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Shivering Isles problem


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It's been awhile since I played in the Shivering Isles. So far my assortment of mods has been relatively stable (in the main area) but I've run into an odd problem in the SI.

 

I'm trying to do the quest "Lady of Paranoia" and when I go to talk to someone about a conspiracy, I am unable to get any dialog options to torture them for the info. I tried changing the load order but nothing helped, so I gave up and used the setstage cheat to get past that part of it.

 

Now that I've gotten farther, I have this message upon finding Nelrene's sword. The part highlighted in blue has to be added by a mod, because the UESP wiki page doesn't say that, I don't recall it saying that in previous play-throughs, and official content wouldn't be talking about safe containers. If I could figure out which mod adds this message I get the feeling that would also be the one causing the other problems with this quest. Anyone recognize the mod that adds this message?

http://i204.photobucket.com/albums/bb261/SavageArtistry/ScreenShot33.jpg

 

Edit: My load order, if it will help to identify the problem mod. I am not looking for load order tips.

Oblivion.esm
Kvatch Rebuilt.esm
Toaster Says Share v3.esm
Unofficial Oblivion Patch.esp
Unofficial Shivering Isles Patch.esp
KhajiitSightToggle.esp
No psychic guards v1.2.esp
Reznod_Mannequin.esp
DecoratorAssistant with OBSE v1.1.esp
Less Creepy Guild Porters.esp
AddMapMarkers.esp
Benirus Lair.esp
Slof's Oblivion Robe Trader.esp
DLCHorseArmor.esp
MaleBodyReplacerV4.esp
KDCirclets.esp
SexyWitchPoses.esp
SI House 1.esp
Better Redguard v2.esp
Slof's Horses Essential.esp
Sheogorath's Clothes.esp
No More Annoying Merchant Comments - Combined.esp
DecoratorAssistant Unlock for OBSE version.esp
VampireCountsGift.esp
UFF Armor of Gaia.esp
MannimarcoRevisited.esp
UFF_CM_Redguard_Scaled_Armor.esp
UFF_Nails.esp
Not a Bedroll.esp
Sorceress_Armors.esp
kalikuts_raretradegoods2_0.esp
VampireHaven.esp
Kvatch Rebuilt.esp
Slof's Giger Armour.esp
JQ-Backpacks.esp
SI House 2.esp
UFF & RM Vermillion and Silverthorn Robes.esp
Sack of Pants.esp
Steel Helm Replacer.esp
M.O.E. - Realistic Prices, Realistic Weights, No Quest Items.esp
SpreadingVampirism.esp
Scarves!.esp
EY_BM_Armory.esp
spirit_ic_cottage2.0.esp
LichGear-Edited.esp
TJBVitharnBase.esp
Akatosh Mount By Saiden Storm.esp
LINEAGE.esp
DemonRace_Flying.esp
VampireBloodVials.esp
VampireSightToggle.esp
XiaNewAmuletsV1.esp
Elwing.esp
Spell Deletion.esp
Maigret's Vampire Bats.esp
AT2 Nise Anne Aomor.esp
Black Luster.esp
Fall Hair Wig - EV.esp
EY_Vampirehunter.esp
UFF Jewelry Collection.esp
TFF_Clothing_SI.esp
TFF_Clothing_Base.esp
TFF_Armor_Base.esp
TFF_Races_Base.esp
WSLRedone.esp
VampireSunRobe.esp
Kot9 Rings.esp
Knights.esp
Knights_fem.esp
77_Umpa_Sexy_walk.esp
UFF Gypsy Market.esp
Septim Makeover - MHE.esp
Alternative Start-Vampire.esp
Natural_Habitat_by_Max_Tael.esp
Natural_Water_by_Max_Tael.esp
Natural_Weather_HDR_by_Max_Tael.esp
Natural_Vegetation_by_Max_Tael.esp
Tona Anchorite Outfit.esp
ScriptEffectSubduer.esp
LittleCarmine.esp
Queensarmory.esp
DawnWraith.esp
DesuChan's Lolita Finery.esp
Claymore Armor.esp
HoarfrostCastle.esp
Update My Statue.esp
Custom Merchant -FF.esp
MHE v2 - Personal.esp
DLCShiveringIsles.esp

 

I should also mention I've already tried disabling the two SI house mods and the Viltharn base mod and still have the odd quest entry.

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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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No offense (and I appreciate a response), but I wasn't looking for the same load-order answer that you give to everyone. This isn't a load-order problem.

 

This particular question involves a mod that's messing up an official quest. The load order was provided so others could see if they recognize anything I'm using that might be interfering.

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Nevermind, the message was added by the Unofficial SI patch I added in an attempt to fix the first problem of having no ability to torture people. I guess it's still a mystery for now but at least I can get past it with the setstage cheats.
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