SavageArtistry Posted June 21, 2009 Share Posted June 21, 2009 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. Link to comment Share on other sites More sharing options...
dezdimona Posted June 21, 2009 Share Posted June 21, 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...
SavageArtistry Posted June 21, 2009 Author Share Posted June 21, 2009 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. Link to comment Share on other sites More sharing options...
SavageArtistry Posted June 21, 2009 Author Share Posted June 21, 2009 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. Link to comment Share on other sites More sharing options...
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