shardukars Posted April 13, 2009 Share Posted April 13, 2009 I'm having troubles with Oblivion all of a sudden, after I activated OOO the game will CTD every 5 ~ 10 mins. I've tried various things, from not loading the esp for OOO (as seen in list right now). So far, the game will CTD as long as the OOO files are active. Is there something wrong with the mod order? 00 Oblivion.esm01 Oscuro's_Oblivion_Overhaul.esm [Version 1.33]02 HorseCombatMaster.esm03 Unofficial Oblivion Patch.esp [Version 3.2.0]04 DLCShiveringIsles.esp05 Unofficial Shivering Isles Patch.esp [Version 1.4.0]06 Beautiful_Women_NiceOnly.esp07 Beautiful_Women_DB_Addon.esp08 Beautiful_Women_NotSoNice_Bonus.esp09 Beautiful_Women_SI.esp0A Beautiful_Women_Vampires.esp0B Beautiful_Women_Vampires_50.esp0C Handsome_Gents_Addon.esp0D Handsome_Gents_DB_Addon.esp0E Handsome_Gents_SI.esp0F Handsome_Gents_Vampires.esp10 Handsome_Gents_Bonus.esp11 Handsome_Gents_Vampires_50.esp12 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]13 Oblivion Citadel Door Fix.esp14 HouseMapMarkersOnlyBought.esp15 DLCHorseArmor.esp16 DLCOrrery.esp17 DLCVileLair.esp18 DLCMehrunesRazor.esp19 DLCSpellTomes.esp1A DLCThievesDen.esp1B OOO-BirthSigns.esp [Version 1.33]1C OOO-Combat_Skills_Perks_Marksmanship.esp [Version 1.33]1D DLCFrostcrag.esp1E Knights.esp1F Vampirismless Vampires.esp20 bgMagicEV.esp [Version 1.69EV]21 bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]22 bgMagicItemSigil.esp [Version 1.68EV]23 bgMagicEVStartspells.esp [Version 1.68EV]24 bgMagicBonus.esp [Version 1.62EV]25 bgMagicEVAddEnVar.esp [Version 1.68EV]26 bgMagicEVPaperChase.esp [Version 1.68EV]27 bgMagicLightningbolt.esp28 Beautiful People.esp29 Energy - Beautiful Elves.esp2A KT_CustomRaceFix.esp2B Bashed Patch, 0.esp2C DeadlyReflex - Combat Moves.esp2D Deadly Reflex - Timed Block no other changes.esp This is my mod load order, (rearranged by BOSS and loaded with Wrye/OMM). Edit : Its probably not my graphic cards, since I had no trouble running the game concerning graphics. Link to comment Share on other sites More sharing options...
dezdimona Posted April 13, 2009 Share Posted April 13, 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................................................................................................... Link to comment Share on other sites More sharing options...
shardukars Posted April 14, 2009 Author Share Posted April 14, 2009 Thanks for the headsup, unfortunately it still has the same problem... Seems to work if I have the esp files for O.O.O off... (not the esm though) Link to comment Share on other sites More sharing options...
Maigrets Posted April 14, 2009 Share Posted April 14, 2009 Make sure you have the latest updates for OOO and try rebuilding your Bashed Patch. That can cause problems if you've added anything new and not updated the patch. Otherwise I can't see anything else that would cause crashing like that. Link to comment Share on other sites More sharing options...
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