Glowing portal glitch
Started by
Mebbekew
, Jun 01 2009 05:24 AM
24 replies to this topic
#1
Posted 01 June 2009 - 05:24 AM
I have been having a problem with the blue glowing portals in Oblivion. I don't know whether it is the mods or the game itself because it has occured in multiple mods. Everytime i get close to a blue glowing doorway portal it tries to send me through it. Unfortunatly most of them connect to another blue portal which means i get sent back and forth until i quit. Also my game crashes whenever i go near one which is locked. Any suggestions or Solutions are appreciated. It is really frustrating and it's preventing me from completing a bunch of mods.
#2
Posted 02 June 2009 - 07:10 PM
I'm having a bit of trouble understanding what the "blue glowing portals" are. The only thing I can think of is the mages guild teleporter but it is purple. Can you please tell me a well known area it is found in?
#3
Posted 02 June 2009 - 10:54 PM
The blue glowing portals are like stone archways filled with blue light. There is one in Gates to Aesgaard by the cursed captain and another in Town of Bartholm in the castle on the ilse of slart.I'm having a bit of trouble understanding what the "blue glowing portals" are. The only thing I can think of is the mages guild teleporter but it is purple. Can you please tell me a well known area it is found in?
#4
Posted 02 June 2009 - 11:01 PM
those are game mods. List all your mods and your load order please
#5
Posted 02 June 2009 - 11:16 PM
I'm fairly new to Oblivion mods so i don't know what a load order is. But here are my mods:3_Numbers, Aberwiin Manor, Alagaesia, Altessian, Altura Superiores Manor, Angelic Alliance, Aqua_City_01, Aylied castle, ballistics bunker, bartholm, border removal, Caveoflostsouls, City of Ovusulthia, CM Partners, DJ markov manor, DLCSHIVERINGISLES, dremora nirnroot farm, Elba, Even oddities, Eye of Nirn, FloatCrib, Forever sultanate, Glarthir's den vol.2, goblinwatchkeep, GTAESGAARD, Heartofthedead, Isiak's fate, Ivellon, jedi temple, KEMT, Knights, Legendary weapons, leviticus, lyn-storiesfromtheseamod, Lynges_gnoll_mountain, mages bity, Netherworld, New worlds: giant arena, ordercloudknights, RA-Quest, realm of strangeness, Sky castle, temple of the full moon, dawn of death, last queen of the ayelids, lost spires, altadoon puzzle, thermae, the game has begun, topal island, TOTF, transmutation, TM blood ransom, TM captus demus, TM meridias womb, TM revenge of the nords, TM legend of jaufrre, Treasure hunt 000, Unfathomed tower, verona house, wilm0chimpDb1, windfall
#6
Posted 02 June 2009 - 11:30 PM
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..
................................................................................
.................
thats how you should be loading your mods. Theres a utility program called OBMM which you can use to adjust your load order,it also auto installs mods in the correct files
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..
................................................................................
.................
thats how you should be loading your mods. Theres a utility program called OBMM which you can use to adjust your load order,it also auto installs mods in the correct files
#7
Posted 03 June 2009 - 12:04 AM
I'm not sure how one opens the load order list. Where can i find it?
#8
Posted 03 June 2009 - 12:15 AM
listed in the masterlist.txt database file)
#9
Posted 03 June 2009 - 04:54 AM
Okay i found a "Loading bar" in the main txt. is that it?
#10
Posted 03 June 2009 - 07:59 AM
That isn't it and dezdimona is assuming that you are using BOSS (Better Oblivion Sorting Software). You won't be able to follow his instructions unless you have it.
Are you using BOSS, OBMM (Oblivion Mod Manager) or Wrye Bash? You can get the load order easily if you are using one of these tools.
As for the portals, I use Bartholm and I haven't seen a blue portal anywhere in Bartholm or the Isle of Slart so it must be a mod addition. Please tell me which of the tools I mentioned above you have and I will tell you how to get a load order from them.
Are you using BOSS, OBMM (Oblivion Mod Manager) or Wrye Bash? You can get the load order easily if you are using one of these tools.
As for the portals, I use Bartholm and I haven't seen a blue portal anywhere in Bartholm or the Isle of Slart so it must be a mod addition. Please tell me which of the tools I mentioned above you have and I will tell you how to get a load order from them.



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