tomh2k3 Posted May 6, 2009 Share Posted May 6, 2009 ok my first time so dont really want to get it wrong! so is this list ok for loading? and i was also wondering, some mods say to install the mods by just putting them in the data folder, and some say use the mod editor, is it just best to use the mod editor and create omods for every mod??? finally the list.. Oblivion.esmFrancesco's Optional New Items Add-On.esmFrancesco's Optional New Creatures Add-On.esmFrancesco's Leveled Creatures-Items Mod.esmDLCHorseArmor.espDLCOrrery.espDLCFrostcrag.espDLCThievesDen.espDLCVileLair.espDLCMehrunesRazor.espDLCSpellTomes.espDLCShiveringIsles.espFrancesco's 10 days respawn time - 1-24 day lenght rescale.espFrancesco's Slower skills x1.5.espFrancesco's Optional Files.espKnights.espLost Paladins of the Divines.espIvellon.espMalevolent.espTOTF.espThe Lost Spires.espULFallenLeafEverglade.espxuldarkforest.esp ive put all of the quest ones at the bottom.. Link to comment Share on other sites More sharing options...
bben46 Posted May 6, 2009 Share Posted May 6, 2009 Using OMODS makes it much easier to work with your mods. Just putting the mod directly into the data folder allows the parts of the mod to be scattered in several folders where they are hard to track down when you want to fully remove the mod. By converting the mod to an OMOD, the mod is installed through OBMM, and it remembers where it placed each part. then when you disable the OMOD, it actually removes the entire mod and all parts from the data folder. It also warns you when an OMOD is incompatible with another OMOD before you install it. Link to comment Share on other sites More sharing options...
tomh2k3 Posted May 6, 2009 Author Share Posted May 6, 2009 so can any mod be converted to a OMOD? that sounds quite handy indeed! and does that list of mods look as if they are in good order to you?! thx! Link to comment Share on other sites More sharing options...
dezdimona Posted May 6, 2009 Share Posted May 6, 2009 so can any mod be converted to a OMOD? that sounds quite handy indeed! and does that list of mods look as if they are in good order to you?! thx! do not unzip the file then ok,click create omod,add the mod name and author where indicated.then click add archive,the mod will then be broken down automatically.When its ready you'll see some writing in the big box under file pathThen click create omod,answer yes and omod will be created.you'll get a green square in your mod list,click on it and then click activate!all done! mod is now active Link to comment Share on other sites More sharing options...
tomh2k3 Posted May 6, 2009 Author Share Posted May 6, 2009 thanks, i get how to do that bit, but i dont have a single clue really in which order the mods should be put in the list, does anyone know if that order is any good? thanks! Link to comment Share on other sites More sharing options...
dezdimona Posted May 6, 2009 Share Posted May 6, 2009 thanks, i get how to do that bit, but i dont have a single clue really in which order the mods should be put in the list, does anyone know if that order is any good? thanks!you asked and so ye shall receive! 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...
tomh2k3 Posted May 7, 2009 Author Share Posted May 7, 2009 hmm thanks for the help this helps, ive tried to restructure my load order, it seems to look the bill as to what that guide said, what does anyone think? Oblivion.esmFrancesco's Optional New Items Add-On.esmFrancesco's Optional New Creatures Add-On.esmFrancesco's Leveled Creatures-Items Mod.esmDLCHorseArmor.espDLCOrrery.espDLCFrostcrag.espDLCThievesDen.espDLCVileLair.espDLCMehrunesRazor.espDLCSpellTomes.espDLCShiveringIsles.espFrancesco's 10 days respawn time - 1-24 day lenght rescale.espFrancesco's Slower skills x1.5.espFrancesco's Optional Files.espKnights.espLost Paladins of the Divines.espIvellon.espMalevolent.espTOTF.espThe Lost Spires.espULFallenLeafEverglade.espxuldarkforest.esp Link to comment Share on other sites More sharing options...
tomh2k3 Posted May 7, 2009 Author Share Posted May 7, 2009 upzor! Link to comment Share on other sites More sharing options...
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