Knucklez09 Posted March 22, 2009 Share Posted March 22, 2009 I need help on which esp. files I should use to get the following to all work right. I also need help with the load order. I heard something about FCOM but dont really under stand that either. I attached a picture of what my conflict detecter is reading... :thanks: Link to comment Share on other sites More sharing options...
dezdimona Posted March 22, 2009 Share Posted March 22, 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................................................................................................... ©try useing OBMM for load order and conflict notification Link to comment Share on other sites More sharing options...
Knucklez09 Posted March 22, 2009 Author Share Posted March 22, 2009 Thanks for the reply but I did a clean re-install of oblivion, intalled only MMM 3.5 using omod and I still get errors with OBMM conflict detector... its says MMM.esm overrides with oblivion.esm.... theres no way I can fix that... What should I do, or would the mods still work even if they come up as red? Link to comment Share on other sites More sharing options...
bben46 Posted March 22, 2009 Share Posted March 22, 2009 The conflict detector reports any files overwritten. In most cases this is exactly what the files are supposed to do. That is how mods work. if there is something in the game that is being changed (modded) it overwrites that on load, replacing the original object with the modded object. In most cases the red conflicts you are seeing are no more than that. However, sometimes, if the original object is critical to the game it may cause a crash. If your game starts up and plays normally, you can safely ignore the OBMM warnings. If there is a problem, you can track down where it comes from by using the OBMM warnings. Link to comment Share on other sites More sharing options...
Knucklez09 Posted March 22, 2009 Author Share Posted March 22, 2009 Great I was wondering why that was happening.... Thanks alot Link to comment Share on other sites More sharing options...
Knucklez09 Posted March 22, 2009 Author Share Posted March 22, 2009 Does the instal order have anything to do with the wods working or not? Like, should I install something like OOO first or last, or does it even matter? Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted March 22, 2009 Share Posted March 22, 2009 No. Unless you're installing replacers. Then again, who'd install two different replacers for the same thing? The load order is usually all that matters. Link to comment Share on other sites More sharing options...
space butler Posted March 23, 2009 Share Posted March 23, 2009 Get BOSS (Better Oblivion Sorting Software). It's a great little tool that pretty much sorts your load order for you. I used it heaps when setting up FCOM:Convergence. BOSS, OBMM and Wrye Bash are essential to anyone looking to mod their game to any meaningful extent. Link to comment Share on other sites More sharing options...
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