cclem Posted May 2, 2009 Share Posted May 2, 2009 Hello, i've finish to download all mods i'll need to play, now i try to install all correctly, some help is needed for load order to Mods that BOSS does not have in his 'masterlist'. I use BAIN to install my mods because i can see files conflits ;) . In fact i think to play 3 differents characters, one Mage, one Thief and one Warrior, each with differents mods. The mods that i show here are common to all 3 (i'll install specific mods for each one later, yes i'll need 3* the game folder). Attachements files are :BossLog.txtModList.txtBashedPatch.html Her are mods that BOSS does not orders with comments (need help to order them) : Unknown mod file: Enhanced Water v2.0 HDMI.esp (before PhinixWfix or BlueLagoonWater(not installed now))Unknown mod file: All Natural - EW + NW + AWS.espUnknown mod file: Cobl - NPCDiversity - TNR Merge.esp (i know TIE has HMNot & TNR, but no NPCDiv)Unknown mod file: IshMountedCombatSpellsOnSelf.espUnknown mod file: ConjurersRobe.espUnknown mod file: P1DcandlesForKleptos.espUnknown mod file: FastTravelFaster.esp (i play @ time x1 - def:*30)Unknown mod file: Sitting Regeneration.espUnknown mod file: Lock Spells.espUnknown mod file: Horadric Cube.gem.override.esp (needed?)Unknown mod file: Horadric Cube.gem.lvlist.override.esp (needed?)Unknown mod file: shinyFollowMe.espUnknown mod file: MTC EagleEyesSpell 1.1[ENG].espUnknown mod file: MTC OutOfBody Experiences 2.0.espUnknown mod file: Alchemy Ingredients.espUnknown mod file: ComfortableClothing.espUnknown mod file: SW01.espUnknown mod file: DZ_Auto_Harvest.espUnknown mod file: More_Animals.espUnknown mod file: RAEVWD New Sheoth.espUnknown mod file: RAEVWD Cities.espUnknown mod file: RAEVWD Imperial City.espUnknown mod file: CLS-Object Renamer-COBL.espUnknown mod file: Wondrous_Inventory_v091.espUnknown mod file: VVMCasket.espUnknown mod file: TIE.esp (load late or die in one shot, and ennemies hardousnessly strongs)Unknown mod file: ShiveringIsleTravellersFriendlyFactions.espUnknown mod file: ArmamentariumLLArmaVendor.esp (needed?)Unknown mod file: ArmamentariumLLMagic.esp (needed?)Unknown mod file: BEER_Inebriation_COBL.espUnknown mod file: YetAnotherHotkeyMod.espUnknown mod file: kuerteeInventoryIsABackpack.espUnknown mod file: Ayleid Loot EXtension.espUnknown mod file: kuerteeSittableRocks.espUnknown mod file: PowerAttack Voicemod - The Shivering Isles.espUnknown mod file: 007camera.espUnknown mod file: ShinySeptims_Septimus.espUnknown mod file: NOobliviongatesbykingevilversion001-9896.esp (does it breaks game ? I hate Oblivion gates/world, it's all the same every time)Unknown mod file: MRP - All10.esp (i've tes4Gecko merged the 10 MRP from "message remover pack" by Qarn) Took screens to WryeBash/Patch : http://img14.imageshack.us/img14/923/wbao.pnghttp://img14.imageshack.us/img14/923/wbao.th.png http://img212.imageshack.us/img212/479/wpa.pnghttp://img212.imageshack.us/img212/479/wpa.th.png I'm not sure if i use well BashedPatch fonctions, and i don't know if i must create more than one. When i merge a mod, is his order always important ? Like i use Cobl with ItemInterchange, do i need ESP's like : vendors, leveled lists... from mods ? Or just the core ESP (eg BabFinal(shop), Horadric cube(lvl overrid), Tamriel travellers...). I've a persistent problème with in game screen saver (when camera turns arouns character) that starts about 10sec and it must be 2min. I know the mod that disactivate it but i want it, just not all 10sec ;) How do i know what mod to merge with TESIVGecko ? I did it for MRP by Qarn that is 10 files to remove annoying messages (message removing pack). But i'm not sure for others mods, like Babarized weapons/armors (i must have 30 of them). I read Readme's, always, and i actually try to better understand WryeBash, i know Dev_Akm has a page about load orders... Thanks for the answers and help.I must say i'm French ;) . Link to comment Share on other sites More sharing options...
dezdimona Posted May 2, 2009 Share Posted May 2, 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...
cclem Posted May 2, 2009 Author Share Posted May 2, 2009 Is there evident/known incompatibilities in my mod list ? I'm ordering my mods now ! Link to comment Share on other sites More sharing options...
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