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Some weird problem with OOO


xachan86

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Hi everybody,

 

I did a big mistake in my Oblivion with installing a mod. So I had to uninstall everything and start again from scratch. I was very careful not only to uninstall everything but also to physically delete everything related to Oblivion from my HDD, including removing old registry keys with Ccleaner. So I'm positive nothing is left on my HDD about Oblivion.

 

Starting again from scratch, I thought it would be a good occasion to do a very clean and slimmed down install. So i decided to follow the dev/akm install guide for beginners, since I use his FCOM.

 

So I installed Oblivion, KOTN and SI and patched it to the last patch to date. Then I installed OBMM, Wrye Bash, OBSE 16, Pluggy 122, B.O.S.S., Oblivion Stutter remover and weOCPS crash prevention system, everything that worked fine on my former install.

 

I ran the game once, to set up the video and gameplay preferences. No problem. I create a character, no problem, everything is fine.

 

Then, according to FCOM's installation guide, I start by installing OOO 133 Full (OMOD version). I do everything according to it, then launch the game and suddenly, no voices anymore ! I see the characters moving their lips, but no voice file is played...

 

I tried with OOO 133 Full, OOO 1.33 Full OMOD version, OOO 1.33 Full + 1.34 Beta 5 patch, for no result...

 

So i uninstalled everything, redid everything, and everything starts again : before installing OOO, everything works fine, after installing it, no voice file is ever played...

 

Does anybody know why and how to fix it ? I used OOO 1.33 + 1.34 beta 5 patch before and I didn't have this problem...

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I don't use 000 myself but heres a load order guide.Also I'm a bit confused as to why your useing OBMM, BOSS And all the others.I use only one of them,

 

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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