CyanideCloud Posted July 15, 2009 Share Posted July 15, 2009 Well, I have GOTY Oblivion (Oblivion + SI).For some reason, There is no Strange Door!I also do not get a quest about it... This is pissing me off, I really want to play SI! :verymad: LOAD ORDER: Active Mod Files: • 00 Oblivion.esm • 01 Francesco's Leveled Creatures-Items Mod.esm • 02 Francesco's Optional New Items Add-On.esm • 03 Oscuro's_Oblivion_Overhaul.esm [Version 1.33] • 04 Mart's Monster Mod.esm [Version 3.7b1] • 05 TamrielTravellers.esm [Version 1.39c] • 06 FCOM_Convergence.esm [Version 0.9.9a7] • 07 Open Cities Resources.esm [Version 3.2.2] • 08 HorseCombatMaster.esm • 09 UnnecessaryViolence.esm • 0A DLCShiveringIsles.esp • 0B Francesco's Optional Chance of Stronger Bosses.esp • 0C Francesco's Optional Chance of Stronger Enemies.esp • 0D Francesco's Optional Chance of More Enemies.esp • 0E FCOM_Francescos.esp [Version 0.9.9] • 0F FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] • 10 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] • 11 Natural_Weather_by_Max_Tael.esp • 12 Natural_Weather_HDR_by_Max_Tael.esp • 13 Natural_Habitat_by_Max_Tael.esp • 14 Natural_Water_by_Max_Tael.esp • 15 Akatosh Mount By Saiden Storm.esp • 16 aaaBorsBedrolls.esp • 17 Extended Death Camera.esp • 18 Reznod_Mannequin.esp • 19 Expanded Hotkeys and Spell Delete v1.0.esp • 1A Expanded Hotkeys Brief Equip Message.esp • 1B AyleidMeteorIronWeaponsBASE.esp • 1C JG Elven.esp • 1D Goblin Realswords+Tribal Shields.esp • 1E Bob's Armory Oblivion.esp • 1F FCOM_BobsArmory.esp [Version 0.9.9] • 20 Oblivion WarCry EV.esp • 21 FCOM_WarCry.esp [Version 0.9.9] • 22 Oscuro's_Oblivion_Overhaul.esp [Version 1.33] • 23 OOO-Water_Weeds.esp [Version 1.33] • 24 OOO-Map_Markers_Stock.esp [Version 1.33] • 25 FCOM_Convergence.esp [Version 0.9.9] • 26 FCOM_RealSwords.esp [Version 0.9.9] • 27 TamrielTravellerAdvScript.esp [Version 1.39c] • 28 TamrielTravellersItemsNPC.esp [Version 1.39c] • 29 TamrielTravellersItemsVendor.esp [Version 1.39c] • 2A ShiveringIsleTravellers.esp [Version 1.39c] • 2B ShiveringIsleTravellersFriendlyFactions.esp [Version 1.39c] • 2C ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c] • 2D KumikoManor.esp • 2E Knights.esp • 2F Open Cities Outer Districts.esp [Version 3.2.1] • 30 Open Cities Full + Leyawiin Reborn.esp [Version 3.2.2] • 31 Natural_Vegetation_by_Max_Tael.esp • 32 P1DkeyChain.esp [Version 5.00] • 33 Unlimited Amulets and Rings - Shivering Isles.esp • 34 Alternative Start by Robert Evrae.esp • 35 RealisticForceHigh.esp • 36 RealisticMagicForceHigh.esp • 37 MidasSpells.esp • 38 Advanced Mark & Recall.esp • 39 Jpm's Miniature Necromancy.esp • 3A RenGuardOverhaul.esp • 3B RenGuardOverhaulShiveringIsles.esp • 3C Deadly Reflex 5 - Timed block and 150% damage.esp • 3D DeadlyReflex 5 - Combat Moves.esp • 3E LRM_Generic.esp [Version 1.33] • 3F Real Lava 1.3.esp • 40 _Ren_BeautyPack_onlyhairs.esp • 41 _Ren_BeautyPack_full.esp • 42 UnnecessaryViolence.esp • 43 Bashed Patch, 0.esp • 44 PT-AyleidSanctum-WithAltars.esp • 45 RaceEnabler.esp • 46 Growlfs Animated Hair.esp • 47 DS Flaming Arrows.esp [Version 1.1] Link to comment Share on other sites More sharing options...
dezdimona Posted July 15, 2009 Share Posted July 15, 2009 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.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)>Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM 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...
CyanideCloud Posted July 15, 2009 Author Share Posted July 15, 2009 Here are the guidelines that I adhere to, personally.(...snip...) Thanks, I'll have to try putting SI and KotN at the end. BOSS put them in seemingly random spots, why is that? Link to comment Share on other sites More sharing options...
CyanideCloud Posted July 16, 2009 Author Share Posted July 16, 2009 Well... I seem to have a problem, still. I moved DLCShiveringIsles.esp to the end of my load order, I still don't see a door or get a quest for it. I tried to go see the Strange Door myself, to see if that would give me the quest/discover the Door (and have it on the map) and such.I had a CTD when I walked onto the island where the Strange Door is supposed to be. :confused: *NOTE* If I go into the Construction Set or the Testing Halls, the SI items are there and I can use them just fine.So that means that SI is loading, sort of. Just not correctly i suppose? :wacko: Link to comment Share on other sites More sharing options...
CyanideCloud Posted July 16, 2009 Author Share Posted July 16, 2009 Just a thought here... My DLCshiveringisles.esp is only 85 bites. Is this normal?Also, I have: DLCShiveringIsles - Meshes.bsa DLCShiveringIsles - Textures.bsa DLCShiveringIsles - Sounds.bsa DLCShiveringIsles - Voices.bsa Link to comment Share on other sites More sharing options...
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