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aws (only the .esm)+natural habitat+natural vegetation+phynix waterfix


fcara1

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Can someone explain what is going wrong? It would be a bit creepy in real life...

I've the sound of heavy rain and all the lightning, but no visible waterdrops (natural weather had then).

Also note that i don't have SI, but run FCOM alongside, if it matter.

In earlier game tried the complete NE, now want to improve. So far, liked phynix water... but if aws is incompatible, i ask to point out... or tell me the best alternatives - what the best combinations for weather?

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Fixing your load order may help

 

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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Sorry, Already have the mods sorted... maybe not perfect, but run very well. See below.

Urgent is the wether/water interation in need of fix, as stated eaarlier.

 

Active Mod Files:
00  Oblivion.esm
01  Francesco's Leveled Creatures-Items Mod.esm
02  Francesco's Optional New Items Add-On.esm
03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]
04  Mart's Monster Mod.esm  [Version 3.5.5b4]
05  FCOM_Convergence.esm  [Version 0.9.9a7]
06  AWS-Core.esm
++  TNR ALL RACES FINAL.esp
07  Unofficial Oblivion Patch.esp  [Version 3.2.0]
08  Francesco's Optional Chance of Stronger Bosses.esp
09  Francesco's Optional Chance of Stronger Enemies.esp
++  FCOM_Francescos.esp  [Version 0.9.9]
++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
0A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
0B  Fran Armor Add-on.esp
0C  QuietFeet.esp
0D  Natural_Vegetation_by_Max_Tael.esp
0E  phinix-waterfix.esp
0F  AliveWaters.esp
10  AliveWaters - Koi Addon.esp
11  Natural_Habitat_by_Max_Tael.esp
12  Short Grass V3.esp
13  ClocksOfCyrodiilNoArcane.esp
14  Bob's Armory Oblivion.esp
15  Oblivion WarCry EV.esp
16  FCOM_WarCry.esp  [Version 0.9.9]
17  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]
18  FCOM_Convergence.esp  [Version 0.9.9]
19  FCOM_RealSwords.esp  [Version 0.9.9]
1A  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]
1B  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.6Beta3]
++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]
++  FCOM_SaferRoads.esp  [Version 0.9.9]
++  FCOM_LessRats.esp  [Version 0.9.9]
++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]
1C  Mart's Monster Mod - City Defences.esp  [Version 3.5.5b4]
++  FCOM_FriendlierFactions.esp  [Version 0.9.9]
++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]
++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]
1D  FCOM_BobsArmory.esp  [Version 0.9.9]
++  FCOM_Archery.esp  [Version 0.9.9]
1E  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]
1F  Oblivion Citadel Door Fix.esp
++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]
20  Visually Realistic Deadly Lava.esp
++  Spells No Lighting.esp
21  Dark Dungeons.esp
22  Beast Tongue  Evolved.esp
23  Quest Award Leveller.esp  [Version 2.0.1]
24  Kobu's Character Advancement System.esp
25  RealisticForceMedium.esp
26  RealisticMagicForceMedium.esp
27  RenGuardOverhaul.esp
28  Streamline 3.1.esp
29  [GFX]_Initial_Glow-all.esp
2A  Bashed Patch, 0.esp

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Just figured out.

 

one last thing: how to fix the "above" water surface?

And if you are in water, you get a thin paper effect that divide the water and the air above...

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