Jump to content

Load Screen Image has vanished... o_O;


kythlyn

Recommended Posts

Hello everyone. I am new to installing mods and I have an odd problem. When first booting the game (and pressing escape to skip to the title screen) there is a quick load screen that used to have an image... but now there is just a white box. I know this is a somewhat nit-picky thing to complain about but I am worried that might be just one symptom of what might be a larger problem, so... if anyone has run into this before, let me know how to solve it!

 

Here are the mods I have installed:

 

Armamentarium_v1-1-13884

BloodlinesV12Complete-14601

Dark_UI_Supplemental_Pack-6795

DarkUId_DarN_16_OMOD_Version-11280

Elven Map Redux - Map & Icons 2.0

Enhanced_Water_v20-8011

Enhanced_Water_v20_HD_-_SI-17345

Enhanced_Weather_1_3_4_Patch-16544

Enhanced_Weather_1_3_OMOD_Ready_-16544

Expanded_Hotkeys_and_Spell_Delete-5957

Illumination Within Revived 0.9.2

Illumination_Within_Revived__Optimised-6244

MartsMonsterMod

MartsMonsterMod37beta1andMMMForSI-17784

Oblivion_Cats-4348

Oblivion_Stereo_Sound_Overhaul-5861

obmm

obse_0016

OOO_133_Complete

QTP3_Redimized

RealisticLeveling-1_12-13879

ScreenEffects_1_0-16323

SM_Plugin_Refurbish_1-2-11474

Streamline_3dot1_Open_Beta-10400

UnofficialOblivionPatchv3.2.0Installer

UnofficialOfficialModsPatchv15Installer

v1_4_0_OMOD_version-10739

Weather_Inside_seasons_v12

Link to comment
Share on other sites

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..

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

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

Link to comment
Share on other sites

Well, here's my load order. You'll notice I just added Atmospheric Loading Screens - Random Quotes.esp which solved the problem, so I should be good to go. Thanks.

 

Oblivion.esm

Armamentarium.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

Mart's Monster Mod for OOO.esm

ScreenEffects.esm

EnhancedWeather.esm

Unofficial Oblivion Patch.esp

Unofficial Shivering Isles Patch.esp

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

SM Plugin Refurbish - HorseArmor.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

SM Plugin Refurbish - Orrery.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

SM Plugin Refurbish - MehrunesRazor.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

SM Plugin Refurbish - VileLair.esp

DLCSpellTomes.esp

DLCSpellTomes - Unofficial Patch.esp

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp

SM Plugin Refurbish - Battlehorn.esp

Oblivion Cats v0.22b.esp

Enhanced Water v2.0 HD.esp

Enhanced Water v2.0 HD - SI Addon.esp

EnhancedWeather.esp

EnhancedWeather - Darker Nights, 50.esp

EnhancedWeather - Enhanced Seasons.esp

EnhancedWeather - SI.esp

weather inside [seasons] v1.2.esp

weather inside [silent seasons] v1.2.esp

IWR - Windows Lights Shutters - Optimised.esp

Living Economy.esp

Living Economy - Items.esp

Cutthroat Merchants.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

SM Plugin Refurbish - ThievesDen.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Water_Weeds.esp

Mart's Monster Mod for OOO.esp

Mart's Monster Mod for OOO - Knights .esp

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Resized Races.esp

Mart's Monster Mod - Zombies for Body Meshes.esp

Mart's Monster Mod - Less Bone Loot.esp

Mart's Monster Mod - Safer Roads.esp

Mart's Monster Mod - Foxes.esp

Mart's Monster Mod - More Wilderness Life No Gates.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - City Defences.esp

Mart's Monster Mod - Shivering Isles.esp

DLCFrostcrag.esp

DLCFrostcrag - Unofficial Patch.esp

SM Plugin Refurbish - FrostCrag.esp

Harvest [Flora].esp

Harvest [Flora] - DLCFrostcrag.esp

Harvest [Flora] - DLCVileLair.esp

DLCShiveringIsles.esp

SM Plugin Refurbish - SI.esp

Harvest [Flora] - Shivering Isles.esp

Knights.esp

Knights - Unofficial Patch.esp

SM Plugin Refurbish - Knights.esp

Expanded Hotkeys and Spell Delete v1.0.esp

Expanded Hotkeys Brief Equip Message.esp

Atmospheric Loading Screens - Random Quotes.esp

VHBloodlines 1.2.esp

RealisticLeveling.esp

Streamline 3.1.esp

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...