shadowfx78 Posted May 16, 2009 Share Posted May 16, 2009 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.esmOblivion.esmOpen Cities Resources.esmMart's Monster Mod.esmHear-Me-Not.esp'Eagle Eye' Realistic Archery v1.0 Fixed.espDenock Arrows.espTNR ALL RACES FINAL.espFortifica acrobazia.esp100%ChameleonMod.espSpell Delete.espBag of Holding.espOCC-OOO-Patch.esp_darker_dungeons.esp_darker_nights.espAlternative Start by Robert Evrae.espMidasSpells.espDLCMehrunesRazor.espxulAncientRedwoods.espxulAncientYews.espxulArriusCreek.espxulBravilBarrowfields.espxulChorrolHinterland.espxulCloudtopMountains.espxulColovianHighlands_EV.espXulEntiusGorge.espxulFallenleafEverglade.espxulImperialIsle.espxulBeachesOfCyrodiilLostCoast.espxulLushWoodlands.espxulPantherRiver.espxulRiverEthe.espxulStendarrValley.espxuldarkforest.espxulTheHeath.espOscuro's_Oblivion_Overhaul.espxulRollingHills_EV_withoutWheat.espxulPatch_AY_AC.espOOO-DLT_Remover.espOOO-Container_Trap_Instant_Effects.espOOO-Map_Markers_Stock.espHarvest [Flora].espOCC-ULCH-Patch.espOpen Cities Anvil.espOpen Cities Bravil.espOpen Cities Bruma.espOpen Cities Cheydinhal.espOpen Cities Chorrol.espOpen Cities Leyawiin.espOpen Cities Skingrad.espOpen Cities Outer Districts.espMOU - Adventurers.espMOU - Trolls.espMOU - Amazons.espMOU - Guards.espMOU - Hungers.espMOU - Imps.espMOU - Items.espMOU - Leveled Lists.espMOU - Necromancers.espMOU - Ogres.espMore Magicka x25.espOC+Midas Magic Patch.espMart's Monster Mod for OOO.espMart's Monster Mod - Diverse Creature Skins.espMart's Monster Mod - Durability & Damage.espMart's Monster Mod - Friendlier Factions OOO+FCOM.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Increased Spawn Rates.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - No Carrion Rats.espMart's Monster Mod - No Giants.espMart's Monster Mod - No Undead Rise.espMart's Monster Mod - Resized Races.esp Link to comment Share on other sites More sharing options...
dezdimona Posted May 17, 2009 Share Posted May 17, 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...
shadowfx78 Posted May 17, 2009 Author Share Posted May 17, 2009 that still doesnt answer my question. Link to comment Share on other sites More sharing options...
Deepblue686 Posted May 17, 2009 Share Posted May 17, 2009 She's saying try tweaking the load order based on her guide for mod load orders and see if that helps. Link to comment Share on other sites More sharing options...
dezdimona Posted May 17, 2009 Share Posted May 17, 2009 She's saying try tweaking the load order based on her guide for mod load orders and see if that helps.Thank you! :biggrin: Link to comment Share on other sites More sharing options...
shadowfx78 Posted May 18, 2009 Author Share Posted May 18, 2009 sorry sometimes i have a tendency to speak before i think about what i should really say, i will try that later today. Link to comment Share on other sites More sharing options...
shadowfx78 Posted May 19, 2009 Author Share Posted May 19, 2009 here is my new load order and just wondering if there is anything else i should move. Oscuro's_Oblivion_Overhaul.esmOblivion.esmOpen Cities Resources.esmMart's Monster Mod.esmRealisticForceHigh.espRealisticMagicForceHigh.espHear-Me-Not.esp'Eagle Eye' Realistic Archery v1.0 Fixed.espDenock Arrows.espTNR ALL RACES FINAL.espFortifica acrobazia.esp100%ChameleonMod.espSpell Delete.espBag of Holding.esp_darker_dungeons.esp_darker_nights.espAlternative Start by Robert Evrae.espMidasSpells.espxulAncientRedwoods.espxulAncientYews.espxulArriusCreek.espxulBravilBarrowfields.espMore Magicka x25.espxulChorrolHinterland.espxulCloudtopMountains.espxulColovianHighlands_EV.espXulEntiusGorge.espxulFallenleafEverglade.espxulImperialIsle.espxulBeachesOfCyrodiilLostCoast.espxulLushWoodlands.espxulPantherRiver.espxulRiverEthe.espxulStendarrValley.espxuldarkforest.espxulTheHeath.espxulRollingHills_EV_withoutWheat.espxulPatch_AY_AC.espOpen Cities Anvil.espOpen Cities Bravil.espOpen Cities Bruma.espOpen Cities Cheydinhal.espOpen Cities Chorrol.espOpen Cities Leyawiin.espOpen Cities Skingrad.espOpen Cities Outer Districts.espOC+Midas Magic Patch.espOCC-ULCH-Patch.espMOU - Adventurers.espMOU - Trolls.espMOU - Amazons.espMOU - Guards.espMOU - Hungers.espMOU - Imps.espMOU - Items.espMOU - Leveled Lists.espMOU - Necromancers.espMOU - Ogres.espMart's Monster Mod for OOO.espMart's Monster Mod - Diverse Creature Skins.espMart's Monster Mod - Durability & Damage.espMart's Monster Mod - Friendlier Factions OOO+FCOM.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Increased Spawn Rates.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - No Carrion Rats.espMart's Monster Mod - No Giants.espMart's Monster Mod - No Undead Rise.espMart's Monster Mod - Resized Races.espOscuro's_Oblivion_Overhaul.espOOO-Map_Markers_Stock.espHarvest [Flora].espOOO-DLT_Remover.espOOO-Container_Trap_Instant_Effects.espDLCMehrunesRazor.espOCC-OOO-Patch.esp Link to comment Share on other sites More sharing options...
dezdimona Posted May 19, 2009 Share Posted May 19, 2009 looks good! Link to comment Share on other sites More sharing options...
Deepblue686 Posted May 19, 2009 Share Posted May 19, 2009 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. Link to comment Share on other sites More sharing options...
shadowfx78 Posted May 19, 2009 Author Share Posted May 19, 2009 ill try both and see if there is any difference Link to comment Share on other sites More sharing options...
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