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Oblivion Crashing

post #1 of 10
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Well that says it all. I'm trying to diagnose the problem. I don't THINK its my system. It should be up to the task. Now I think the problem is with mod conflicts. Where is a good forum to ask about these kinds of things? A place where I can get some good help and understand it all.

My Oblivion Mod Manager seems to have lots of different mod conflict issues when I run the detect program.

Thanks guys.
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post #2 of 10
Have you tried reinstalling oblivion and then carefully reinstalling the mods, while making sure you fix all the conflicts?
    
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post #3 of 10
Installing oblivion's mods aren't the same as installing addons for firefox. Most mods for oblivion aren't aware of mods that conflict with eachother. Most if not all large mods will conflict, and aren't meant to be used with eachother. Some mods have compatibility patches designed to be used with more popular mods.

That being said, conflicts aren't necessarily a bad thing. It's just potentially a bad thing. If you have a good load order (which is very important), usually these conflicts don't become an issue. If you provide a list of mods you use, I can provide you with a proper order (and point out some mods that aren't supposed to be used together). I'd also strongly suggest you read The Load Order Guide

However, the big thing is that every, and I mean *every* mod you install, you must read the readme. Nearly every mod requires some measure of installation that goes beyond sticking it in the directory. Usually mods have several esps and you are only meant to activate one or two of them. Some come with extras that might conflict with other mods. Some require the oblivion script extender, or a bashed patch with Wrye Bash. You can't just eyeball these things.

You also have to watch out that you not only put proper esps in order, but that you also install them in the right order. There can be issues where you overwrite files for a mod that is late in the load order (thus overwriting previous mods), but will cause a crash because it is using files for an overwritten mod. This problem can be fixed by creating OMODs for all your mods (I created approximately 40 OMODs while installing). That way, all you have to do is activate and deactivate a mod, and OBMM takes care of all the file handling for you.

However, that being said, I have over 60 mods working together nearly flawlessly, and I have re-installed oblivion successfully (without any ingame glitches) about a dozen times. Note that, all told, it took me 16 hours to install oblivion (including picking out the mods I wanted and getting them to play nice, not including download time) the latest time. Most people don't like to spend that much time to spend installing a game, but then again most people don't try to get it as customized as I did .
Edited by Venerence - 5/19/08 at 2:03am
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post #4 of 10
I put oblivion back on this weekend and had problems with it also. I always did have the bug where I had to use task manager to exit the game. It actually locked up on me a couple times in game and then wouldn't start. Might have been driver conflicts I guess.
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post #5 of 10
Thread Starter 
Quote:
Originally Posted by Venerence View Post
Note that, all told, it took me 16 hours to install oblivion (including picking out the mods I wanted and getting them to play nice, not including download time) the latest time..
I have NO problem with that. The game all modded up takes soooooo much longer. So it's worth it. But still. I need to take a look at what you've done as far as the OMOD's at least. Would you like a list of the mods I've put in?
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post #6 of 10
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Another problem is that people talk about the .esp load orders. What about the .esm files? They can't be put after the .esp ones.
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post #7 of 10
Quote:
Originally Posted by slipstream808 View Post
Another problem is that people talk about the .esp load orders. What about the .esm files? They can't be put after the .esp ones.
Mostly mods will only use an ESM file if it wants to hammer down the point that it should be extremely early in the load order. Don't worry about trying to load an esm after an esp. However, load order among ESM files does matter as well, so treat those load orders separately.

Quote:
I have NO problem with that. The game all modded up takes soooooo much longer. So it's worth it. But still. I need to take a look at what you've done as far as the OMOD's at least. Would you like a list of the mods I've put in?
Sure, post a list of all the mods you are using, and I'll shimmy them around in a correct load order.

As for the omods thing, creating omods is fairly simple. Just put a mod you download into it's own folder (the files that go into the data directory should be at the base level). After that, hit 'create omod' on OBMM, and then just add the folder and put in any information you want to have (you don't really need to put anything in other then the title, but it'll complain at you if you don't). For the readme to be read from an omod, it must be named "readme.txt" or "readme.rtf", and it should be in the base directory. Also, the compression defaults to "very high" which takes freaking forever, so you might want to lower the compression down to "medium".

Once that's done, that folder will show up as a single file in your OBMM directory. When you install the omod, OBMM will stick all the right things in the right places, which makes organizing all your mods so much easier. Just make sure you install the mods in the same order you plan to activate them, because overwriting can still happen (it's just easier to see what overwrites where).\\

The real big advantage to installing mods this way is that it allows you to do any modifications you need to for installation before everything's a big jumble. As long as you have a good idea of everything you plan to use, you can make all the necessary changes (removing unnecessary esps, for example) before even creating the omod.

Also, be sure to check out http://www.uesp.net/wiki/Oblivion:Recommended_Mods, it provides all the lists of people who have recommended the better mods. That's how I chose out my mods, and there's about 600 or so mods to shift through, so no lack of variety. I'd especially pay attention to the google page ones (TOTO, TOQL, FCOM, etc.), as they provide very detailed information. I wouldn't use FCOM though, since I haven't even gotten that to work flawlessly, and I consider myself fairly well rehearsed on this subject.
Edited by Venerence - 5/19/08 at 12:10pm
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post #8 of 10
I'm currently having the bug where I quit Oblivion then it says it failed to shut down, so I have to go into the task manager and shut 'er down. It's a minor annoyance.
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post #9 of 10
There is also a known issue with Oblivion and certain codecs.

Have you checked into that?
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post #10 of 10
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Ok... the mods I have. Nothing uncommon here really. This is also the current load order:

Oblivion.esm
Oscuro'sOblivionOverhaul.esm
Mart's MonsterMod.esm
HrmnsOblivionScriptOptimizationv1.0.esp
UnofficialOblivionPatch.esp
Natura Watter by Max Tael.esp
Natural Weather HDR with Darker Nights.esp
Natural Vegetation by Max Tael.esp
Natural Habitat by Max Tael.esp
Harvest[Flora].esp
LivingEconomy.esp
LivingEconomy - Items.esp
CutthroatMerchants.esp
OblivionCitadelDoorFix.esp
Oscuro's Oblivion Overhaul.esp
OOO-Water weeds.esp
OOO-Respawn Week (everything is .esp from here on so I'll skip it)
Marts Monster Mod for OOO
Mart's Monster Mod -Diverse Imperial Armor
Mart's Monster Mod - City Defences
Mart's Monster Mod - Diverse Creature Skins
DLCShiveringIsles
Harvest [Flora] - Shivering Isles
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