Lueth Posted April 17, 2009 Share Posted April 17, 2009 well i would like to know the load order like you know um how its ornigaly the base oblivion and then the offical mods like shivering isles and knights but waht about the other mods i would like to know how to put them in order so they all work properly for exaple :1= base things2=main mods such as textures and things3=wep /armour mods some thing like that if some one could tell me how to put them in the right order and if im missing any thing Link to comment Share on other sites More sharing options...
Deleted269910User Posted April 17, 2009 Share Posted April 17, 2009 Here's the basic guidelines, which Dezi has been posting quite a lot;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................................................................................................... ~Elraine P.S. If you don't mind, you could fix the sig and replace the X DLC X with Elraine Kiyoshi, had a name change.(Easily confirmable if you look at any of my older posts, or the topic link at my sig.) ;) Link to comment Share on other sites More sharing options...
BossDweebe Posted April 17, 2009 Share Posted April 17, 2009 Always keep in mind that what loads next will overwrite whatcame before it. This is the fundamental principle of load order. ie - the lashes and whiskers mod. If this is not loaded after other"cosmetic" mods (natural faces) then you may get no lashes and whiskers.The natural faces still works because lashes and whiskers does not makefacial tattoos etc.I say may because that's how it works for me with my game, but there may be other variables may contradict this in someone else's Oblivion. EDIT: Ooop - natural faces, and unique features do not use esp's, but the principle is the same. Link to comment Share on other sites More sharing options...
dezdimona Posted April 17, 2009 Share Posted April 17, 2009 Always keep in mind that what loads next will overwrite whatcame before it. This is the fundamental principle of load order.This is true if a conflict exists between mods,if there is no conflict then an overwrite does not happen @Lueth: always make backups of your oblivion data before adding and major mod it may save you some headaches further down the road! Link to comment Share on other sites More sharing options...
Lueth Posted April 17, 2009 Author Share Posted April 17, 2009 thanks i had asked this question ealier like maby 5-7 months ago but never got this answer oh and ill change the name :) oh and btw does this work as well with fallout 3 i have never modded fallout 3 before and idk waht it does with the mods Link to comment Share on other sites More sharing options...
Deleted269910User Posted April 18, 2009 Share Posted April 18, 2009 FO3 should be the same with general guide lines, it's always a little bit of testing for a stable version though. Link to comment Share on other sites More sharing options...
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