Jump to content

Armor Help


Kymarcher

Recommended Posts

I'm using HGEC and when I try to put on the following mods armor on it automatically unequipped it.

The mod are:

Asharas Sirens and Tritons: When I put on the tails it unequips.

SBP Glass Girls: Same as Sirens

 

my mods are in this load order

 

CM Partners.esm

Oblivion.esm

Francesco's Optional New Items Add-On.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Creatures Add-On.esm

DIM Elves Of Lineage II Retex.esm

BurningItemsMasterF.esm

EnhancedWeather.esm

DLCHorseArmor.esp

DLCOrrery.esp

DLCThievesDen.esp

DLCVileLair.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

Knights.esp

personality_idles2.esp

actors_in_charge.esp

DLCShiveringIsles.esp

MaleBodyReplacerV4.esp

CM Partners.esp

Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

Francesco's Slower skills x1.5.esp

EFGAddPose.esp

Francesco's Optional Files.esp

ClocksOfCyrodiil.esp

BravilSeaDomes.esp

BasicInstinct.esp

XSPipeMod.esp

shinyEmotions.esp

Halcyon Island.esp

Slof's Dogs.esp

Elves Of Lineage II.esp

Adult_BookStore.esp

CTAddPose_osr1.esp

CTAddPose_osr2.esp

CTAddPose_osr3.esp

Slof's Sexy Anims.esp

RingofStatRaising.esp

IndigoArmor.esp

RingRobeHGEC.esp

Better Lava by elveon.esp

The Ice Queen.esp

KnightlyArmory.esp

EyelashesVannilaRaces.esp

DM-Lingerie.esp

AncientTowers.esp

Lady Jasmine Moon.esp

Horse Dreamland.esp

DianoArmor2.esp

SwordDancer.esp

Argent Iron Armor.esp

Dark_Mistress.esp

LKF_EY_Vampirehunter.esp

Dancers clothes.esp

Gloria Armor.esp

RTT.esp

Slaveknight armor.esp

Marine Bunny.esp

MHSNKirin.esp

HGEC Black Templar Armor.esp

Dwemer_Skyship_1_1_0.esp

GizmodianSorceress.esp

DarkRoseSet.esp

HGEC Futanari.esp

sexycompanion.esp

Hentai_Apple.esp

HentaiChinaDress.esp

MidasSpells.esp

HentaiDarkLilith.esp

SetBody.esp

SPB Glass Girls.esp

Black Serenity.esp

!BurningItems 0.4.esp

ImpeREAL City Unique Districts - All the Districts - Merged.esp

DLCfrostcrag.esp

77_Umpa_Animation.esp

WindowLightingSystem.esp

StockClothingArmor-forExnems.esp

xulAncientRedwoods.esp

xulAncientYews.esp

xulArriusCreek.esp

xulBravilBarrowfields.esp

xulChorrolHinterland.esp

xulCloudtopMountains.esp

xulColovianHighlands_EV.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp

xulImperialIsle.esp

xulBeachesOfCyrodiilLostCoast.esp

xulLushWoodlands.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulStendarrValley.esp

xuldarkforest.esp

xulTheHeath.esp

xulRollingHills_EV.esp

xulPatch_AY_AC.esp

Atmospheric Loading Screens - Random Quotes.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Vegetation_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

EnhancedWeather.esp

EnhancedWeather - Darker Nights, 80.esp

EnhancedWeather - SI.esp

AsharasSirensAndTritons.esp

SMYB Love Female Only.esp

Link to comment
Share on other sites

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..

................................................................................

................

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...