ElderTrifnu Posted August 6, 2009 Share Posted August 6, 2009 Well here is the thing. I think the problem is some unique landscape mods I recently added to my mod list but It might be something else as I am unsure the exact problem. I am also using FCOM convergence in Wyre Bash and everything seems to be fine with it. I think I am getting the CTDs because of there being to much to load all at once as the CTDs don't constantly crash in the same exact spots and sometimes only when I am fighting alot of creatures or people all at the same time, but there could also be something wrong with my load order or a mod confliction that I don't know about. Anyway here is a list of all the mods I am currently using and the correct load order. Any feedback that could help me resolve or at least greatly lower my CTDs would be greatly appreciated. Also, is it the norm to always get CTDs upon exiting oblivion when using lots of mods? Also, not sure why it isn't listed, but I also have the Midas Magic of Aurum mod too near the end of the load order. My Load Order is as follows: Oblivion.esmFrancesco’s Leveled Creatures-Items Mod.esmFrancesco’s Optional New Items Add-On.esmObscuro’s_Oblivion_Overhaul.esmMart’s Monster Mod.esmSoVvM.esmFCOM_Convergence.esmHorseCombatMaster.esmBetter Cities Resources.esmAtmospheric Oblivion.espBrivas Assassin Clothes.espUnoffical Oblivion Patch.espUnofficial Shivering Isles Patch.espFCOM_WarCry.espPowerAttack Voicemod.espPowerAttack Voicemod – The Shivering Isles.espAkatosh Mount by Saiden Storm.espDLCShiveringIsles.espMaleBodyReplacerV4.esp_Ren_BeautyPack_full.espSephiroth.espTyrael Wings.espKeyoblivion.espTyrael Armor.espBlackLuster.espLatexshop7huntress.espGanondorf_RaceAndEquipment.espArynnsDemonatrixHGEC.espDreamWalker.espHeaven or Hell.espKT_CustomRaceFix.espalHerobook01.espOblivionGateTraveler.espfwBoethiaCustomRaceFix.espCloaks.espValus Cottage.espClocksOfCyrodil.espFrancesco’s Optional Chance of Stronger Bosses.espFrancesco’s Optional Chance of Stronger Enemies.espFrancesco’s Optional Chance of More Enemies.espFrancesco’s Optional Leveled Guards.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFrancesco’s 10 days respawn time – 1 – 20 day length rescale.espBob’s Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry EV.espUOP Vampire Aging & Face Fix.espObscuro’s_Oblivion_Overhaul.espFCOM_Convergence.espFCOM_RealSwords.espMart’s Monster Mod - Diverse Imperial Armor.espMart’s Monster Mod - Additonal Enemy NPC Vars.espMart’s Monster Mod - Gems & Gem Dust.espMart’s Monster Mod – Hunting & Crafting.espMart’s Monster Mod – Looting NPCs & Creatures.espMart’s Monster Mod – Knights.espMart’s Monster Mod – Dungeons of MMM.espMart’s Monster Mod – Farm Animals.espMart’s Monster Mod – Foxes.espMart’s Monster Mod – More Wilderness Life.espMart’s Monster Mod – Vindasel.espMart’s Monster Mod – City Defences.espMart’s Monster Mod – Durzog Addon.espMart’s Monster Mod – Shivering Isles.espOOO-WaterFish.espArenaEyeCandyArmor.espAtmospheric Loading Screens – Original Text.espThe Lost Spires.espUltimate Zelda Mod.espZiP regen rings.espAdenseEpicDungeon.espElsweyrAnequina.espKnights.espCSR – Golden Saint.espCSR – Fine Iron.espAW_Wings.espClocksofCyrodiil_BC_OBC_OC_OCLR_Vanilla.espBetter Cities Full.espBetter Cities .espBetter Imperial city.espxulAncientYews.espxulArriusCreek.espxulPatch_AY_AC.espxulAncientRedwoods.espBCChorrolHinterland.espBCChorrol-ChorrolHinterland fix.espxulBeachesOfCyrodiilLostCoast.espxulBlackwoodForest.espxulBravilBarrowfields.espBCBravil-Barrowfields patch.espxulBrenaRiverRavine.espxulCloudtopMountains.espxulColovianhighlands_EV.espxuldarkforest.espLostSpires-DarkForest patch.espXulEntiusGorge.espULFallenLeafEverglade.espLostSpires-Everglade patch.espAnequina-Fallenleaf-Patch.espxulImperialIsle.espxulTheHeath.espMidasSpells.espxulLushWoodlands.espxulRiverEthe.espxulRollingHills_EV.espBashed Patch, o.espDeadlyReflex 5 – Combat Moves.esp Link to comment Share on other sites More sharing options...
dezdimona Posted August 6, 2009 Share Posted August 6, 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...
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