McLeod63 Posted March 13, 2009 Share Posted March 13, 2009 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.esmA_Bloody_Mess.esmBetter Cities Resources.esmCobl Main.esmBab.esmKvatch Rebuilt.esmHorseCombatMaster.esm FasterArrows250Cobl Gluevn_goldweightCobl SICobl TweaksCobl RacesDBShadowSet_NECobl Races TNRCobl Races TNR SIA_Bloody_Mess - Bloody_FightsDLCHorseArmorDLCOrreryPack Hunters V1.1KumikoManorDCLThievesDenSlof's Oblivion Pillow BookBook Jackets OblivionKdDwemerSpectaclesDLCMehruneRazorDLCShiveringIslesNords With BeardsJapanese ClothingDLCVilesLairBag Of HoldingxulPantherRiverOldCrowInnScriptIcon_ReplacerWNewShockBoltEffects20AnvilBay ExpansionThieves ArsenalStealthier MagicDreadweave Complete_lightHear-Me-NotAliveWaterAliveWaters - Koi AddonAliveWaters - Slaughterfish AddonSlof's Stuff For WizardsMounted SpellcastingMounted TramplingBarbarianShopBlood&MudBabShopSlof's Bracelet CollectionWulfharths FurySlof's Boners!BabSymphony Of ViolenceValley_View_EstateNascosto Isles 3Halcyon IslandxulEntiusGorgeSlof's DogsTOTFDLCFrostcragSlof's Oblivion Better BeastsGlenvarCastleIt's A Wig!ArmamenttariumKatanasKvatch RebuiltBetter_Arena_Fights 1.21JQ-BackpacksTheOldTreeHouseCheatcodebooktest01New Frostmourne SwordxulRiverEtheSlof's Exra HorsesSlof's Giger ArmorSlof's Male ClothingSlof's Horses BaseCDM-CGO Horse Armory CompatabilityCDM-CGO Orrery CompatabilityCDM-CGO Thieves Den CompatabilityCDM-CGO Vile Lair CompatabilityCDM-CGO Mehrunes Razor CompatabilityCDM-CGO Shivering Isles CompatabilityThe Lost SpiresCDM-CGO ClassesCDM-CGO Frostmourne Compatabilityniapets_wolf_modSlof's Boners! v5CDM-CGO Unlimited TrainingCDM-CGO Master TrainersKnightlyArmoryDAWoolyNOWeaponsWarMammothMountCDM-CGO Level UpCDM-CGO Standard Skill Leveling FasterxulBravilBarrowfieldsRTTRuLZWeaponsREDeadlyReflex 5 - Combat MovesCDM-Character Generation OverhaulBatholmBetterCitiesColourwheels Sexy Female NPCsxulChorrolHinterlandsBeter Cities Full- B&M EditionBetter Imperial CityBetter Cities Full Defencesza_BankmodmoDem's City Of Life - BP CompatDelivery Jobs - BCThe Mystery Of The Dulan Cult00RBscribeSupplies IntensiveSentientWeaponsSlof's Goth ShopVaultsOfCyrodiilBCBetter Cities -Brew HouseBetter Cities -COBLBetter Cities -Halcyon IslandBetter Cities -KnightlyArmoryBetter Cities -OldCrowInnBetter Cities -Ruined Tail's TaleBetter Cities -Tears Of The FiendBCChorrol- ChorrolHinterland fixBetter Cities - Valley View EstateBCBavilB&M -BarrowFields PatchmoDems City LifeSalmo the Baker ColbMaleBodyReplacerV3Nateral VegetationNateral HabitatNateral WeatherBetter Cities TIE Restricted AreasTIEClocksOFCyrodiil BC OBC OC OCLR VanillaWindowLightingSystyemNateral Water Link to comment Share on other sites More sharing options...
McLeod63 Posted March 13, 2009 Author Share Posted March 13, 2009 Just an update. Oblivion stops working after a few seconds as soon as I'm outside of a city. So that must narrow it down. Link to comment Share on other sites More sharing options...
pinkneonrose Posted March 13, 2009 Share Posted March 13, 2009 this is the load order that Dezi gave mefor the other things i dont know 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.. Link to comment Share on other sites More sharing options...
bben46 Posted March 13, 2009 Share Posted March 13, 2009 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. Link to comment Share on other sites More sharing options...
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