tnu Posted March 18, 2009 Share Posted March 18, 2009 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 Link to comment Share on other sites More sharing options...
dezdimona Posted March 19, 2009 Share Posted March 19, 2009 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...
tnu Posted March 19, 2009 Author Share Posted March 19, 2009 thanks i'll try and look at that and ammend my laod order accordingly Link to comment Share on other sites More sharing options...
tnu Posted March 19, 2009 Author Share Posted March 19, 2009 also which section wou ld a large-scale vampirism mod go? like CDM's Vampirism mods Link to comment Share on other sites More sharing options...
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