion Belt and KD Circlets at the same time. Character can wear belt or circlet, not both.

 

FCOM_KDCircletsOOOOptimizedNPCEquip.esp

. Note: Requires 'KDCircletsOOOOptimized - NPC Equip'.

. Note: Avoid using Potion Belt and KD Circlets at the same time. Character can wear belt or circlet, not both.

 

ExnemRuneskulls.esp

. Note: Requires 'FCOM_ExnemRuneskulls.esp' if using FCOM.

 

FCOM_ExnemRuneskulls.esp

. Note: Requires 'ExnemRuneskulls.esp'.

 

Bob's Armory Oblivion.esp

. Note: Requires 'FCOM_BobsArmory.esp' if using FCOM.

 

FCOM_BobsArmory.esp

. Note: Requires 'Bob's Armory Oblivion.esp'.

 

Loth's Blunt Weapons for NPCs.esp

. Note: Requires 'FCOM_LothsBluntWeapons.esp' if using FCOM.

 

FCOM_LothsBluntWeapons.esp

. Note: Requires 'Loths Blunt Weapons for NPCs.esp'.

 

Oblivion WarCry EV.esp

. Note: Requires either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp' if using FCOM.

 

FCOM_WarCry.esp

. Note: Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both.

 

Oscuro's_Oblivion_Overhaul.esp

 

OOO-Water_Weeds.esp

 

OOO-Container_Trap_Instant_Effects.esp

 

FCOM_Convergence.esp

 

FCOM_RealSwords.esp

 

Mart's Monster Mod - Vindasel.esp

 

Mart's Monster Mod - Dungeons of MMM.esp

 

300_White Stallion 4.esp

 

Servant of the Dawn.esp

 

DLCFrostcrag.esp

 

Knights.esp

 

TOTF.esp

 

Mighty Umbra.esp

. Note: FCOM requires 'FCOM_MightyUmbra.esp'.

 

FCOM_mightyumbra.esp

. Note: Requires 'Mighty Umbra.esp'.

 

FCOM_Knights.esp

. Bashed Patch tag suggestion: {{BASH:Delev,Merge,Relev}}

. Note: Requires DLC 'Knights.esp'.

 

Harvest [Flora].esp

 

Harvest [Flora] - Shivering Isles.esp

 

Harvest [Flora] - DLCVileLair.esp

 

Harvest [Flora] - DLCFrostcrag.esp

 

MidasSpells.esp

 

Deadly Reflex 5 - Timed Block and 250% damage.esp

. Note: Use no more than one Timed Block ESP.

 

DeadlyReflex 5 - Combat Moves.esp

 

personality_idles4.esp

 

Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

 

Elves Of Lineage II.esp

. Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes}}

 

CM Partners.esp

 

Bashed Patch, 0.esp

 

---------------------------------------------------------------

Unrecognised mod files:

Reorder these by hand using Wrye Bash or Oblivion Mod Manager.

---------------------------------------------------------------

 

Unknown mod file: OOO-WaterFish.esp

Unknown mod file: tona_whitesquall-armor_ver2.esp

Unknown mod file: ImmersiveFirstPersonView.esp

 

This may all be down to idiocy on my part though...

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First, the obvious question. Are you using OBSE and are you using the OBSE launcher instead of the oblivion launcher?

 

Next, what did you change between when it worked and when it didn't?

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Yes, I am using OBSE (launched from OBMM), and between my last install and now I installed FCOM (never want go through that again...) plus all the other mods on the list including SI and the KOTN DLC pack, plus both unofficial patches.
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General Load-Order Guidelines

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

 

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

................

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