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Bruma Gate mod conflict?


quartet1977

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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

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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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