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A list of all the mods I have installed


McLeod63

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Hello all,

I have a fairly large list of mods installed...and I'm ofcourse having problems with it. I'm hopin it's just the loading order.

Yes, I've used an automatic loading order, but that didn't help. Perhaps I have one mod (or a few) that cannot work with another. Whatever the case, could you please have a look at my list and help me out?

Here is the list in it's current loading order:

 

Oblivion.esm

A_Bloody_Mess.esm

Better Cities Resources.esm

Cobl Main.esm

Bab.esm

Kvatch Rebuilt.esm

HorseCombatMaster.esm

 

FasterArrows250

Cobl Glue

vn_goldweight

Cobl SI

Cobl Tweaks

Cobl Races

DBShadowSet_NE

Cobl Races TNR

Cobl Races TNR SI

A_Bloody_Mess - Bloody_Fights

DLCHorseArmor

DLCOrrery

Pack Hunters V1.1

KumikoManor

DCLThievesDen

Slof's Oblivion Pillow Book

Book Jackets Oblivion

KdDwemerSpectacles

DLCMehruneRazor

DLCShiveringIsles

Nords With Beards

Japanese Clothing

DLCVilesLair

Bag Of Holding

xulPantherRiver

OldCrowInn

ScriptIcon_Replacer

WNewShockBoltEffects20

AnvilBay Expansion

Thieves Arsenal

Stealthier Magic

Dreadweave Complete_light

Hear-Me-Not

AliveWater

AliveWaters - Koi Addon

AliveWaters - Slaughterfish Addon

Slof's Stuff For Wizards

Mounted Spellcasting

Mounted Trampling

BarbarianShop

Blood&Mud

BabShop

Slof's Bracelet Collection

Wulfharths Fury

Slof's Boners!

Bab

Symphony Of Violence

Valley_View_Estate

Nascosto Isles 3

Halcyon Island

xulEntiusGorge

Slof's Dogs

TOTF

DLCFrostcrag

Slof's Oblivion Better Beasts

GlenvarCastle

It's A Wig!

ArmamenttariumKatanas

Kvatch Rebuilt

Better_Arena_Fights 1.21

JQ-Backpacks

TheOldTreeHouse

Cheatcodebooktest01

New Frostmourne Sword

xulRiverEthe

Slof's Exra Horses

Slof's Giger Armor

Slof's Male Clothing

Slof's Horses Base

CDM-CGO Horse Armory Compatability

CDM-CGO Orrery Compatability

CDM-CGO Thieves Den Compatability

CDM-CGO Vile Lair Compatability

CDM-CGO Mehrunes Razor Compatability

CDM-CGO Shivering Isles Compatability

The Lost Spires

CDM-CGO Classes

CDM-CGO Frostmourne Compatability

niapets_wolf_mod

Slof's Boners! v5

CDM-CGO Unlimited Training

CDM-CGO Master Trainers

KnightlyArmory

DAWoolyNOWeaponsWarMammothMount

CDM-CGO Level Up

CDM-CGO Standard Skill Leveling Faster

xulBravilBarrowfields

RTT

RuLZWeaponsRE

DeadlyReflex 5 - Combat Moves

CDM-Character Generation Overhaul

Batholm

BetterCities

Colourwheels Sexy Female NPCs

xulChorrolHinterlands

Beter Cities Full- B&M Edition

Better Imperial City

Better Cities Full Defences

za_Bankmod

moDem's City Of Life - BP Compat

Delivery Jobs - BC

The Mystery Of The Dulan Cult

00RBscribeSupplies Intensive

SentientWeapons

Slof's Goth Shop

VaultsOfCyrodiilBC

Better Cities -Brew House

Better Cities -COBL

Better Cities -Halcyon Island

Better Cities -KnightlyArmory

Better Cities -OldCrowInn

Better Cities -Ruined Tail's Tale

Better Cities -Tears Of The Fiend

BCChorrol- ChorrolHinterland fix

Better Cities - Valley View Estate

BCBavilB&M -BarrowFields Patch

moDems City Life

Salmo the Baker Colb

MaleBodyReplacerV3

Nateral Vegetation

Nateral Habitat

Nateral Weather

Better Cities TIE Restricted Areas

TIE

ClocksOFCyrodiil BC OBC OC OCLR Vanilla

WindowLightingSystyem

Nateral Water

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this is the load order that Dezi gave me

for the other things i dont know

 

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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Sometimes the kind of crash you are getting is because you removed a mod that modified that area. If a mod made a major change in a particular cell or many cells, and you made a save with it, then deactivated that mod - When the game tries to find something that the save says should be there it can crash.

 

There is a function in OBMM that allows you to see which mods were active or inactive for each save.

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