Darkf0rge Posted April 20, 2009 Share Posted April 20, 2009 I am a modding addict. It has turned a game I thought was very average into one of the best games of all time. I am beggining to wind down on the modding now and just enjoy the game, but I have noticed I seem to be getting crashes with increased frequency. Some of these crashes I can force, and some times it just happens randomly. Can anyone please check my load order and see if you can see anything blatantly wrong, or suggest removal. I am pretty sure I have done everything correctly with installation but I am not sure about load orders. Alot of mods say that they must be loaded last in the order, but when multiple mod's claim this what do you do? I use BOSS but it does leave alot of mods out. some problems I have. Game CTD without error in the Kvatch Oblivion realm.Cannot equip certain weapons, when I do game crashes. (I am not certain which mod this is, update: only happens sometimes usually when I first aquire the weapon.)Cannot enchant items. As soon as I complete the game crashes.Occasional crashes in combat. Here is the list; Oblivion.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmAWS-Core.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmEnhanced Daedric Invasion.esmTamrielTravellers.esmFCOM_Convergence.esmArmamentarium.esmCybiades.esmBetter Cities Resources.esmAFC v2 Core.esmBeautiful People.esmToaster Says Share v3.esmHorseCombatMaster.esmHrmnsOblivionScriptOptimizationv1.0.espUnofficial Oblivion Patch.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espLoadingScreens.espLoadingScreensAddOn.espAWS-ShiveringIsles.espNatural_Habitat_by_Max_Tael.espEnhanced Water v2.0 HD.espAmbientTownSounds.espMIS Low Wind.espMIS New Sounds Optional Part.espAtmospheric Oblivion.espStorms & Sound.espRainbows.espCities Alive At Night.espWindowLightingSystem.espAliveWaters.espAliveWaters - Koi Addon.espAliveWaters - Slaughterfish Addon.espAFC v2 Combo Chains.espAFC v2 Combat Moves.espAFC v2 Gauntlet Weaponry.espAFC v2 Locational Damage.espYetAnotherHotkeyMod.espSpell Delete And Item Remove.espP1DmenuEscape.espReznod_Mannequin.espNoLoad.espLiving Economy.espLiving Economy - Items.espCutthroat Merchants.espMaleBodyReplacerV4.espALE_greenglass.espFineWeapons.espGrowlfs Hot Clothes.espM.O.E. - Playable Scythe.espM.O.E. - Unlocked Dremora Armour and Robes.espM.O.E. - Unlocked Glenroy and Captain Renault Blades Armour.espFCOM_MOECaptainRenaultArmor.espNot a Bedroll.espThieves Arsenal.espMounted_Steering.espMounted_Spellcasting.espMounted_Trampling.espDude Wheres My Horse.espHRMHorseCommands.espExnemRuneskulls.espFCOM_ExnemRuneskulls.espCobl Glue.espOOO 1.32-Cobl.espFCOM_Cobl.espBob's Armory Oblivion.espCheat Bob's Armory Oblivion.espFCOM_BobsArmory.espLoth's Blunt Weapons for Npcs.espFCOM_LothsBluntWeapons.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espFCOM_Convergence.espFCOM_EntropicOrderRebalance.espFCOM_RealSwords.espFCOM_DurabilityAndDamage.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Foxes.espMart's Monster Mod - Hunting & Crafting.espTamrielTravellerAdvscript.espTamrielTravellers4OOO.espTamrielTravellersItemsnpc.espTamrielTravellersItemsVendor.espFCOM_TamrielTravelers.espTIE In.espTIE In - ExnemRuneskulls.espTIE In - Cobl.espTIE In - FCOM Convergence.espTIE In - RealSwords.espTIE In - MMM Craft.espTIE In - Armors lite.espTIE In - Clothes.espTIE In - DB Enchantments.espTIE In - Spells.espTIE In - Thieves Quest.espTIE In - Tutorial Terminator.espTIE In - Game Settings OOO.espTIE In - Sounds.espLoadingScreens-OOO.espArmamentariumLL4OOO.espOOO-WaterFish.espMMM-Cobl.espApachii_Goddess_Store.espGlenvarCastle.espM.O.E. - Tools of Kagrenac - The Secret of White Gold Tower.espM.O.E. - The Black Sacrament - Night Mother's Ritual.espScribe Supplies.espVaultsofCyrodiilBC.esp24HrArenaAliveV2.esp24HrArenaAliveV2Towers.espM.O.E. - Visit Valen Dreth Topic.espCybiades.espCybiadesDungeon.espMighty Umbra.espHoarfrostCastle.espMart's Monster Mod - City Defences.espFCOM_MightyUmbra.espEnhanced Daedric Invasion.espFCOM_EnhancedDaedricInvasion.espxuldarkforest.espxulStendarrValley.espxulTheHeath.espMMMMWL-TheHeath patch.espXulEntiusGorge.espxulFallenleafEverglade.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espxulBravilBarrowfields.espxulLushWoodlands.espHoarfrostCastle-LushWoodlands patch.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV_withoutWheat.espxulPantherRiver.espxulRiverEthe.espxulImperialIsle.espBetter Cities .espBetter Cities Full.espBetter Cities - Full City Defences.espBetter Cities - Unique Landscape Barrowfields.espBCBravil-Barrowfields patch.espBCChorrol-ChorrolHinterland fix.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Cities - COBL.espBetter Imperial City.espBetter Cities - No LEYAWIIN Flooding.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espDungeon Actors Have Torches 1.6 DT.espM.O.E. - Travel Services.espM.O.E. - Lycanthropy and Lichcraft.espM.O.E. - New Classes.espZira's Battle Horse Shop.espScriptIcon_Replacer.espQuest Award Leveller.espRealisticFatigue.espRealisticHealth.espRealisticForceHigh.espRealisticMagicForceHigh.espCirc Vamp Aesthetics.espM.O.E. - Vampire Players Scarier.espbgBalancingEVCore.espMidasSpells.espSexlivion_0.4a_Full_English_v1.espBasicInstinct.espM.O.E. - Mythic Dawn Powers.espSupremeMagicka.espSM_OOO.espSM_MMM.espSM_COBL.espSM_AbsorbRestoration.espSM_EnableCharmChameleon.espSM_EnableRestoreEnchanting.espSM_EnchantStaff.espSM_UnlockSpells.espSM_Scrolls.espSM_SigilStone.espattack and hide harder v2.1.espNo psychic guards harder v1.2.espRenGuardOverhaul.espAll+5AttributeModifiers.esppersonality_idles2.esp[GFX]_Initial_Glow-all.espMart's Monster Mod - Resized Races.espM.O.E. - Unlocked Hairstyles.espElves Of Lineage II.espRaven Elves.espBeautiful People.espBeautiful PeopleV22 - MaleReplacerV4.espMartigen's Monster Mod - Resized Races.espbgBalancingEVOptionalClasses.espToaster Says Share Faction Recruitment.espViconia.espViconiamod.espDuke Patricks Sickness Alarm.espDuke Patricks Basic Denock Arrows.espBashed Patch, 0.espCybBPcompatibility.espStreamline 3.1.espDeadly Reflex 5 - Timed block and 150% damage.espDeadlyReflex 5 - Combat Moves.espSM_DeadlyReflex.esp Link to comment Share on other sites More sharing options...
dezdimona Posted April 20, 2009 Share Posted April 20, 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...
Darkf0rge Posted April 20, 2009 Author Share Posted April 20, 2009 Well, thanks for this but I have already read through all of this from reading other threads and set things how I thought they should be. Just posted in case someone had the same experiences and could see anything that could be causing problems. generally I let BOSS do it's thing and just sorted the mod's it didn't recognize. I played around a bit with it last night, and fixed a couple of my problems. The one thing i think did it was running a clean up on my data folder with OBMM. this seems to have stopped the random crashing with my saves when loading a new cell. Still have the crash when enchanting an item. Some of the custom weapons on equip. (although NPC's can use them) and random combat crashes. A very common one is when eating an NPC's power attack, especially if it is a death blow.... Runtime error Link to comment Share on other sites More sharing options...
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