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Help with load order


maym_001

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Heya, long time lurker, short time poster here. Hope someone can help.

 

I'm not the most technically minded of people, numbers and words tend not to get through my thick skull, so I was wondering if anyone could give me a hand with all this complicated (to me) mod stuff.

 

Basically, i'll be installing Oblivion on the PC after a few years of being out of the loop and I'm not sure how to go about installing all these...

 

A basic load order list would be much appreciated. Also, i've researched quite far into any possible incompatibilities, but are there any i've missed? I plan on installing these mods, not in any specific order, just how they appear in my file...

 

Less peachy male elven cuirass

quest award leveler

adonnays ranger coats

alchemists reference

alternative start (arrive on ship)

arena ring

armored coats alpha

blades ceremonial armour

blades wear ceremonial armour

capes and cloaks

cocoa the horse

deadra shrine level requirement remover

dark glass replacer

deadly reflex v5 and iDRtestfix

adonnays elven weaponry

faster restoration and mercantile leveling

female body replacer

GMs deadly archery

hashshashin armor

inebriation

landscape LOD texture replacement and the one for border regions

LEs lethal traps

leveled item fix

LFox mythic dawn armor

lightning speed

mounted combat 1.12

natural environments v212

no backwards running

open cities complete and the KOTN patch

quinns elven weapons replacement

real lava

real umbra

realistic ragdolls and force

realistic fatigue

silence

100% arrow recovery

unlimited rings and/or amulets shivering isles

wz inventory

 

as well as all the official expansions and DLC stuff

 

ah shite sorry it's quite a long list. still, any help would be much appreciated, before it drives me insane :P. Cheers.

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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..

................................................................................

.................

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Ok, sorry for the double post, but judging from what's written, is this a safe load order?:

 

oblivion.esm

natural environments v212

landscape LOD texture replacement and the one for borders

smaller elf ears

female body replacer

adonnays ranger coats

armored coats alpha

blades ceremonial armour

adonnays elven weaponry

capes and cloaks

hashshashin armor

LFox mythic dawn armor

alchemists reference

arena ring

cocoa the horse

blades wear ceremonial armour

quinns elven weapons replacement

Less peachy male elven cuirass

dark glass replacer

real lava

real umbra

wz inventory

unlimited rings and/or amulets shivering isles

LEs lethal traps

deadra shrine level requirement remover

no backwards running

faster restoration and mercantile leveling

realistic fatigue

lightning speed

quest award leveler

GMs deadly archery

realistic ragdolls and force

100% arrow recovery

mounted combat 1.12

deadly reflex v5 and iDRtestfix

official DLCs

leveled item fix

alternative start (arrive on ship)

open cities

open cities KOTN compatability patch

 

 

Thoughts? Is that completely off? Any conflicts?

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