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Game Wont Start Help!


Lance2409

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I recently installed Oblivion and all the addons/expansion

knights and isle

and i installed a few mods which are these btw

 

Oblivion.esm

HorseCombatMaster.esm

Knights.esp

DLCShiveringIsles.esp

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCSpellTomes.esp

DLCSpellTomes - Unofficial Patch.esp

DLCThievesDen.esp

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

DLCBattlehornCastle - Unofficial Patch.esp

DLCfrostcrag.esp

Unofficial Oblivion Patch.esp

Knights - Unofficial Patch.esp

Unofficial Shivering Isles Patch.esp

MidasSpells.esp

DeadlyReflex 5 - Combat Moves.esp

Oblivion XP.esp

Hentai Mania.esp

 

and thats it (plus frostcrag reborn it just doesnt show up there)

 

and i also have obse_loader

and ArchiveInvalidationInvalidated!

 

i tryied opening with the loader and without it

but i just see like 1 second of a black screen and 1 second of music like its about to start then it just closes and thats it...

 

keep in mind its a brand new fresh install, i just did it yesterday with the mods

 

AND

 

i tryied unchecking all the mods and just leave Oblivion "Mod" on

and it just shows the bethesda logo then it says i have an error

 

help please why wont it start >.<

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diable one mod at a time to see which is causing the problem

the after you find it, delete the mod as to cause no further trouble

 

 

 

also, play through the game without mods first, get the idea of what bethesda wanted us to see

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never "batch install mods,your asking for problems! (which you now have) make sure game works in vanilla first, then add one mod,go in game and verify it works,add another and so on. Also disableing a mod,still leaves the meshes and textures so your problem will remain unless you manually remove them. If you use OBSE then you must lauch oblivion with OBSE
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never "batch install mods,your asking for problems! (which you now have) make sure game works in vanilla first, then add one mod,go in game and verify it works,add another and so on. Also disableing a mod,still leaves the meshes and textures so your problem will remain unless you manually remove them. If you use OBSE then you must lauch oblivion with OBSE

 

 

sorry i forgot to say that i already started the game before i installed any mod

so im good with that i know the game worked

 

also what LFact said helped some, now it just goes to the Bethesda Logo then it says theres an error/crashes

 

and yes i started the game with OBSE!

and i already said i tryied starting the game with just the Oblivion Master and it still goes with just the bethesda logo then crash :S

 

plz help still >.<

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General Load-Order Guidelines

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.esm

Unofficial 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 Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial 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):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

.................

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