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Gah Pulling my hair out. over darn load order


shadowfx78

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I am at wits end i have started a new game for a clean save, cleaned out my prefetch folder, disconnected from the net.

I have tried several times to get my load order just right but every time i wait or sleep my game crashes. i know all the guidelines for load order for most of the mods i have but a few may have been messed up can someone please tell me where i went wrong.

 

Oblivion.esm

MathFunctions.esm

Oscuro's_Oblivion_Overhaul.esm

TamrielTravellers.esm

Alternative Start by Robert Evrae.esp

TNR ALL RACES FINAL.esp

Spell Delete.esp

Oscuro's_Oblivion_Overhaul.esp

Duke Patrick's SCA Combat Archery patch for OOO v2.esp

OOO-Magic_Game_Settings.esp

OOO-Map_Markers_Stock.esp

OOO-No_Guild_Ownership.esp

OOO-BirthSigns.esp

OOO-Combat_Skills_Perks_Marksmanship.esp

OOO-DaedraLord_Quests.esp

OOO-Dangerous_Traps.esp

OOO-Deadly_Combat.esp

OOO-DLT_Immersion.esp

OOO-Potions.esp

Cyrodiil transportation network 1.3.esp

Harvest [Flora].esp

Shdw_Armor Set_Sotonhorian.esp

Harvest [Flora] - Shivering Isles.esp

Short Grass V3.esp

RealisticForceMedium.esp

RealisticMagicForceMedium.esp

MofMagecraft1.7.esp

RenGuardOverhaul.esp

RenGuardOverhaulShiveringIsles.esp

Let There Be Darkness - Knights.esp

Streamline 3.1.esp

immersive_caves_auto.esp

DS Flaming Arrows.esp

DLCShiveringIsles.esp

Let There Be Darkness - Cyrodiil + SI.esp

TNR - ShiveringIsles.esp

Shdw_weapon pack01.esp

TamrielTravellers4OOO.esp

ShiveringIsleTravellersFriendlyFactions.esp

TamrielTravellersItemsVendor.esp

TamrielTravellerAdvscript.esp

ShiveringIsleTravellers.esp

NewbsArmoredRobes.esp

DLCMehrunesRazor.esp

DLCMerhunesRazor - BugFix English.esp

DLCMehrunesRazor - Unofficial Patch.esp

Let There Be Darkness - Mehrunes Razor.esp

DLCBattlehornCastle.esp

DLCBattlehornCastle - Unofficial Patch.esp

DLCSpellTomes.esp

DLCSpellTomes - Unofficial Patch.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

Knights.esp

Knights - Unofficial Patch.esp

Duke Patricks - SCA Combat Archery.esp

Duke Patricks - Semi Unlimited Rings And Amulets.esp

Duke Patricks Basic Denock Arrows.esp

Duke Patricks - Magic you can believe in.esp

Duke Patricks - Momentum Damage And Jump Risk.esp

Duke Patricks - NPC MAGIC and Arrows Can Miss Now.esp

Duke Patricks - Health Alarm RED DEATH with heartbeat.esp

Duke Patricks - SCA Shield Tricks.esp

Duke Patricks - BASIC Script Effect Silencer.esp

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This is an observation on my part but i have had nothing but trouble with Alternative Start by Robert Evrae.esp every time i go to begin the game it crashes or i go to sleep on the bed. Other than that i could not tell you
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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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@AzirAphale001 although i know you are trying to help i know all about that specific page and have followed it to the best of my abilities i think.

 

 

@dezdimona i never realized fast travel was a corrupter.

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While BOSS is a great utility, it doesn't always get them all in the right place. It recognizes a lot of mods, but not all. Those it doesn't know what to do with it places at the end. You will still have to deal with those, and Dezi's load order is a good place to look for help with those. And of course there will be programs that will cause a problem no matter where they are put, such as multiple cosmetic mods. One or more just has to go to get things to work.

 

If the game works, then your load order is OK. No matter where things are located or how many conflicts show in the OBMM conflict detector.

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If the game works, then your load order is OK. No matter where things are located or how many conflicts show in the OBMM conflict detector.

 

I'm fully with the ben on that. The load order is not the root of all evil. Except when it is.... :whistling:

 

It may be a good idea to switch off some of your recent mods and see what happens.

Did you try what Rapeoductions suggested ?

 

 

Shadow - "@dezdimona i never realized fast travel was a corrupter."

Save on fast travel.

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