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Kvatch Rebuild error


Frejoh46

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Just to add on the Dezdimona's reply. It's not enough having OBSE installed, you shall use the OBSE_loader.exe to launch the game. You may want to copy it as a shortcut in your desktop and change the icon by some image more fitting, the own original icon image, maybe, replacing the 'normal' game launcher there.
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It could be caused by many things. Not all related to the mod or OBSE.

Do you have the latest patch?

What other mods and load order?

Not every mod is compatible with every other mod.

 

How to use OBMM to make a load order list for posting.

 

Open OBMM - if you don't have it, get it. It is needed for a lot of things when you work with mods.

 

Look on the right, you will see a box with 'Import/Export'. Click that.

Then select the first option, 'View Load Order'

 

A new window will open with only your active mods listed in their load order. Any unchecked mods will not appear in this list.

 

Use your mouse to highlight the entire list, then left click on the highlighted list.

 

A box will open with Cut, copy paste.

 

Select copy – DO NOT SELECT CUT!

 

Now you can close the window and close OBMM (This might take a few minutes as OBMM takes a while to close.)

 

Go to where you want to put the load order list – I recommend creating either a text document or a word processing document and naming it load order and the date

(load order 6-22-08.txt)

 

Then open that document, place your cursor at the beginning and right click. Select paste.

 

This should copy your load order into the document.

 

Now, to get the load order into a post, open the forum, find where you want to place the load order list and paste it. The copied text will be inserted where you place the mouse cursor.

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I already have OBMM and obose, and sorry if it's old but I had a long month, and had study for some test and stuff...

 

but if I get you right, you wont me to post my load order, right?

 

Oblivion.esm

HorseCombatMaster.esm

Kvatch Rebuilt.esm

EmptyHouses_v1.0.esp

Amajor7 Imperial Furniture.esp

DLCShiveringIsles.esp

DLCFrostcrag.esp

DLCVileLair.esp

VaultsofCyrodiil.esp

Unlimited Weapon Recharge.esp

DLCThievesDen.esp

DLCBattlehornCastle.esp

DLCSpellTomes.esp

Spell Delete And Item Remove.esp

MIS Low Wind.esp

MIS New Sounds Optional Part.esp

MIS.esp

DLCOrrery.esp

Thieves Arsenal.esp

AddMapMarkers.esp

ClocksOfCyrodiil.esp

Encumbrance_Mod-9338.esp

WPHealthRegen.esp

DLCHorseArmor.esp

HouseMapMarkers.esp

HouseMapMarkersOnlyBought.esp

P1DkeyChain.esp

Knights.esp

DLCMehrunesRazor.esp

RenGuardOverhaul.esp

RenGuardOverhaulShiveringIsles.esp

BountyReductionOverTime_standard.esp

DemonRace.esp

DecoratorAssistant with OBSE v1.1.esp

za_bankmod.esp

Natural_Habitat_by_Max_Tael.esp

Natural_Vegetation_by_Max_Tael.esp

Natural_Water_by_Max_Tael.esp

Natural_Weather_by_Max_Tael.esp

Natural_Weather_HDR_2.1.2_bugfree.esp

Natural_Weather_HDR_by_Max_Tael.esp

Natural_Weather_non-HDR_2.1.2_bugfree.esp

Timekeeper_Advanced.esp

Deadly Reflex - Timed Block + Higher Damage.esp

Deadly Reflex - Timed Block no other changes.esp

DeadlyReflex - Combat Moves.esp

DeadlyReflex - Timed Block + Very High Damage.esp

Mounted_Spellcasting Deadly Reflex Compatible.esp

DSPirateIsleBeta.esp

Harvest [Flora].esp

Harvest [Flora] - DLCFrostcrag.esp

Harvest [Flora] - DLCVileLair.esp

Harvest [Flora] - Shivering Isles.esp

WindowLightingSystem.esp

Kvatch Rebuilt - OOO Compatibility.esp

Kvatch Rebuilt.esp

NPC 3x HP.esp

 

If not I'm sorry and explain better...

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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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Her point was that not having things in the correct load order will break certain mods. Kvatch Rebuilt probably works just fine as it certainly does work on other people's computers, but because you may have the wrong load order, it is not working. If you want a particular mod to work, load order /should/ matter to you.
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