tradermonkey Posted February 24, 2009 Share Posted February 24, 2009 I have recently tried reinstalling Oblivion, KOTN, and shivering isles after a big computer problem and now the unofficial patches cause the game to crash. THey worked fine before, but now they cause a crash. I disable the patches, works fine, enable them, crash. Very maddening. no idea what the problem is, I thought I saw something on the patch readme or something about making sure things load in a certain order, how would I change the order in which things load, does anyone have any idea what is wrong with this? Thanks for any help that can be provided. Link to comment Share on other sites More sharing options...
dezdimona Posted February 24, 2009 Share Posted February 24, 2009 General Load-Order GuidelinesHere 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.esmUnofficial 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 Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial 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):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod.................................................................................................. use this utility,it installs,you can set load order and will warn you of conflicts between mods http://www.tesnexus.com/downloads/file.php?id=2097 OBMMhttp://timeslip.chorrol.com/obmm_download.html Link to comment Share on other sites More sharing options...
bben46 Posted February 24, 2009 Share Posted February 24, 2009 The biggest culprit in this type of crash (not limited to Unofficial patches) is using an old save that needs something that is no longer in the game usually from a mod that was deleted. OBMM has a function for looking at what mods are needed for each save. A mod in the wrong order can have the same effect if it cancels out something that is needed. Link to comment Share on other sites More sharing options...
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