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with mods active, what could keep oblivion from starting?


Daguss

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  Daguss said:
i finally found out how to install the mods, but now oblivion will not run. can anybody help me out?

:wallbash:

There are dozens of reasons why Oblivion might fail to start after using mods. You're going to need to be a bit more specific about your particular case.

 

At what point does it quit to desktop? Right after clicking "play" on the loader? When loading a save? Durring when it loads initially? Is there a crash dialogue "send this message to microsoft so they can file your report to the trash" kinda thing, or does it just quit to desktop?

 

What mods do you have loaded, what order are they loaded in? When you installed mods, did you install them properly? When you installed mods, did you make sure that you had all the requirements for that mod (Game version, OBSE version)?

 

You'll need to tell us these things before anyone can help you. Additionally, you might find some answers by looking at what comments have been made about the mods you installed, or by searching for help on load order management. Dezdimona should be along shortly with a wall of useful text about getting your load order right, so you might want to take a moment and read about it when she does, or if you see it in another thread.

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How many mods did you install? The limit is just 255, but there are ways around that.

 

Installing a bunch of mods all at once is a sure way to waste time. Any one of them could be causing your problem. Or it could be something else entirely. ALWAYS back up your data folder before installing mods. Then when you have a bunch working, back it up again so you have a restore point that you know works.

 

Do you have the latest patch?

Do you have OBSE?

Do you use OBMM?

Did you read the read me for each mod you installed? some have other requirements or install differently.

 

Post a load order an any other info you have and someone will try to help.

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use this utility and then use the guidelines

http://www.tesnexus.com/downloads/file.php?id=2097 OBMM

http://timeslip.chorrol.com/obmm_download.html

 

 

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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