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Ccan't travel to Bruma


Alkser

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Hey,

When i travel to bruma my game crushes and a window pop ups saying "send erorr or don't send"

In case you ask about my mods here it is:

 

24HrArenaAlive

AddMapMakers

All+5AttributesModifiers

Beautiful People

Better water

Blak Luster

Colourwheels sexy female NPCS

Colourwheels sexy school uniform

DarkIllusionArmor

Deadly Reflex 5

Demon race

DLC Shivering Isles

DLC Horse Armor

Elves of Lineage II

ExnemEC Rogue

Horse combat master

ImmersiveWait

Infinit skill train

Knights

KT_Custom race fix

Lost paladins of the divines

Magicka regen x8

Midas Spells

Near100PercentArrowRecover

Nightshade armor

RenGuardOverhaul

RenGuard Overhaul (Shivering Isles)

Ringofregeneration

Streamline 3.1

Summon torch

Summon chest

The Lost Spires

Thieves Arsenal

Underwater

Underworld armor

Unlimited Weapon Recharge

Viconia

Ren's Beauty Pack

 

Btw, i tried disabling all mods then my game crushes when I load save game since my character is custom made race elf

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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)>

Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM

 

 

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..

 

 

you might want to add the UOP for Oblivion also.

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