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stats are stuck


tnu

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ok this may be due to mods but i'm not sure i n any game i play my starts wont go up past a certain point and I mean my three base stats Health Magicka and Fatigue.

 

Health won't go past 97 even th ougth it has a max of 147

 

Magicka has a max of 216 yet won't rais beyond 166

 

and Fatigue won't go beyond 147 even thought it has a max of 197

 

here's my mo d list if there are any questions pleas ask I want to resolve this

 

 

Active Mod Files:
00  Oblivion.esm
01  CM Partners.esm
02  Cobl Main.esm  [Version 1.61]
03  Toaster Says Share v3.esm
04  OblivionMountProject.esm
05  Skingrad24Vars.esm
06  Unofficial Oblivion Patch.esp  [Version 3.2.0]
07  DLCShiveringIsles.esp
08  Book Jackets Oblivion.esp
09  Akatosh Mount By Saiden Storm.esp
0A  CDM-Duel.esp
0B  MoveQuestItems - OBSE.esp
0C  Redecoration.esp
0D  Crowded Cities 15.esp
0E  Choices and Consequences.esp
0F  Landmarks, w Wells.esp  [Version 1.10]
10  HouseMapMarkersOnlyBought.esp
11  Expanded Hotkeys and Spell Delete v1.0.esp
12  DLCHorseArmor.esp
13  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]
14  DLCOrrery.esp
15  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]
16  SM Plugin Refurbish - Orrery.esp  [Version 1.06]
17  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 0.1]
18  DLCVileLair.esp
19  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]
1A  DLCMehrunesRazor.esp
1B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]
1C  DLCSpellTomes.esp
1D  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
1E  Banes Guilds United.esp
1F  DMACArmor.esp
20  PersuasionOverhaul.esp  [Version 1.3]
21  Unlimited Wear.esp
22  Grim Reaper.esp
23  qazSteerHorsesWithMouse.esp
24  AncientTowers.esp
25  DLCThievesDen.esp
26  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]
27  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]
28  Cobl Glue.esp  [Version 1.60]
29  allinonebasement.esp
2A  CDM-Books and Markers.esp
2B  GlenvarCastle.esp
2C  M.O.E. - Tools of Kagrenac - The Secret of White Gold Tower.esp  [Version 6]
2D  MadHouseV12.esp
2E  Ushnars Skinned Hound.esp
2F  Vampire Tunnel System.esp
30  24hourArena.esp  [Version 1.1]
31  DLCBattlehornCastle.esp
32  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]
33  Knights.esp
34  Knights - Unofficial Patch.esp  [Version 1.0.9]
35  SM Plugin Refurbish - Knights.esp  [Version 1.06]
36  MannimarcoComplete.esp
37  MannimarcoRevisited.esp
38  MannimarcoWardrobeChest.esp
39  CDM-Shares and Salaries.esp
3A  M.O.E. - Travel Services.esp  [Version 3]
3B  ReneersGoldMod.esp
3C  Roleplaying Dialogues.esp
3D  Enhanced Quest Roleplaying.esp
3E  Quest Award Leveller.esp  [Version 2.0.1]
3F  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]
40  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]
41  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]
42  Cliff_Roleplayingcharacter.esp  [Version 2.1]
43  M.O.E. - Vampire Clan Raelu.esp  [Version 6]
44  SpreadingVampirism.esp
45  Advanced Mark & Recall.esp
46  CDM-Convert to Gems.esp
47  hilarity_121.esp
48  SetEssentialActors.esp
49  The Sixth Element.esp
4A  Advanced Magecraft.esp
4B  SupremeMagicka.esp  [Version 0.85]
4C  SM_ShiveringIsles.esp  [Version 0.85]
4D  SM_DLCSpellTome.esp  [Version 0.80]
4E  SM_COBL.esp  [Version 0.82]
4F  SM_AbsorbRestoration.esp  [Version 0.80]
50  SM_EnableCharmChameleon.esp  [Version 0.80]
51  SM_EnableRestoreEnchanting.esp  [Version 0.80]
52  SM_EnchantStaff.esp  [Version 0.80]
53  SM_UnlockSpells.esp  [Version 0.70]
54  SM_Scrolls.esp  [Version 0.84]
55  SM_SigilStone.esp  [Version 0.83]
56  Speedy Looting OBSE.esp
57  RenGuardOverhaul.esp
58  RenGuardOverhaulShiveringIsles.esp
59  actors_in_charge.esp
5A  ActorsInMadness.esp
5B  ActorsInEmotions.esp
5C  P1DseeYouSleep.esp
5D  P1DseeYouSleep - DLCVileLair.esp
5E  Bashed Patch, 0.esp
5F  Dalls_MolagBaal.esp
60  CV - Castle Dracula.esp
61  UnnaturalAura.esp
62  Dreightons_Item_Value.esp
63  Jpm's Miniature Necromancy.esp
64  Big Business.esp
65  Better Hand to Hand LITE.esp
66  Blackclaw.esp
67  Princess Sheogorath Palace.esp
68  ShowHideAmulet.esp
69  LevelerCheat.esp
6A  CDM-TC-007 - Begging.esp
6B  CDM-Skeletal Race.esp
6C  Cannibalism.esp
6D  ScriptEffectSubduer.esp
6E  ForecastersWill.esp
6F  The Death Note.esp
70  The Black Sacrament.esp
71  KORE- Blood Drinker Umbra.esp
72  RefScope.esp  [Version 1.1.0]
73  Carry_all_you_want-5118.esp
74  Mandalorian Armor.esp
75  CDM-The Necromantic Experience.esp
76  Player's Diary.esp
77  Princess DB Sanctuary.esp
78  ACCCGR SI.esp
79  VampiresLair.esp
7A  Underwater.esp
7B  BlackAzurasStar.esp
7C  SetBody.esp
7D  vamp_no_wrinkles.esp
7E  vamp_face_whiteblue.esp
7F  CDM - Vampirism.esp
80  ANBHuntersCoat.esp
81  LithiansNatureOfTheBeastModBeta.esp

 

EDIT: alsoi've encounterd several times where my stats are blown ot of preportion (either rediculasly high lik e 348 or somthing or rediculasly low like in the negetives or having o nly one max health) thank god for UOP's r epair stats option

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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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