MoonStalkeR Posted June 4, 2009 Share Posted June 4, 2009 I installed MMM, it seemed like an epic addition to the game. The bugs that arose made the mod more trouble than it was worth (Permanent health damage, slowdowns, crashes, etc.), so I decided to disable the esps and delete the mod's files from my data folder. I waited in-game for 3 days by resting, the creatures and npcs seemed to be restored, but I am still experiencing freezing, crashing, and slowdowns. Whenever I enter white stallion lodge now a black screen appears and freezes the game, it randomly crashes in many areas, and other problems that I didn't experience before installing the mod. Sadly I didn't make a backup save :( Does anyone know if I can fix these problems in any way? Link to comment Share on other sites More sharing options...
dezdimona Posted June 4, 2009 Share Posted June 4, 2009 I've used MMM for a long time with no problems.What other mods do you have installed and list your load order please Link to comment Share on other sites More sharing options...
jemiari Posted June 5, 2009 Share Posted June 5, 2009 dezdimona, do you mind posting your load order? I also had significant issues with MMM and am interested in how you arrange your mods to encounter no conflicts with it. Link to comment Share on other sites More sharing options...
dezdimona Posted June 5, 2009 Share Posted June 5, 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...
MoonStalkeR Posted June 5, 2009 Author Share Posted June 5, 2009 My load list (I deleted the MMM files, but the problems became even worse)00 Oblivion.esm01 HorseCombatMaster.esm02 Kvatch Rebuilt.esm03 Toaster Says Share v3.esm04 Unofficial Oblivion Patch.esp [Version 3.2.0]05 DLCHorseArmor.esp06 DLCOrrery.esp07 HouseMapMarkersOnlyBought.esp08 DLCFrostcrag.esp09 Cheydinhal Petshop.esp0A DLCThievesDen.esp0B DLCVileLair.esp0C DLCSpellTomes.esp0D DLCMehrunesRazor.esp0E AliveWaters - Koi Addon.esp0F AliveWaters.esp10 AliveWaters - Slaughterfish Addon.esp11 Knights.esp12 DLCBattlehornCastle.esp13 Stat Restore.esp14 ClocksOfCyrodiil.esp15 TSS Custom Companion Template.esp16 Ring of console.esp17 BravilSeaDomes.esp18 Kvatch Rebuilt.esp19 Toaster Says Share Faction Recruitment.esp1A Dwemer_Skyship_1_1_0.esp1B MountainTower.esp [Version 6.0]1C Deadly Reflex 5 - Timed Block and 250% damage.esp1D Deadly Reflex 5 - Timed Block with no damage or durability changes.esp1E ImpeREAL City Unique Districts - All the Districts - Merged.esp1F Natural_Water_by_Max_Tael.esp20 Natural_Habitat_by_Max_Tael.esp21 Natural_Vegetation_by_Max_Tael.esp22 MidasSpells.esp23 Deadly Reflex 5 - Timed block and 150% damage.esp24 DeadlyReflex 5 - Combat Moves.esp25 The Lost Spires.esp26 xulAncientRedwoods.esp27 xulAncientYews.esp28 xulArriusCreek.esp29 xulBravilBarrowfields.esp [Version 1.3]2A xulBrenaRiverRavine.esp [Version 1.0.1]2B xulChorrolHinterland.esp2C xulCloudtopMountains.esp2D xulColovianHighlands_EV.esp2E XulEntiusGorge.esp2F xulFallenleafEverglade.esp [Version 1.3]30 xulImperialIsle.esp [Version 1.6.1]31 xulBeachesOfCyrodiilLostCoast.esp32 xulLushWoodlands.esp [Version 1.3]33 xulPantherRiver.esp34 xulRiverEthe.esp35 xulStendarrValley.esp36 xuldarkforest.esp [Version 1.0.2]37 xulTheHeath.esp38 xulRollingHills_EV.esp [Version 1.3.2]39 xulPatch_AY_AC.esp [Version 1.1]3A LostSpires-DarkForest patch.esp3B LostSpires-Everglade patch.esp Link to comment Share on other sites More sharing options...
dezdimona Posted June 5, 2009 Share Posted June 5, 2009 My load list (I deleted the MMM files, but the problems became even worse)00 Oblivion.esm01 HorseCombatMaster.esm02 Kvatch Rebuilt.esm03 Toaster Says Share v3.esm04 Unofficial Oblivion Patch.esp [Version 3.2.0]05 DLCHorseArmor.esp06 DLCOrrery.esp07 HouseMapMarkersOnlyBought.esp08 DLCFrostcrag.esp09 Cheydinhal Petshop.esp0A DLCThievesDen.esp0B DLCVileLair.esp0C DLCSpellTomes.esp0D DLCMehrunesRazor.esp0E AliveWaters - Koi Addon.esp0F AliveWaters.esp10 AliveWaters - Slaughterfish Addon.esp11 Knights.esp12 DLCBattlehornCastle.esp13 Stat Restore.esp14 ClocksOfCyrodiil.esp15 TSS Custom Companion Template.esp16 Ring of console.esp17 BravilSeaDomes.esp18 Kvatch Rebuilt.esp19 Toaster Says Share Faction Recruitment.esp1A Dwemer_Skyship_1_1_0.esp1B MountainTower.esp [Version 6.0]1C Deadly Reflex 5 - Timed Block and 250% damage.esp1D Deadly Reflex 5 - Timed Block with no damage or durability changes.esp1E ImpeREAL City Unique Districts - All the Districts - Merged.esp1F Natural_Water_by_Max_Tael.esp20 Natural_Habitat_by_Max_Tael.esp21 Natural_Vegetation_by_Max_Tael.esp22 MidasSpells.esp23 Deadly Reflex 5 - Timed block and 150% damage.esp24 DeadlyReflex 5 - Combat Moves.esp25 The Lost Spires.esp26 xulAncientRedwoods.esp27 xulAncientYews.esp28 xulArriusCreek.esp29 xulBravilBarrowfields.esp [Version 1.3]2A xulBrenaRiverRavine.esp [Version 1.0.1]2B xulChorrolHinterland.esp2C xulCloudtopMountains.esp2D xulColovianHighlands_EV.esp2E XulEntiusGorge.esp2F xulFallenleafEverglade.esp [Version 1.3]30 xulImperialIsle.esp [Version 1.6.1]31 xulBeachesOfCyrodiilLostCoast.esp32 xulLushWoodlands.esp [Version 1.3]33 xulPantherRiver.esp34 xulRiverEthe.esp35 xulStendarrValley.esp36 xuldarkforest.esp [Version 1.0.2]37 xulTheHeath.esp38 xulRollingHills_EV.esp [Version 1.3.2]39 xulPatch_AY_AC.esp [Version 1.1]3A LostSpires-DarkForest patch.esp3B LostSpires-Everglade patch.esp fix your load order Link to comment Share on other sites More sharing options...
MoonStalkeR Posted June 13, 2009 Author Share Posted June 13, 2009 Thanks! Sorry for taking so long I sort of gave up on Oblivion a few days ago but decided to come back. The game seems stable with and without MMM. Also can I get confirmation that it is save to disable and re-enable MMM on a save game, would the mod leave any permanent scarring to saved data? On a related note, my MMM says that it's version 3.5, is there a download for a newer version? Link to comment Share on other sites More sharing options...
MoonStalkeR Posted June 13, 2009 Author Share Posted June 13, 2009 Ok it seems I somehow got lucky. The same problems continue now wether I load MMM or not I want to start playing Oblivion again but I don't want to start a new character after putting so much time into my current one. Is there something I can use to repair my save? My load order: Active Mod Files:00 Oblivion.esm01 HorseCombatMaster.esm02 Kvatch Rebuilt.esm03 Mart's Monster Mod.esm04 Toaster Says Share v3.esm05 Toaster Says Share Faction Recruitment.esp06 Unofficial Oblivion Patch.esp [Version 3.2.0]07 Natural_Habitat_by_Max_Tael.esp08 Natural_Water_by_Max_Tael.esp09 Natural_Vegetation_by_Max_Tael.esp0A AliveWaters - Slaughterfish Addon.esp0B AliveWaters.esp0C AliveWaters - Koi Addon.esp0D The Lost Spires.esp0E MidasSpells.esp0F Kvatch Rebuilt.esp10 xulColovianHighlands_EV.esp11 XulEntiusGorge.esp12 xulFallenleafEverglade.esp [Version 1.3]13 xulImperialIsle.esp [Version 1.6.1]14 xulChorrolHinterland.esp15 xulAncientRedwoods.esp16 xulBeachesOfCyrodiilLostCoast.esp17 xulPantherRiver.esp18 xulRiverEthe.esp19 xulStendarrValley.esp1A xulTheHeath.esp1B xulPatch_AY_AC.esp [Version 1.1]----> Delinquent MASTER: xulAncientYews.esp----> Delinquent MASTER: xulArriusCreek.esp1C xulRollingHills_EV.esp [Version 1.3.2]1D xulCloudtopMountains.esp1E xulBrenaRiverRavine.esp [Version 1.0.1]1F xulBravilBarrowfields.esp [Version 1.3]20 xulArriusCreek.esp21 xulAncientYews.esp22 xuldarkforest.esp [Version 1.0.2]23 xulLushWoodlands.esp [Version 1.3]24 BravilSeaDomes.esp25 ClocksOfCyrodiil.esp26 HouseMapMarkers.esp27 DLCFrostcrag.esp28 Cheydinhal Petshop.esp29 DLCThievesDen.esp2A DLCSpellTomes.esp2B DLCBattlehornCastle.esp2C Dwemer_Skyship_1_1_0.esp2D Stat Restore.esp2E MountainTower.esp [Version 6.0]2F ImpeREAL City Unique Districts - All the Districts - Merged.esp30 DeadlyReflex 5 - Combat Moves.esp31 Deadly Reflex 5 - Timed Block and 250% damage.esp32 Mart's Monster Mod.esp33 Mart's Monster Mod - Diverse Imperial Armor.esp34 Mart's Monster Mod - Diverse Creature Skins.esp35 Mart's Monster Mod - Gems & Gem Dust.esp36 Mart's Monster Mod - Hunting & Crafting.esp37 Mart's Monster Mod - Looting NPCs & Creatures.esp38 Mart's Monster Mod - Durability & Damage.esp39 Mart's Monster Mod - More Wilderness Life.esp3A Mart's Monster Mod - City Defences.esp3B Ring of console.esp3C DLCVileLair.esp3D DLCOrrery.esp3E Knights.esp3F DLCHorseArmor.esp40 DLCMehrunesRazor.esp41 LostSpires-Everglade patch.esp42 LostSpires-DarkForest patch.esp Link to comment Share on other sites More sharing options...
raphaell666 Posted June 14, 2009 Share Posted June 14, 2009 Try using BOSS. Although it's nowhere near a perfect tool, it perfectly does what it's supposed to. If I'm not mistaken, Wrye Bash can fix your save games. Link to comment Share on other sites More sharing options...
MoonStalkeR Posted June 16, 2009 Author Share Posted June 16, 2009 Thanks for the suggestions. I used BOSS but the errors still persist. Wrye Bash can repair saves but only minor things like character hair issues or NPC levels. It is a shame that such a fun gaming experience was ended by something like this. Maybe I'll start again sometime but right now I don't feel like starting over, I should've made a backup save :wallbash: Link to comment Share on other sites More sharing options...
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