Collision891 Posted August 7, 2009 Share Posted August 7, 2009 I could use help on this if anyone is able. I have the following mods, and when i activate supreme magicka, the ground is gone whenever i go outdoors, and i and all npcs just fall awhile till we hit water. idk why supreme magicka is breaking the game, but i would really like to try it. = Check Mods This is a report on your currently active/merged mods. === Mergeable Following mods are active, but could be merged into the bashed patch. * FCOM_Francescos.esp * FCOM_FrancescosItemsAddOn.esp * FCOM_Knights.esp * Harvest [Flora] - Shivering Isles.esp * Mart's Monster Mod - Looting NPCs & Creatures.esp * Mart's Monster Mod - Resized Races.esp === 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 1.34] * 04 Mart's Monster Mod.esm [Version 3.7b1] * 05 FCOM_Convergence.esm [Version 0.9.9a7] * 06 HorseCombatMaster.esm * 07 Oblivion.esp * 08 Unofficial Oblivion Patch.esp [Version 3.2.0] * 09 Unofficial Shivering Isles Patch.esp [Version 1.4.0] * 0A Francesco's Optional Chance of Stronger Bosses.esp * 0B Francesco's Optional Chance of Stronger Enemies.esp * 0C Francesco's Optional Chance of More Enemies.esp * 0D Francesco's Optional Leveled Guards.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 DLCHorseArmor.esp * 12 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] * 13 DLCMehrunesRazor.esp * 14 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] * 15 DLCThievesDen.esp * 16 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] * 17 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] * 18 DLCSpellTomes.esp * 19 DLCBattlehornCastle.esp * 1A DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4] * 1B Assassins Creed - Altair's Gear - Light Armor.esp * 1C Assassins Creed - Altair's Gear - Heavy Armor.esp * 1D Altair_Race.esp * 1E Bob's Armory Oblivion.esp * 1F DLCShiveringIsles.esp * 20 FCOM_BobsArmory.esp [Version 0.9.9] * 21 Oblivion WarCry EV.esp * 22 FCOM_WarCry.esp [Version 0.9.9] * 23 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] * 24 MidasSpells.esp * 25 OOO-WaterFish.esp [Version 1.34] * 26 Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.5.5b4] * 27 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1] * 28 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1] * 29 Mart's Monster Mod - Resized Races.esp [Version 3.7b1] * 2A Mart's Monster Mod - No Carrion Rats.esp [Version 3.5.5b4] * 2B FCOM_Convergence.esp [Version 0.9.9] * 2C FCOM_RealSwords.esp [Version 0.9.9] * 2D Knights.esp * 2E Knights - Unofficial Patch.esp [Version 1.0.9] * 2F AFLevelMod.esp * 30 FCOM_Knights.esp [Version 0.9.9] * 31 Harvest [Flora].esp [Version 3.0.0] * 32 Thieves Arsenal.esp * 33 DeadlyReflex 5 - Combat Moves.esp * 34 Deadly Reflex 5 - Timed block and 150% damage.esp * 35 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] * 36 Necromancer Shop.esp * 37 Mounted_Spellcasting.esp * 38 Syc_AtHomeAlchemy.esp * 39 SupremeMagicka.esp [Version 0.89] * 3A Malevolent.esp * 3B cyrodiil transportation network 1.3 wz.esp * 3C Bashed Patch, 0.esp Link to comment Share on other sites More sharing options...
dezdimona Posted August 7, 2009 Share Posted August 7, 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...
Collision891 Posted August 7, 2009 Author Share Posted August 7, 2009 Yeah, i dont think its a load order problem, supreme magicka is supposed to go near the end i think. Another issue, i use wrye bash for fcom, and sometimesi will get mods saying they have the same load time as another mod and i cannot move them, i do not see why this should happen. Either way i was able to move supreme magicka up on the load order and it still broke it.I don't think its a load order issue or even conflict with another mod, i think supreme magicka is just breaking everything by itself. Link to comment Share on other sites More sharing options...
Deryvox Posted July 12, 2018 Share Posted July 12, 2018 I know this is a late submission, but I'm having a problem where anytime I'm in combat and an enemy dies, the game freezes. When killing an enemy out of combat, this does not happen. I haven't seen if dying in combat freezes it either, as I haven't been able to play much with this bug. Also, this recently happened, seemingly out of nowhere. I'm using Newstart, Enchantment Mastery, Supreme Magicka, and all DLC with the unofficial patches for each, in that order. Link to comment Share on other sites More sharing options...
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