RandomArt Posted August 7, 2009 Share Posted August 7, 2009 Just recently, a lot of the Mods I've downloaded just haven't shown up in Data Files after launching Oblivion. I've always had this problem to some degree, but it's gotten a lot worse recently. I've gone into the hard drive's copy of Oblivion's Data Files and everything I download is there, it's just not showing up when I want to activate it so I can put it in the game. OBMM has the same problem. If it helps any, when I try to launch the CS files that don't appear in the Data Files in OBMM or the launched game from the hard drive's Data Files, the CS terminates itself. I don't have any problem pulling up the CS with Mods that work properly. Link to comment Share on other sites More sharing options...
dezdimona Posted August 8, 2009 Share Posted August 8, 2009 do the mods that don't work require OBSE?vista or xp? Link to comment Share on other sites More sharing options...
RandomArt Posted August 8, 2009 Author Share Posted August 8, 2009 Not to my knowledge. And I wouldn't think that they would since some of them are just houses. And last time I tried to install OBSE it kind of flopped on me, but I'm going to go try to redownload it and see what happens. Link to comment Share on other sites More sharing options...
RandomArt Posted August 8, 2009 Author Share Posted August 8, 2009 Oh, and XP. Link to comment Share on other sites More sharing options...
RandomArt Posted August 8, 2009 Author Share Posted August 8, 2009 Okay, so I installed OBSE, I'm pretty sure it's done right since it actually launches from the launcher, but the Mods still don't show up in OBMM or in the Data Files at launch. Link to comment Share on other sites More sharing options...
dezdimona Posted August 8, 2009 Share Posted August 8, 2009 try removing and reinstalling the mods.make sure your load order is up to date. Link to comment Share on other sites More sharing options...
RandomArt Posted August 8, 2009 Author Share Posted August 8, 2009 I've done that already with several of them, it doesn't make a difference. And what difference does my load order make? Link to comment Share on other sites More sharing options...
dezdimona Posted August 8, 2009 Share Posted August 8, 2009 I've done that already with several of them, it doesn't make a difference. And what difference does my load order make?load order is important because whatever get loaded after one mod may overwrite a mod or mods ahead of it! 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...
nosisab Posted August 8, 2009 Share Posted August 8, 2009 I've done that already with several of them, it doesn't make a difference. And what difference does my load order make?Since it is XP, make sure your files are not marked neither as hidden, system nor (not aways obligatory) read-only open their properties and so, permissions. You'll see the boxes you must tick/untick. Link to comment Share on other sites More sharing options...
RandomArt Posted August 11, 2009 Author Share Posted August 11, 2009 None of them are hidden or read-only. If it helps any, the major ones that aren't working are the extended city mods and the Ambient City Sounds mod. Link to comment Share on other sites More sharing options...
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