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Mods load order!


tomh2k3

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ok my first time so dont really want to get it wrong! so is this list ok for loading? and i was also wondering, some mods say to install the mods by just putting them in the data folder, and some say use the mod editor, is it just best to use the mod editor and create omods for every mod???

 

finally the list..

 

Oblivion.esm

Francesco's Optional New Items Add-On.esm

Francesco's Optional New Creatures Add-On.esm

Francesco's Leveled Creatures-Items Mod.esm

DLCHorseArmor.esp

DLCOrrery.esp

DLCFrostcrag.esp

DLCThievesDen.esp

DLCVileLair.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

DLCShiveringIsles.esp

Francesco's 10 days respawn time - 1-24 day lenght rescale.esp

Francesco's Slower skills x1.5.esp

Francesco's Optional Files.esp

Knights.esp

Lost Paladins of the Divines.esp

Ivellon.esp

Malevolent.esp

TOTF.esp

The Lost Spires.esp

ULFallenLeafEverglade.esp

xuldarkforest.esp

 

 

ive put all of the quest ones at the bottom..

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Using OMODS makes it much easier to work with your mods. Just putting the mod directly into the data folder allows the parts of the mod to be scattered in several folders where they are hard to track down when you want to fully remove the mod.

 

By converting the mod to an OMOD, the mod is installed through OBMM, and it remembers where it placed each part. then when you disable the OMOD, it actually removes the entire mod and all parts from the data folder.

 

It also warns you when an OMOD is incompatible with another OMOD before you install it.

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so can any mod be converted to a OMOD? that sounds quite handy indeed!

 

and does that list of mods look as if they are in good order to you?! thx!

 

 

do not unzip the file then

 

ok,click create omod,add the mod name and author where indicated.

then click add archive,the mod will then be broken down automatically.When its ready you'll see some writing in the big box under file path

Then click create omod,answer yes and omod will be created.

you'll get a green square in your mod list,click on it and then click activate!

all done! mod is now active

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thanks, i get how to do that bit, but i dont have a single clue really in which order the mods should be put in the list, does anyone know if that order is any good? thanks!

you asked and so ye shall receive!

 

 

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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hmm thanks for the help this helps, ive tried to restructure my load order, it seems to look the bill as to what that guide said, what does anyone think?

 

Oblivion.esm

Francesco's Optional New Items Add-On.esm

Francesco's Optional New Creatures Add-On.esm

Francesco's Leveled Creatures-Items Mod.esm

DLCHorseArmor.esp

DLCOrrery.esp

DLCFrostcrag.esp

DLCThievesDen.esp

DLCVileLair.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

DLCShiveringIsles.esp

Francesco's 10 days respawn time - 1-24 day lenght rescale.esp

Francesco's Slower skills x1.5.esp

Francesco's Optional Files.esp

Knights.esp

Lost Paladins of the Divines.esp

Ivellon.esp

Malevolent.esp

TOTF.esp

The Lost Spires.esp

ULFallenLeafEverglade.esp

xuldarkforest.esp

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