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HMmm4 eyes but only enough space for 2 :P


gamegek3

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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.esm

CM Partners.esm

HorseCombatMaster.esm

Unofficial Oblivion Patch.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Weather_HDR_by_Max_Tael.esp

Natural_Vegetation_by_Max_Tael.esp

Natural_Weather_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

Capucines Character Expansion.esp

Corean_hair_for_Original_race.esp

Half Elves for Rens-Beautiful People.esp

MaleBodyReplacerV3.esp

KT_CustomRaceFix.esp

Beautiful People.esp

Compass-Disable_Both.esp

Dragon Knight Armor v. 1.1.esp

Ice Elves and Wolf Elves.esp

Ghost House.esp

bab_bp_25_le_Mystic Night Elf.esp

bab_bp_25_ne_Mystic Night Elf.esp

bab_bp_22_le_Mystic Night Elf.esp

def_bp_22_le_Mystic Night Elf.esp

def_bp_22_ne_Mystic Night Elf.esp

def_bp_25_ne_Mystic Night Elf.esp

def_bp_25_le_Mystic Night Elf.esp

bab_bp_22_ne_Mystic Night Elf.esp

CM Partners.esp

CM Partners NPC.esp

CM Partners NPC NE.esp

CM Partners More NPCs.esp

CM Partners More NPCs NE.esp

CM Partners Marker NPCs.esp

CM Partners Special NPCs.esp

tona_whitesquall-armor_ver2.esp

BlackLuster.esp

SpellSinger.esp

BlackLuster 2SwordStyle.esp

My Island Palace.esp

Newpalace.esp

CM Partners Extra NPCs.esp

MidasSpells.esp

Knights.esp

DLCOrrery.esp

DLCFrostcrag.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

DLCShiveringIsles.esp

DLCVileLair.esp

DLCThievesDen.esp

DLCHorseArmor.esp

Apachii_Goddess_Store.esp

 

i hope this isnt a too big problem :P

My 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.

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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..

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

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