NBS Posted June 4, 2009 Share Posted June 4, 2009 So I'm having trouble with Streamline, it just doesn't want to start in my Oblivion game. I tried a new game save too. I extracted it to the Oblivion/Data folder, as well as did it manually, extracted the patch, and checked the plugin in OBMM and nothing happens. I've config-ed the .ini which was useless. Is there something else I have to do? It seems like it's been abandoned on Nexus and on the Bethsoft forums its gone completely. So if anyone could help they would be up to their toes in a kudo! P.S. yes OBSE is working fine, I'm using Deadly Reflex and other mods just fine. P.S.S. I decided to post my load order:Oblivion.esm Oscuro's_Oblivion_Overhaul.esm Mart's Monster Mod.esm ANB_Scrolls.esm HorseCombatMaster.esm TNR ALL RACES FINAL.esp Unofficial Oblivion Patch.esp UOP Vampire Aging & Face Fix.esp Natural_Weather_by_Max_Tael.esp Natural_Habitat_by_Max_Tael.esp Enhanced Water v2.0 ND.esp Symphony of Violence.esp Living Economy.esp Living Economy - Items.esp Cutthroat Merchants.esp moDem's City Life.esp Adonnays Classical Weaponry.esp Adonnays Elven Weaponry.esp Oscuro's_Oblivion_Overhaul.esp Mart's Monster Mod for OOO.esp Mart's Monster Mod.esp Mart's Monster Mod - Diverse Creature Skins.esp Mart's Monster Mod - Gems & Gem Dust.esp Mart's Monster Mod - Hunting & Crafting.esp Mart's Monster Mod - Durability & Damage.esp Mart's Monster Mod - Diverse Imperial Armor.esp Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp ClocksOfCyrodiil.esp Mart's Monster Mod - City Defences.esp xuldarkforest.esp xulStendarrValley.esp xulTheHeath.esp XulEntiusGorge.esp xulFallenleafEverglade.esp xulColovianHighlands_EV.esp xulChorrolHinterland.esp xulBeachesOfCyrodiilLostCoast.esp xulLushWoodlands.esp xulAncientYews.esp xulAncientRedwoods.esp xulCloudtopMountains.esp xulArriusCreek.esp xulPatch_AY_AC.esp xulRollingHills_EV_withoutWheat.esp xulRiverEthe.esp xulImperialIsle.esp Natural_Vegetation_by_Max_Tael.esp Harvest [Flora].esp Alternative Start by Robert Evrae.esp RenGuardOverhaul.esp Mart's Monster Mod - Resized Races.esp Deadly Reflex 5 - Timed Block and 250% damage.esp ANB_Gabby_Comp.esp Mart's Monster Mod - Reduced Spawn Rates.esp MHE v2.esp DeadlyReflex 5 - Combat Moves.esp ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp ImpeREAL City Unique Districts - All the Districts - Merged.esp xulBravilBarrowfields.esp xulBrenaRiverRavine.esp xulPantherRiver.esp PersuasionOverhaul.esp Streamline 3.1.esp Link to comment Share on other sites More sharing options...
dezdimona Posted June 4, 2009 Share Posted June 4, 2009 I thought streamline was for auto cell purge? why are you trying to start your game with it? also use this as a load order guideline and if your useing OBSE, you must launch your game useing that . 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...
XJDHDR Posted June 5, 2009 Share Posted June 5, 2009 Give NBS a break Dezdimona. It is obvious that he has used BOSS to organise his mod load order. Here's my advice:Open the console then type (without quotes) "StartQuest slini2". This will (re)initialise Streamline and start it off. To open the configuration menu, press "Home" (next to Delete) while holding down the right-Ctrl key. That should solve your problems. You are correct. According to what I have read, after Streamline 3.1 was released, Jaga left the modding scene and there has been no further development. If there was a Bethsoft topic for Streamline, it has probably been deleted by now. Link to comment Share on other sites More sharing options...
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