FelixG0D Posted June 22, 2009 Share Posted June 22, 2009 Ok so I have tried everything to fix this issue and I just can't figure it out. I CANNOT change hairstyles or eyes on my characters. I think it is just for custom races (not sure) but I thought maybe it was the load order... I don't know what to do! HALP! :verymad: Link to comment Share on other sites More sharing options...
dezdimona Posted June 23, 2009 Share Posted June 23, 2009 not enough info, tarot cards in other coat pocket! Link to comment Share on other sites More sharing options...
FelixG0D Posted June 23, 2009 Author Share Posted June 23, 2009 Lol, well I couldn't figure out an easy way to make a list of my mods so.... here they are (this is load order) in a series of screenies. :thumbsup: Link to comment Share on other sites More sharing options...
FelixG0D Posted June 23, 2009 Author Share Posted June 23, 2009 Oh yeah, view them as you would read a book, left to right in that order! Link to comment Share on other sites More sharing options...
BossDweebe Posted June 23, 2009 Share Posted June 23, 2009 You are wanting to create a character from vanilla races with mod hair ?Try this first. Load the hair mods after your main body mod.If that does not get what you want I will lay out a longer methodusing Construction Set. EDIT: I finally checked your list. Read the load order guidelines below.Note: the pre and post completion refers to finishing the main quest in those mods. Dez usually posts the guide below-General Load-Order Guidelinesby ElecManEXEHere 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...
bben46 Posted June 23, 2009 Share Posted June 23, 2009 This is the simplest and best way to show a load order on the forum. Getting a load order list from OBMM Of course you have to be running OBMM first to do this. On the right, click on the box that says Import/Export Select the top entry on the drop down list, View Load Order Your load order will be displayed. Note that any inactive mods will not show in the list. On the top left, click in the disk icon – a save box will pop up. First you need to tell it where to save your list – the desktop is a good place and easy to find. Next, go down to the second block at the bottom to select the save as type: Pick Plain Text (*.Txt) Now, in the File name block type in a name, such as Load List-1 Copy and paste the load order directly into to your post. If you want to keep a copy for your own use, make a text file and past the same list into it. Then 'save as' and give it a name that you will remember, such as Load list-1.txt Be sure to manually input that you are using OBMM and if you are using them, OBSE and Wrye Bash as they are not really mods, but utility programs and will not show in the list. BOSS is another utility, also used outside of the game. If you are using BOSS, you will need OBMM also as any mod not recognized by BOSS will be placed at the end of the load order. OBMM will allow manual placing of mods in the load order. Link to comment Share on other sites More sharing options...
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