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MMM crafting problem


shadowfx78

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I figured i would try crafting my own armor with me new character who is a battle mage so i went out in to the wilderness and killed a few wolves. next i found a pair of leather working shears. all is going great. that is until i try to make some stealth armor. i tanned the hides and then click on the tanned hides in my inventory. a menu pops up asking me what i want to make stealth armor stuff or metal studded armor stuff i choose the stealth armor hood. after that nothing happens. what am i doing or not doing?

 

 

Just for snots and guffahs here is my load order.

 

Oscuro's_Oblivion_Overhaul.esm

Oblivion.esm

Open Cities Resources.esm

Mart's Monster Mod.esm

Hear-Me-Not.esp

'Eagle Eye' Realistic Archery v1.0 Fixed.esp

Denock Arrows.esp

TNR ALL RACES FINAL.esp

Fortifica acrobazia.esp

100%ChameleonMod.esp

Spell Delete.esp

Bag of Holding.esp

OCC-OOO-Patch.esp

_darker_dungeons.esp

_darker_nights.esp

Alternative Start by Robert Evrae.esp

MidasSpells.esp

DLCMehrunesRazor.esp

xulAncientRedwoods.esp

xulAncientYews.esp

xulArriusCreek.esp

xulBravilBarrowfields.esp

xulChorrolHinterland.esp

xulCloudtopMountains.esp

xulColovianHighlands_EV.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp

xulImperialIsle.esp

xulBeachesOfCyrodiilLostCoast.esp

xulLushWoodlands.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulStendarrValley.esp

xuldarkforest.esp

xulTheHeath.esp

Oscuro's_Oblivion_Overhaul.esp

xulRollingHills_EV_withoutWheat.esp

xulPatch_AY_AC.esp

OOO-DLT_Remover.esp

OOO-Container_Trap_Instant_Effects.esp

OOO-Map_Markers_Stock.esp

Harvest [Flora].esp

OCC-ULCH-Patch.esp

Open Cities Anvil.esp

Open Cities Bravil.esp

Open Cities Bruma.esp

Open Cities Cheydinhal.esp

Open Cities Chorrol.esp

Open Cities Leyawiin.esp

Open Cities Skingrad.esp

Open Cities Outer Districts.esp

MOU - Adventurers.esp

MOU - Trolls.esp

MOU - Amazons.esp

MOU - Guards.esp

MOU - Hungers.esp

MOU - Imps.esp

MOU - Items.esp

MOU - Leveled Lists.esp

MOU - Necromancers.esp

MOU - Ogres.esp

More Magicka x25.esp

OC+Midas Magic Patch.esp

Mart's Monster Mod for OOO.esp

Mart's Monster Mod - Diverse Creature Skins.esp

Mart's Monster Mod - Durability & Damage.esp

Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Increased Spawn Rates.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - No Carrion Rats.esp

Mart's Monster Mod - No Giants.esp

Mart's Monster Mod - No Undead Rise.esp

Mart's Monster Mod - Resized Races.esp

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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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here is my new load order and just wondering if there is anything else i should move.

 

Oscuro's_Oblivion_Overhaul.esm

Oblivion.esm

Open Cities Resources.esm

Mart's Monster Mod.esm

RealisticForceHigh.esp

RealisticMagicForceHigh.esp

Hear-Me-Not.esp

'Eagle Eye' Realistic Archery v1.0 Fixed.esp

Denock Arrows.esp

TNR ALL RACES FINAL.esp

Fortifica acrobazia.esp

100%ChameleonMod.esp

Spell Delete.esp

Bag of Holding.esp

_darker_dungeons.esp

_darker_nights.esp

Alternative Start by Robert Evrae.esp

MidasSpells.esp

xulAncientRedwoods.esp

xulAncientYews.esp

xulArriusCreek.esp

xulBravilBarrowfields.esp

More Magicka x25.esp

xulChorrolHinterland.esp

xulCloudtopMountains.esp

xulColovianHighlands_EV.esp

XulEntiusGorge.esp

xulFallenleafEverglade.esp

xulImperialIsle.esp

xulBeachesOfCyrodiilLostCoast.esp

xulLushWoodlands.esp

xulPantherRiver.esp

xulRiverEthe.esp

xulStendarrValley.esp

xuldarkforest.esp

xulTheHeath.esp

xulRollingHills_EV_withoutWheat.esp

xulPatch_AY_AC.esp

Open Cities Anvil.esp

Open Cities Bravil.esp

Open Cities Bruma.esp

Open Cities Cheydinhal.esp

Open Cities Chorrol.esp

Open Cities Leyawiin.esp

Open Cities Skingrad.esp

Open Cities Outer Districts.esp

OC+Midas Magic Patch.esp

OCC-ULCH-Patch.esp

MOU - Adventurers.esp

MOU - Trolls.esp

MOU - Amazons.esp

MOU - Guards.esp

MOU - Hungers.esp

MOU - Imps.esp

MOU - Items.esp

MOU - Leveled Lists.esp

MOU - Necromancers.esp

MOU - Ogres.esp

Mart's Monster Mod for OOO.esp

Mart's Monster Mod - Diverse Creature Skins.esp

Mart's Monster Mod - Durability & Damage.esp

Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Increased Spawn Rates.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - More Wilderness Life.esp

Mart's Monster Mod - No Carrion Rats.esp

Mart's Monster Mod - No Giants.esp

Mart's Monster Mod - No Undead Rise.esp

Mart's Monster Mod - Resized Races.esp

Oscuro's_Oblivion_Overhaul.esp

OOO-Map_Markers_Stock.esp

Harvest [Flora].esp

OOO-DLT_Remover.esp

OOO-Container_Trap_Instant_Effects.esp

DLCMehrunesRazor.esp

OCC-OOO-Patch.esp

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I'd say put the MMM .esps after the OOO ones (heh, abbreviations) so the MMM+OOO compatibility .esp that comes with MMM gets used properly*.

Especially since the OOO .esm is before the MMM one

 

Also Oblivion .esm should always be at the top....or should it? I've always kept it that way so I don't know.

 

*Install OOO first and install MMM afterward as an .OMOD, it'll detect OOO and install a compatibility patch.

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