gamegek3 Posted March 23, 2009 Share Posted March 23, 2009 Hi i am still busy downloading apachi goddess store mod again but i saw something annoying when i was trying out some new mods:i dont know with what mod it happened since i added quite some since yesterday.can something be done about my load order to fix this?(the real problem is is that you see practically that there are 2 eyes in one eye socket and that looks a bit gross :P) here is my load order list: Oblivion.esmCM Partners.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espNatural_Habitat_by_Max_Tael.espNatural_Weather_HDR_by_Max_Tael.espNatural_Vegetation_by_Max_Tael.espNatural_Weather_by_Max_Tael.espNatural_Water_by_Max_Tael.espCapucines Character Expansion.espCorean_hair_for_Original_race.espHalf Elves for Rens-Beautiful People.espMaleBodyReplacerV3.espKT_CustomRaceFix.espBeautiful People.espCompass-Disable_Both.espDragon Knight Armor v. 1.1.espIce Elves and Wolf Elves.espGhost House.espbab_bp_25_le_Mystic Night Elf.espbab_bp_25_ne_Mystic Night Elf.espbab_bp_22_le_Mystic Night Elf.espdef_bp_22_le_Mystic Night Elf.espdef_bp_22_ne_Mystic Night Elf.espdef_bp_25_ne_Mystic Night Elf.espdef_bp_25_le_Mystic Night Elf.espbab_bp_22_ne_Mystic Night Elf.espCM Partners.espCM Partners NPC.espCM Partners NPC NE.espCM Partners More NPCs.espCM Partners More NPCs NE.espCM Partners Marker NPCs.espCM Partners Special NPCs.esptona_whitesquall-armor_ver2.espBlackLuster.espSpellSinger.espBlackLuster 2SwordStyle.espMy Island Palace.espNewpalace.espCM Partners Extra NPCs.espMidasSpells.espKnights.espDLCOrrery.espDLCFrostcrag.espDLCMehrunesRazor.espDLCSpellTomes.espDLCShiveringIsles.espDLCVileLair.espDLCThievesDen.espDLCHorseArmor.espApachii_Goddess_Store.esp i hope this isnt a too big problem :PMy last mods that i downloaded btw were: Ice elves Wolf elves mod, capucines character expansion, All the Cm partner basic mods and corean hair expansion mod. Sorry if this is already mentioned but i couldnt find anything about it. Link to comment Share on other sites More sharing options...
dezdimona Posted March 23, 2009 Share Posted March 23, 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..you have google eye which comes from having too many cosmetic mods installed.remove one at a time. also may be a custom race conflict depending again on what cosmetic files are being used Link to comment Share on other sites More sharing options...
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