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 Post subject: Oblivion Crashes
PostPosted: Sun Nov 14, 2010 1:34 pm 
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Layman
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Hey, I got a rather annying problem. My Oblivion keeps crashing every time i try to travel to bruma. Doesnt matter if I fast travel or go by horse, when i get close enough it just shuts down to desktop, tried the mods where you kill the statue and update it and so, but no improvment. Got a custom race and Open cities. Getting pretty annoyed at this problem so help would be appriciated.

Best regards Vandy.


Last edited by Andere on Mon Nov 15, 2010 2:30 pm, edited 1 time in total.
One word changed.


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 Post subject: Re: Oblivion Crashes
PostPosted: Sun Nov 14, 2010 2:48 pm 
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Mods tend to be the Problem with most crashes like this. The mods tend to change things, and if the mod changes something that shouldn't be changed, there is a conflict, then it will crash. In most cases, it is a combination of mods that can cause this. You may have 2 or more mods changing the same thing in Bruma. You have to look at the mods that you have, and figure out which ones change Bruma the most. Then unselect them, and see what happens. Then add them one at a time, checking to see what happens, until you find the one that causees the Crash at Bruma.


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 Post subject: Re: Oblivion Crashes
PostPosted: Mon Nov 15, 2010 7:29 am 
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Layman
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Tried removing all my mods and it still wouldnt work, so dont think its about that


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 Post subject: Re: Oblivion Crashes
PostPosted: Mon Nov 15, 2010 2:18 pm 
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Vandy wrote:
tried the mods where you kill the statue and update it and so, but no improvment.


Try this topic: viewtopic.php?f=6&t=19622

krisCrash wrote:
Are you using mods with custom equipment or body that could have affected your statue? The statue can bug the game.

- - - -

In fact, if you REMOVE the custom race/body/hair/armour now, you'll cause the bug.


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 Post subject: Re: Oblivion Crashes
PostPosted: Mon Nov 15, 2010 5:31 pm 
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But it seems like he did try that though :(
Well there are several "statue fix" mods, maybe one of them will do the trick.

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 Post subject: Re: Oblivion Crashes
PostPosted: Mon Nov 15, 2010 8:43 pm 
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I am thinking that it is the Statue that is the issue. It is some "Mod Item" in the Statue. With the Statue Fix Mods not working.., your last option would be to remove the Mods that have the Item that is causing the Crash, and then playing from a Save before the Statue was built.

You could try to go back to a previous Save, before the Statue, and see if it Crashes when you enter Bruma. If it does not Kris (Crash), then you know that the last Option left...


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 Post subject: Re: Oblivion Crashes
PostPosted: Mon Nov 15, 2010 8:45 pm 
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Vandy wrote:
Tried removing all my mods and it still wouldnt work, so dont think its about that


That could be a problem itself - if you play a custom race, or have done other wierd things with your mods then disable them the game will crash upon loading.

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 Post subject: Re: Oblivion Crashes
PostPosted: Tue Nov 16, 2010 8:47 am 
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Yes, the problem is supposed to happen when these items are NO LONGER THERE.

But the weird thing is if you load a file where your character is such a custom race or wearing such modded equipment (just load yourself in Saint armour without SI installed), you'll just get "WTF! I'm a missing mesh!" placeholders. (or if it's your race you are missing.. your head is gone). EG entirely stable.

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 Post subject: Re: Oblivion Crashes
PostPosted: Tue Nov 16, 2010 8:51 am 
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Layman
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Well, I use a custom race, but i have to keep the race mod activated to start the game. But all the other mods are deactivated, so no special weapons and all that, just vanilla oblivion with the exepction of a race.


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 Post subject: Re: Oblivion Crashes
PostPosted: Thu Nov 25, 2010 2:47 am 
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From UESP Wiki
    The statue's appearance is determined (and it spawns) the moment you enter a "new" cell occupied by Martin. This will usually be when you open the door to Cloud Ruler Temple after he has returned there, but can also be on the road to it if you intercept him along the way. The armor and weapon will be the best quality items that you had in your inventory at the time, not necessarily the items that you had equipped.

    The game determines the "best" items, not just the most expensive items, taking into account enchantments; for example, the Dark Brotherhood Black Hand Robe has zero value but will take precedence over many other items, including some magical armor. If you are very particular about the appearance of your statue, it is recommended that you leave all of your additional items in a safe place before talking to Martin.
See here for full details.

Just taking a logical guess here, but... I presume your statue CAN equip objects from mods if they're "better" than vanilla Oblivion's. After all, the statue is just a quasi-living clone of you at the time, scaled up and rendered with a "stone" shader and having no animations active so it's immobile. If you later uninstall a mod, the game may crash if it's unable to render the statue due to a "reference" to an object that no longer exists.

If this is the case, there are two possible workaround options...

1. Make sure you're ONLY wearing vanilla Oblivion gear at the moment your statue is built.
> Safe, because you can uninstall any mods you like.

2. NEVER uninstall a mod if your statue references any "visible" object from it.
> Tricky, since you're forced to KEEP certain mods permanently installed to prevent a statue-related crash, so you have to know which objects come from which mods.

Hope this helps. :wink:

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 Post subject: Re: Oblivion Crashes
PostPosted: Thu Nov 25, 2010 4:03 am 
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If you are indeed having crashes due to missing equipment, then try this.

1. Open the CS (this will not require Oblivion Script Extender, just the basic CS)
2. Go to Character->Quests
3. Right Click->New
4. Call it whatever you like. Flag it "Start Game Enabled."
5. Go to Gameplay->Edit Scripts
6. Click Script->New
7. Change the script to a Quest Script.
8. Call it whatever you like, then paste this script:

ref Statue

begin Gamemode

set Statue to (MartinRef.PlayerStatue)

Statue.RemoveAllItems

StopQuest [This is the ID of the quest you created above.]
end

9. Save the script.
10. Go to the quest you created.
11. Attach the script you created.
12. Save the .esp as whatever you'd like.
13. Activate the .esp.
14. Load the game.
15. Wait a few moments.
16. Go to Bruma and tell me if this works!

Alternate solution:

1. Open the console.
2. "prid 1e745"
3. "sv"
4. Should return a few variables. You want the string of characters, should begin with "ff"
5. "prid [Whatever the command returned above for the ref ID.]"
6. "removeallitems"
7. Hopefully, that fixes it.


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 Post subject: Re: Oblivion Crashes
PostPosted: Fri Nov 26, 2010 10:47 pm 
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Grand Master
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There's a vital missing line in your script, PrinceShroob. The FIRST command in ALL scripts MUST be a ScriptName command, to tell the CS what name to save the script as, otherwise it will be unable to compile and save the script and will just spit out an error instead. Let's say you call the quest StatueUnequip and the script StatueUnequipQScript (I like to use Q to denote Quest scripts)...

Code:
ScriptName StatueUnequipQScript

ref Statue

begin GameMode
  set Statue to (MartinRef.PlayerStatue)
  Statue.RemoveAllItems
  StopQuest StatueUnequip
end

Once you have the script successfully compiled and saved, it will appear in the drop-down list of scripts when you edit the quest to attach a script to it. :wink:

Run Oblivion with the ESP active, load your latest savegame, wait at least 5 seconds (so the script runs), then try fast-travelling to Bruma. If you're now able to enter without a crash, it's been a "bad" reference the statue has had equipped that's been causing the crashes.

Of course, your statue will now be wearing nothing except its "birthday suit", so consider yourself Bruma's official "streaker"! :lol:

Edit: I'm just as bad. I forgot to include the Quest ID in the StopQuest command, as rightly pointed out by PrinceShroob in the next post! Touche!

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 Post subject: Re: Oblivion Crashes
PostPosted: Fri Nov 26, 2010 11:17 pm 
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Well, yes, scripts do require a script name, denoted with either "scn" or "scriptname". I left that out because I had named the original script "PSTestStatueScript", which wasn't very descriptive.

But "StopQuest" requires a following quest ID, ex: StopQuest MG09Motives.

It's probably easier to use "sv" on Martin, and use the ref ID from that, rather than making an .esp.

Anyway, if the statue is undressed, one can always use the console to dress it.

But I wonder what happens if the statue was a custom race? Would "disable" work, or would one have to kill it and let the corpse be removed? A quick fix might be to move it to a dummy cell the player will never visit, assuming the game only crashes on load of the affected cell.


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 Post subject: Re: Oblivion Crashes
PostPosted: Sat Nov 27, 2010 12:02 am 
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Ghengiz Cohen the Barbarian, using a Nords with Beards Custom Mod... I have used several Race Mods, and never had an issue with the Statue, or Crashing on entering Bruma. This topic did have me concerned about doing the MQ, since I had the Beard Race Mod, but I had no issues with the MQ.


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 Post subject: Re: Oblivion Crashes
PostPosted: Sat Nov 27, 2010 5:44 am 
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I'm guessing as long as certain mods are NEVER uninstalled after the statue is created, there will be no bad references and the game won't crash. Something to watch out for, I guess, as this means the statue "locks" the game into a state where certain mods MUST remain installed or it will crash. Fine if you intend to play ALL the way through with the same mods installed, but tricky if you want to remove any mod that adds NEW references which end up being displayed as parts of your statue.

@Jeff: Try saving outside Bruma, deactivating the Cohen or Beard mod (if it's an ESP), then reloading and attempting to enter Bruma. If Oblivion crashes, we've hit it. If not, it must be something else in Bruma that's triggering the crashes. Either that or it's still the statue but crashes are mod-dependent. I'd test it myself but I don't have my statue yet.

Note: A bad reference can be caused if it exists in your savegame as a user-created reference, i.e. an Enchanted version of a mod's base reference which POINTS to the base reference, but the mod is later removed so the base reference no longer exists. The result should be the default "I'm a missing mesh!" mesh but the statue may be sensitive to those since it's a clone of the player with a special shader applied. Maybe the special shader doesn't work with the default mesh?

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 Post subject: Re: Oblivion Crashes
PostPosted: Sat Nov 27, 2010 1:18 pm 
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I am in SE right now, but as soon as I get the chance, I will bounce out to Bruma, and give it a shot, will be a bit later today (couple hours).

- - - - - - - EDIT - - - - - - -

I did this, but from an older save in Skingrad, (the one I used when I took the Screenshot of the Statue), as I didn't want to be to close to Bruma... As I suspected, and one reason I do not think it is directly from the Race Mods, is that when I remove the Race Mod, it Crashes when I load the Game, since I am a race that no longer exists. Thus, I can not even attempt to enter Bruma.


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 Post subject: Re: Oblivion Crashes
PostPosted: Mon Nov 29, 2010 6:20 pm 
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H8Ball wrote:
Note: A bad reference can be caused if it exists in your savegame as a user-created reference, i.e. an Enchanted version of a mod's base reference which POINTS to the base reference, but the mod is later removed so the base reference no longer exists. The result should be the default "I'm a missing mesh!" mesh but the statue may be sensitive to those since it's a clone of the player with a special shader applied. Maybe the special shader doesn't work with the default mesh?

Hmm maybe that can be circumvented with a mod that sort of removes the missing mesh marker http://www.tesnexus.com/downloads/file.php?id=35789
but I don't know if it does anything for this.

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