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TeimoTheShopkeeper
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Starts crashing after a couple of hours

Hello. I installed some mods, played normal Oblivion for about 5 hours to make sure it works, had no crashes at all. Then I decided to add Morroblivion, installed it, played for 3 hours with a new character, then had a crash while walking to recruit the ex-Telvanni for the mages guild. I made a save one step away from the place where this crash occurs and tried removing other mods one by one, it still crashed even when only Morroblivion and its required mods remained. So I made another character, went there and it didn't crash. I played for 3 more hours and the game started crashing again, but in another place. I suspect that something is breaking my saves. Anyway, playing for 3 hours after removing mods one by one would take quite some time, so I decided to ask here. Here's the load order:

https://pastebin.com/Vri2Si5h

Are there any incompatibilities? As I said, it worked fine for Oblivion. Thanks.

userblivion
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I'm having a similar problem

I'm having a similar problem with 0.65. I try to enter the cell with the ebony mine by caldera, and right when it changes cells it crashes every single time. It was working pretty well before. I had maybe 3 crashes in 6 hours. The only other mods I have are character overhaul with blockhead. 

userblivion
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After a little digging around

After a little digging around, I found that people recommend using the purge cell buffer mod. I got that mod, and the problem stopped. I used the one that purges every load rather than every cell change. I think I had to do something like that last time I played years ago. Why not make that mod a requirement on the install page?

Bullfrog
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The random crashes are on the

The random crashes are on the known issues list.

They happen on cell changes, at least for me. Examples are south of Seyda Neen or northwest of Pelagiad. It doesn't help to restart the game. The crash will happen at the same spot again. If you move to a spot shortly before it crashes, save the game. Then open the console and enter the command "pcb" (purge cell buffers). That will allow you to move forward without crashing the game.

You can use a mod that purges cell buffers automatically, but it's not guaranteed to completely fix the crashing.

TeimoTheShopkeeper
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Well, six hours in and no

Well, six hours in and no crashes so far. The purging mod helped. Still had to start a new game, though, but so far everything seems to work. Thanks!

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These OBSE Plugins are

These OBSE Plugins are extremely helpful, I recommend using them

Also here is the new version of OBSE

When you experience a crash, MessageLogger can generate a text document. Useful for reporting..

Bullfrog
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Nothing will completely stop

Nothing will completely stop the crashes. Actually the game crashes quite frequently in certain areas of Morrowind (Bitter Coast, Ashlands, Sheogorath). There is an old thread in this forum that handles this topic. It seems that the game ran 100 percent stable before the spawn points were added to the map. This would explain to a certain extend why the crashes always happen when changing cells. I guess we'd have to remove at least 50 percent of the spawn points from the map to get a proper level of stability.

As this is unlikely to happen, it's save, save, save and purge cell buffers frequently. Currently my purger script purges every 5 cell changes or 300 seconds, whichever comes first. Still there are crashes when changing cells.

It's a shame that we have to play like this, considering that the game runs pretty stable in the Oblivion world space and the interior cells.

TeimoTheShopkeeper
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Yes, crashes still occur, but

Yes, crashes still occur, but they are not gamebreaking anymore. Not too frequent either. Thankfully, the purging mod also has an autosave functionality, so there's little progress lost if a crash happens. I just treat it like a completely unpatched Bethesda game, hehe.

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Well, I don't know where you

Well, I don't know where you are currently questing, but I got sick of the crashes when I was exploring the area east of Gnisis and also the region around Ald'ruhn. The game was crashing every few seconds.

So I opened Morrowind_ob.esm in Tes4Edit and couldn't believe my eyes. The creature spawns are sprinkled across the map like icing sugar. It's no surprise that the crappy Oblivion code chokes to death on this. It took me several hours to remove 20 to 50 percent of the spawns from each list, so there is at least one cell space in between each spawn point. Because of overlapping entries in each list there is still a huge amount of spawn points left, but not that insane amount that was there in the beginning. Creatures were basically piling up on top of each other.

Unfortunately there was no immediate effect, because there were still thousands of creatures present in my savegame, but once I kill them I can move freely around the map without the game crashing every few steps in certain places. It's best to start a new game with the reduced spawns and I guess I could still remove 20 percent more and the game would still feel crowded enough. As I'm too far in the game, I won't restart, but I wanted to share my experience, in case someone wants to walk the same road and update the mod. From my experience a drastic removal of spawn points is the only way to get rid of (most) CTDs.

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Bullfrog wrote:

Bullfrog wrote:

Well, I don't know where you are currently questing, but I got sick of the crashes when I was exploring the area east of Gnisis and also the region around Ald'ruhn. The game was crashing every few seconds.

So I opened Morrowind_ob.esm in Tes4Edit and couldn't believe my eyes. The creature spawns are sprinkled across the map like icing sugar. It's no surprise that the crappy Oblivion code chokes to death on this. It took me several hours to remove 20 to 50 percent of the spawns from each list, so there is at least one cell space in between each spawn point. Because of overlapping entries in each list there is still a huge amount of spawn points left, but not that insane amount that was there in the beginning. Creatures were basically piling up on top of each other.

Unfortunately there was no immediate effect, because there were still thousands of creatures present in my savegame, but once I kill them I can move freely around the map without the game crashing every few steps in certain places. It's best to start a new game with the reduced spawns and I guess I could still remove 20 percent more and the game would still feel crowded enough. As I'm too far in the game, I won't restart, but I wanted to share my experience, in case someone wants to walk the same road and update the mod. From my experience a drastic removal of spawn points is the only way to get rid of (most) CTDs.

Very Interesting, observation.. the latest master file v2020.10.10 I went around and fixed atleast 100+ Spawn Points since some were so high off the ground or clipping below and I noticed less stuttering.
Bullfrog
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Unfortunately I can't use the

Unfortunately I can't use the new master file now, because that would probably revert all my changes and I don't want to go through all the lists again.

TeimoTheShopkeeper
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Strange, I just flew some

Strange, I just flew some circles between Gnisis and Maar Gan and had no issues. There are lots of cliffracers in the mountains, though. Spotted about a dozen betty netches between Dushariran and Maelkashishi shrines too. Is it too much? But I updated the master file.

 

Nevermind, finally ran into an unavoidable crash in Telasero - Upper Level. Crashes even if I stand at the door. Oh well, guess I won't complete the propylon quest.

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I have finished the propylon

I have finished the propylon quest already, so in general it is working. If "pcb" isn't working, you can try to come back later and see if you can access the area. I had an unavoidable crash once in Ald'ruhn. Whenever I tried to enter the "Ald Scar Inn", the game crashed. I tried it at a later time and could enter without problems.