Roflberrypancakepunch Posted July 18, 2009 Share Posted July 18, 2009 Alright, guys. I need some help - my game is just seeming to be crazy. This is my mod order in the exact way it appears: Better Cities Resources.esmOblivion.esmJog_X_Mod.esmHorseCombatMaster.esmdelivery_job.espBorder_Removal.espLiving Economy - Items.espLiving Economy.espCutthroat Merchants.espJM's Bar Fights mortal.espCrowded Roads.espFarmersStrikeBack.espBCChorrol-ChorrolHinterland fix.espThieves Arsenal.espAll-killable.espKT_CustomRaceFix.espDeadly Reflex 5 - Timed Block and 25% damage.espDeadly Reflex 5 - Timed Block with no damage or durability changes.espBravilDocks-Barrowfields patch.espDeadly Reflex 5 - Timed Block and 150% damage.espDeadly Reflex 5 - Combat Moves.espExtended Imperial City Version 1.0.espxulArriusCreek.espxulPatch_AY_AC.espthievery.espExtended Chorrol.espNo psychic guards v1.2.espBetter Cities - Thievery.espLynges_Thieves_Highway-10256.espxulRollingHills_EV.espXulEntiusGorge.espULFallenLeafEverglade.espExtended Skingrad.espSkycaptainsBloodTime.espxulAncientRedwoods.espxulLushWoodlands.espxulStendarrValley.espxulRiverEthe.espxuldarkforest.espxulImperialIsle.espxulBrenaRiverRavine.espxulBravilBarrowfields.espMidasSpells.espxulBeachesofCyrodiilLostCoast.espxulTheHeath.espAliveWaters.espTOTF.espOblivion Alive mit nVidia-fix.espRTT.espNatural_Vegetation_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Weather_by_Max_Tael.espNatural_Water_by_Max_Tael.espBetter Cities Full.espBetter Cities Imperial City.espBetter Cities - Ruined Tail's Tale.espBetter Cities - Full City Defenses.espBetter Cities - Tears of the Fiend.espBetter Cities - No LEYAWIIN Flooding.espBetter Cities.espBCBravilBarrowfields patch.espGM's Deadly Archery.espcloudcity mod V1.1.espUnofficial Oblivion Patch.esp Kudos to whoever can help, and thanks in advance. I know, I have a lot of mods and conflicts are bound to happen, but... I use OBMM, and that's my exact mod order. The game is fairly buggy/laggy with a few missing/overwritten textures (?) and I can't seem to find a lot of major mods that I've downloaded, such as Unique Landscapes. I find some of them in-game, but not all and not all of the parts - for example, in the Kodak Forest I think it's called, or the Ancient Redwoods, there are supposed to be bears with 'advanced' AI. I've looked for them extensively but have never had an encounter. Again, any help is appreciated. Link to comment Share on other sites More sharing options...
shadowfx78 Posted July 18, 2009 Share Posted July 18, 2009 i can see one problem right away you are supposed to only have one of these: Deadly Reflex 5 - Timed Block and 25% damage.espDeadly Reflex 5 - Timed Block with no damage or durability changes.espDeadly Reflex 5 - Timed Block and 150% damage.esp I see this patch but i dont see the mod it goes with: BravilDocks-Barrowfields patch.esp dont know if this will solve your problems but it cant hurt also grabb BOSS (better oblivion sorting software) to help with you load order. Link to comment Share on other sites More sharing options...
Roflberrypancakepunch Posted July 18, 2009 Author Share Posted July 18, 2009 The "BravilDocks-Barrowfields patch.esp" is not active, but thanks for the help. Link to comment Share on other sites More sharing options...
dezdimona Posted July 18, 2009 Share Posted July 18, 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)>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...
bben46 Posted July 19, 2009 Share Posted July 19, 2009 Oblivion.esm should always be the first thing on the list.It might help if you told us just what the problem is. Otherwise we end up playing 20 questions to find out. Link to comment Share on other sites More sharing options...
PacificMorrowind Posted July 19, 2009 Share Posted July 19, 2009 just run BOSS, and then manual edit anything you want, but that will get it into a reasonable order and you can go from there if you want to fine tune things. Link to comment Share on other sites More sharing options...
Roflberrypancakepunch Posted July 19, 2009 Author Share Posted July 19, 2009 Thanks, all. I'm downloading BOSS and I'll see what it does. I appreciate the guidelines, Dezdimona. Bben, the real problem is that the game lags (which is to be expected, because I have several BIG mods on it), I get a few missing texture icons which break the realism and immersion I've achieved, and I can't seem to find features of some mods. Link to comment Share on other sites More sharing options...
bben46 Posted July 19, 2009 Share Posted July 19, 2009 Refscope is a good resource for finding what mod those yellow missing mesh blocks came from. It adds a spell that when cast on the missing mesh identifies it and what mod put it in the game. :thumbsup: http://tesnexus.com/downloads/file.php?id=21862 Link to comment Share on other sites More sharing options...
Recommended Posts