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New to modding and got some questions about it


Isfit

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Hi guys. I didn't play Oblivion for more than 1 year, but I now got Shivering Isle and Knights of the Nine and I decided to play it again, but this time with Mods

And here I have some questions for you:

 

1) Is Wrye Bash enough or should I also get the Oblivion Mod Manager?

2) Can you add Quest Mods later in the game and still use them or to you have to start a new game to be able to get the new quests?

3) What do you think about this Mod list? Is there something I should add? Something I should change? Could there be any problems with it?

 

Unofficial Oblivion Patch
Unofficial Shivering Isle Patch
Unofficial Official Mods patch
Sheepherder's Vampirism Fix
DarkUId DarN
Dark Wood UI
Fran's
Martigen's Monster Mod
Bob's Armory
Quest Award Leveller
Quest Award Leveller Patcher
Quest Award Leveller for Shivering Isle
Simbacca Player Advancement Method
Unique Landscapes
Natural Environments
Less Annoying Magic Experience
Midas Magic: Spells of Aurum
Reneers Guard Overhaul
Mighty Umbra
Harvest Flora
Harvest Flora for Shivering Isle

 

Thank you in advance for your help =)

:thanks:

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Hi guys. I didn't play Oblivion for more than 1 year, but I now got Shivering Isle and Knights of the Nine and I decided to play it again, but this time with Mods

And here I have some questions for you:

 

1) Is Wrye Bash enough or should I also get the Oblivion Mod Manager?

2) Can you add Quest Mods later in the game and still use them or to you have to start a new game to be able to get the new quests?

3) What do you think about this Mod list? Is there something I should add? Something I should change? Could there be any problems with it?

 

Unofficial Oblivion Patch
Unofficial Shivering Isle Patch
Unofficial Official Mods patch
Sheepherder's Vampirism Fix
DarkUId DarN
Dark Wood UI
Fran's
Martigen's Monster Mod
Bob's Armory
Quest Award Leveller
Quest Award Leveller Patcher
Quest Award Leveller for Shivering Isle
Simbacca Player Advancement Method
Unique Landscapes
Natural Environments
Less Annoying Magic Experience
Midas Magic: Spells of Aurum
Reneers Guard Overhaul
Mighty Umbra
Harvest Flora
Harvest Flora for Shivering Isle

 

Thank you in advance for your help =)

:thanks:

 

Glad to help.

 

#1: Wyre Bash could be considered "enough", but I think that OBMM is too good of a utility to pass up, at least in my opinion.

 

#2: All the quest mods that I have used, yes, you can play them right away and don't need to start a new game.

 

#3: Your mod list is pretty solid, plenty of good "must-have" mods in there. I don't use the big overhals such as MMM or Fran's so I can't give you the best answer there. Second, you can always use more mods, and you are definately at the place to find them. Do searches for mods that interest you or look up "list of links" and work on finding mods from one of those lists.

 

(note to moderators: Yeah, I know I kind of advertised my own list of links there, but I am just trying to help the guy out.)

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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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Thank you really much guys, helped me a lot!

One more question:

In your Load Order you got

<Compatibility Patches/UOMP/Merged Leveled Lists>

What exactly is this, and is this necessary for a good AddOn-Use?

 

EDIT: Ah yes, the list-of-links you were talking about, where can I find them? I used forum search but it didn't really help me =/

And is there a way to download every Unique Landscape in one file rather than have to download every one on its own?

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<Compatibility Patches/UOMP/Merged Leveled Lists>

 

Going to make a guess here... This has to do with mods that fix incompatabilities between mostly "Unique Landscapes" and many other mods.

 

Here is the two lists of links you can get from TESNexus (that I know of)

 

Apocalypses List of Links to Useful Mods and Utilities- When I made my list, I focused on creating good short descriptions to get your interest, kind of like a "pitch" in the business world. Has 80 links, (updated often) personally tested and approved of by me.

(Ducking for cover from any cannonballs that come from directly advertising my list...)

Buddah's List o Links- The orginal, resident, TESNexus list of links. It contains links to just about any mod you can imagine, numbering close to 16,000 links.

 

I don't have the unique landscapes(too big for my poor, dial-up internet to handle), but I am sure someone can help you with your question.

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Ok thank you =)

But incompatibility with Unique Landscapes to other Mods? Any Mods that I want to use

 

EDIT:

I found 2 more Mods that seem interesting and want to know if they may cause problems with the other mods:

Real Lava
Keychain

 

EDIT2:

I again found 3 more ncie Mods, will there be any conflicts?

Clocks of Cyrodiil
Let the People Drink
Rainbows in Tamriel

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