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Ahtata's Mods issue 18+


Edwooger

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Hi I'm new to the forum and as I would going though the mods on the website I am finding it hard to get to grips what mod needs another mod. I installed all the mods it needed but is still not working.

 

I was interested in checking out the following (these are classed as adult themed modsso be adviced)

 

http://www.tesnexus.com/downloads/file.php?id=20460

 

http://www.tesnexus.com/downloads/file.php?id=20338

 

http://www.tesnexus.com/downloads/file.php?id=20281

 

They require Robert's Mod but I don't know if its the wrong version or what but their not working anyway.

If somebody who has them working could tell me what mods he has been using to make them work and link them for me below I would be greatful!

 

Thanks for reading ~ED~

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use roberts four as for you installed the mods, how so? did you use OBMM for auto install or do a manual?

If manual,did you unzip the file,add the esp to your game data file.Then add the textures and mesh files to the appropriate sub folders?

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hmm yeah I have the OMM program so I guess its the same one...

I just learned to use it now although the Robert Male Body if I use it with beautiful People file they seem to be missing their eyes :S

I'm a bit useless when it comes to programs like this but I unzip it using the OMM and it reconizes it.

 

I'm just trying the Ork zip now... .

Right it conflicts with the previous mod and is asking if I want to overwritel, I'm guessing that I do.

Well after a few tries no changes have been made. I may try reinstalling the game or removing all mods and trying it on its own but I'm kinda lost now. It came with a patch and I added that afterwards so could be something there but I dout it.

 

Is there anything I should know about the order of where it is in the list?

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Does it Matter what order you install them?

ok, beautiful people will cause missing eyes or google eyes because it conflicts with roberts.Eliminate BP and your problem should be gone. manually remove all the BP folders

 

 

 

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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Tis nice to know its not unheard of to put on so many mods. I used to have this game before and just since last time there are so many interesting and improved mods out there I like to look of.

 

I agree with ya order of things, thanks for the advice and handy tips Dez :)

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