KingSix Posted August 26, 2009 Share Posted August 26, 2009 Hi all. I'm new to this forum and I've picked up Oblivion again, but now with several mods.The game always crashes after 4 days ingame time, around 4pm. I have created a second character and just the same problem.. I'm pretty sure it's a mod related problem, though I'm not sure which one may cause the crash. If you guys would take a look that'd be great! Oblivion.esmOscuro's_Oblivion_Overhaul.esmBetter Cities Resources.esmDLCShiveringIsles.espUnofficial Shivering Isles Patch.espBetter Cities .espNatural_Weather_HDR_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espCities Alive At Night.espIlluminationWithin.espBook Jackets Oblivion.espaaaBorsBedrolls.espDays&Months.espRobes Under Armor.espSoT_Holiday.espLiving Economy.espLiving Economy - Items.espCutthroat Merchants.espOscuro's_Oblivion_Overhaul.espOOO-Water_Weeds.espOOO-Map_Markers_Stock.espOOO-No_Guild_Ownership.espOOO-Birthsigns.espOOO-WaterFish.espClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.espArmoryLab.espBravilSeaDomes.espCheydinhal Petshop.espICEXPAND.espLetThePeopleDrink.espza_bankmod.espRTT.espxulChorrolHinterland.espBetter Cities Full.espBetter Cities - Full City Defences.espBetter Cities - Ruined Tail's Tale.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Cities - No LEYAWIIN Flooding.espPortrait Painter for Better Cities.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espP1DkeyChain.espRealisticForceMedium.espRealisticMagicForceMedium.espRenGuardOverhaul.espRenGuardOverhaulShiveringIsles.espkuerteeNPCsYield.espOOO-Respawn_Week.espGet Wet.espEthereal - Eyes.espBetter Imperial City.espCats & Rats for OOO.espRanokoas Organized Potions.espBetter Cities Full FPS Patch.espBetter Imperial City FPS Patch.esp Link to comment Share on other sites More sharing options...
dezdimona Posted August 26, 2009 Share Posted August 26, 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...
KingSix Posted August 27, 2009 Author Share Posted August 27, 2009 Thank you for your help. I've now narrowed it down to Imperial City Expander, for some reason that mod (and that mod only) gave me the weird time-related crashes. Link to comment Share on other sites More sharing options...
dezdimona Posted August 27, 2009 Share Posted August 27, 2009 Thank you for your help. I've now narrowed it down to Imperial City Expander, for some reason that mod (and that mod only) gave me the weird time-related crashes.your welcome. :biggrin: Link to comment Share on other sites More sharing options...
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