Niedel Posted August 27, 2009 Share Posted August 27, 2009 I have recently started adding mods to Oblivion, and I have become quite swept away with the modding frenzy. The problem I am running into seems to be generated from the order I am placing the mods in. I am trying to figure out what order I should be placing them in, but so far, the information I am running into is conflicting. If any help could be provided, I would be very thankfull. Here is my current mod list: Oblivion.esmMart's Monster Mod.esmNo Lights Flicker.esmCM Partners.esmDragonbone Cuirass.espSauron_Armor_Chest.espEnchantedBroom.espTTB.espFrostmourne.espphinix_master_summon.espDBSRebuiltComplete.espXSPipeMod.espPortable Campsite - Quickstart.espAltair_Race.espAssassins Creed - Altair's Gear - ThrowingKnives.espSpirit's Edge.espBag of Holding.espThe_Kingdom.espgardening.espDMCWeapons.espTheHolyBlade.espMountainTower.espThe Lost Spires.espDread Knight Armor.espDMACArmor.espLost Paladins of the Divines.espAdonnays Elven Weaponry.espExnemRuneskulls.espWyverex - Deployable Traps.esptkRapiers.espAW_Wings.espElves Of Lineage II.espslayersword.espThe Complete Ranger.espCM Partners NPC.espCM Partners Marker NPCs.espCM Partners Special NPCs.esp1SB_VampireHaven.espTyrael Armor.espRingwraithArmorGlass.espBravilSeaDomes.esp01_Helms_Deep.esp02_Helms_Deep.esp03_Helms_Deep.espVillage of Lily 2.0.espDBShadowSet.espadTreeHome.espDwemer_Skyship_1_1_0.espAncientSource.espCM Partners Extra NPCs.espktx_FlameAtronachArmor.espEaron race 1.0.espDarkGang-playerFaction.espmythsandlegends.esppolearms_1.0.7_EV.espNicoroshi Creations DW Light.espMoriarcis.espSolace.espCapesandCloaks.espKlarre Forestheart.espCM Partners More NPCs.espCM Partners.espPetsOfChorrol.espMasterSwordDX.espDefensive_staves.espc_dagcol.espWizardry Mod.espEnchantathon.espMapMarkers.espCheydinhal Petshop.espbartholm.espME_MERCENARIES.espDLCVileLair.espDLCThievesDen.espDLCSpellTomes.espDLCShiveringIsles.espDLCOrrery.espDLCMehrunesRazor.espDLCFrostcrag.espDragonbone Armor Set.espKnights.espNLF FrostCrag.espNLF Knights.espNLF Orrery.espNLF VileLair.espNLF MehrunesRazor.espThe Ranger's House Lite.espCrowded Roads 15.espNatural_Water_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Vegetation_by_Max_Tael.espNatural_Weather_by_Max_Tael.espmnp Nighteye Goggles.espundercover.espRealisticFatigue.espRanokoas City Stealth Exits.espAkatosh Mount By Saiden Storm.espBoneGrind.espno_wind-2578.espExpanded Hotkeys and Spell Delete v1.0.espExpanded Hotkeys Brief Equip Message.espStreamline 2.1.espsr_retroactive_health.espObicos_Ingredient_Increaser_v11-5131.espP1DanywhereSittable.espQuest Award Leveller - Mehrunes Razor.espQuest Award Leveller.espQuest Award Leveller - Vile Lair.espQuest Award Leveller - Knights of the Nine.espPersuasionOverhaul.espAdrenalineOblivion-SupportElements.espAdrenalineOblivion-SpawnElement.espOblivion Cats v0.22b.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCFrostcrag.espHarvest [Flora] - DLCVileLair.espHarvest[Containers].espDragon Knight Armor v. 1.1.espMart's Monster Mod.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - City Defences.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Diverse Imperial Armor.espMart's Monster Mod - Diverse Creature Skins.esp Link to comment Share on other sites More sharing options...
malonn Posted August 27, 2009 Share Posted August 27, 2009 Yeah glancing through that load order, it could probably use some tweaking. Try BOSS. I don't use it personally because I like setting my own load order, but many people are happy with the results. Link to comment Share on other sites More sharing options...
dezdimona Posted August 27, 2009 Share Posted August 27, 2009 this has worked for me long before boss(which is not perfect by the way) 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...
Niedel Posted August 27, 2009 Author Share Posted August 27, 2009 Thanks so much! What category would race/class mods and companion mods go under? I am guessing the minor mods section, but I could be wrong... Here is my updated mod list (I am still kind of sure that a few mods might still be misplaced): Oblivion.esmMart's Monster Mod.esmNo Lights Flicker.esmCM Partners.esmNatural_Water_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Vegetation_by_Max_Tael.espNatural_Weather_by_Max_Tael.espno_wind-2578.espNLF FrostCrag.espNLF Knights.espNLF Orrery.espNLF VileLair.espNLF MehrunesRazor.espDragonbone Cuirass.espSauron_Armor_Chest.esp1SB_VampireHaven.espTyrael Armor.espRingwraithArmorGlass.espBravilSeaDomes.esp01_Helms_Deep.esp02_Helms_Deep.esp03_Helms_Deep.espEnchantedBroom.espTTB.espDBSRebuiltComplete.espXSPipeMod.espPortable Campsite - Quickstart.espBag of Holding.espDMCWeapons.espTheHolyBlade.espMountainTower.espmythsandlegends.esppolearms_1.0.7_EV.espNicoroshi Creations DW Light.espDread Knight Armor.espDMACArmor.espAdonnays Elven Weaponry.espExnemRuneskulls.espWyverex - Deployable Traps.esptkRapiers.espAW_Wings.espslayersword.espDragon Knight Armor v. 1.1.espThe Ranger's House Lite.espCapesandCloaks.espKlarre Forestheart.espVillage of Lily 2.0.espDBShadowSet.espadTreeHome.espDwemer_Skyship_1_1_0.espAncientSource.espMasterSwordDX.espDefensive_staves.espc_dagcol.espDragonbone Armor Set.espktx_FlameAtronachArmor.espObicos_Ingredient_Increaser_v11-5131.espP1DanywhereSittable.espOblivion Cats v0.22b.espAltair_Race.espElves Of Lineage II.espThe Complete Ranger.espCM Partners NPC.espCM Partners Marker NPCs.espCM Partners Special NPCs.espCM Partners Extra NPCs.espCM Partners More NPCs.espCM Partners.espPetsOfChorrol.espEaron race 1.0.espMapMarkers.espCheydinhal Petshop.espRanokoas City Stealth Exits.espAkatosh Mount By Saiden Storm.espEnchantathon.espME_MERCENARIES.espCrowded Roads 15.espmnp Nighteye Goggles.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCFrostcrag.espHarvest [Flora] - DLCVileLair.espHarvest[Containers].espBoneGrind.espPersuasionOverhaul.espgardening.espundercover.espExpanded Hotkeys and Spell Delete v1.0.espExpanded Hotkeys Brief Equip Message.espRealisticFatigue.espsr_retroactive_health.espWizardry Mod.espAdrenalineOblivion-SupportElements.espAdrenalineOblivion-SpawnElement.espMart's Monster Mod.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - City Defences.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Diverse Imperial Armor.espMart's Monster Mod - Diverse Creature Skins.espDLCShiveringIsles.espDLCVileLair.espDLCThievesDen.espDLCSpellTomes.espDLCOrrery.espDLCMehrunesRazor.espDLCFrostcrag.espKnights.espbartholm.espFrostmourne.espphinix_master_summon.espAssassins Creed - Altair's Gear - ThrowingKnives.espSpirit's Edge.espThe_Kingdom.espLost Paladins of the Divines.espDarkGang-playerFaction.espMoriarcis.espSolace.espThe Lost Spires.espQuest Award Leveller - Mehrunes Razor.espQuest Award Leveller.espQuest Award Leveller - Vile Lair.espQuest Award Leveller - Knights of the Nine.espStreamline 2.1.esp Link to comment Share on other sites More sharing options...
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