quartet1977 Posted August 11, 2009 Share Posted August 11, 2009 Hi, I just met up with Captain Burd to assault the Bruma Gate. He addresses his men and then they all race for the gate. When they get there, the quest updates, saying that I have closed the Oblivion gate and that I should talk to Burd. Console says stage completed is 55, but the gate is still open and active, and in my stats, it says I have closed only one Oblivion gate (the Kvatch gate). Can someone take a look at my load order of active mods and see if there's an obvious conflict that could be causing this? This is the first major quest conflict I've had, despite the ridiculous number of mods I'm running. Thanks in advance! Oblivion.esm underdark.esm Francesco's Leveled Creatures-Items Mod.esm Francesco's Optional New Items Add-On.esm Cobl Main.esm Oscuro's_Oblivion_Overhaul.esm Mart's Monster Mod.esm Enhanced Daedric Invasion.esm TamrielTravellers.esm FCOM_Convergence.esm AFC v2 Core.esm CM Partners.esm Cybiades.esm Windfall.esm Kvatch Rebuilt.esm CyrodiilUpgradeResourcePack.esm Armamentarium.esm Artifacts.esm Children Of Rourken.esm Jog_X_Mod.esm UnnecessaryViolence.esm HorseCombatMaster.esm TRoN.esp Unofficial Oblivion Patch.esp DLCShiveringIsles.esp Unofficial Shivering Isles Patch.esp Francesco's Optional Chance of Stronger Bosses.esp Francesco's Optional Chance of Stronger Enemies.esp Francesco's Optional Chance of More Enemies.esp Francesco's Optional Leveled Quests-SI only.esp Francesco's Optional Leveled Guards.esp FCOM_FrancescosNamedBosses.esp Natural_Weather_by_Max_Tael.esp Natural_Weather_HDR_by_Max_Tael.esp Natural_Habitat_by_Max_Tael.esp Natural_Water_by_Max_Tael.esp ChaseCameraMod.esp Living Economy.esp Living Economy - Items.esp Cutthroat Merchants.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 Colourwheels Sexy SI Armor & Clothing Replacer.esp DLCThievesDen.esp DLCThievesDen - Unofficial Patch.esp DLCThievesDen - Unofficial Patch - SSSB.esp ExnemRuneskulls.esp Cobl Glue.esp Cobl Si.esp OOO 1.32-Cobl.esp Bob's Armory Oblivion.esp FCOM_BobsArmory.esp Oblivion WarCry EV.esp FCOM_WarCry.esp Oscuro's_Oblivion_Overhaul.esp OOO-Map_Markers_Stock.esp FCOM_Convergence.esp FCOM_RealSwords.esp Mart's Monster Mod - Dungeons of MMM.esp TamrielTravellers4OOO.esp TamrielTravellersItemsCobl.esp ShiveringIsleTravellers.esp TIE In.esp TIE In - FCOM Convergence.esp OOO-WaterFish.esp DLCfrostcrag.esp FrostcragRebornCobl.esp TOTF.esp Enhanced Daedric Invasion.esp ElsweyrAnequina.esp Natural_Vegetation_by_Max_Tael.esp Harvest [Flora].esp SpellSinger.esp Cybiades.esp CybiadesDungeon.esp CM Partners.esp CM Partners NPC.esp CM Partners Extra NPCs.esp Cobl Races.esp Expanded Hotkeys and Spell Delete V2.esp Viconia.esp Streamline 3.1.esp Adonnays Classical Weaponry.esp Adonnays Elven Weaponry.esp Loth's Blunt Weapons for Npcs.esp Slof's Oblivion Robe Trader.esp AncientTowers.esp Castle Ravenpride.esp Ivellon.esp Gift of Kynareth.esp GTAesgaard.esp GlenvarCastle.esp LostSwordOfTheAylied.esp LostSwordOfTheAylied - OBSE Add-On.esp Artifacts.esp ArmamentariumLL4OOO.esp ArmamentariumArtifacts.esp Artifacts - ArmaCompleteAddon.esp Raiders of Cyrodil.esp TheElderCouncil.esp TheElderCouncil_TempleOfTheOne.esp Blood&Mud.esp Windfall.esp The Lost Spires.esp Mighty Umbra.esp Ungarion1TheWelkyndSword.esp FCOM_Blood&Mud.esp All+5AttributeModifiers.esp thievery.esp Castle_Seaview.esp StealthOverhaul.esp Mayu's Animation Overhaul.esp Corean_hair_for_Original_race.esp Abriael_Human.esp IDKRRR_C_race.esp Colourwheels Sexy Bank.esp Colourwheels Sexy Imperial Legion.esp bartholm.esp Colourwheels Sexy Stock Armor & Clothing Replacer.esp Knights.esp Knights - Unofficial Patch.esp TOTF-EiAE Patch.esp DragonInvasion.esp EiAmod.esp mythsandlegends.esp Kvatch Rebuilt.esp sexycompanion.esp Sonia.esp Kvatch Rebuilt - Leveled Guards - FCOM.esp Kvatch Rebuilt_Frostcrag Reborn.esp PCSoundAnnah.esp COR-Episode1 Secret of Enourk.esp AyleidArrows.esp Fran_Lv30Item_Maltz.esp Quest Award Leveller.esp MannimarcoComplete.esp RealisticForceHigh.esp Feudal Empire 300.esp Werewolf-Legends.esp SentientWeapon.esp Hentai Mania.esp personality_idles_custom.esp eyja.esp KohdiBladesofAnkewan.esp RTT.esp bgMagicEV.esp bgMagicEVPaperChase.esp bgMagicBonus.esp bgMagicLightningbolt.esp bgMagicAlchemy.esp bgMagicPotionNumberSoulGemValue.esp SupremeMagicka.esp SM_ShiveringIsles.esp SM_EnchantStaff.esp MidasSpells.esp FrostcragMidasLab.esp Adrenaline Fueled Combat Merge.esp Denock Arrows.esp Stylish Jump.esp FastShortcuts.esp Akatosh Mount By Saiden Storm.esp Kragenir's Death Quest.esp KDQ - Rural Line Additions.esp Lost Paladins of the Divines.esp Kragenirs_WhiteStallion_Compat.esp Armor and Clothes.esp Thieves Arsenal.esp Bashed Patch, 0.esp UnnecessaryViolence.esp DeadlyReflex 5 - Combat Moves.esp Link to comment Share on other sites More sharing options...
dezdimona Posted August 11, 2009 Share Posted August 11, 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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