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I just downloaded Castle Nibenay and it is causing me all sorts of grief.

 

I first downloaded it and just launched the game, considering how many mods simply add everything where it needs to go automatically. After the mod didn't even show up in the Data Files, I went and moved a copy of the plugin itself to the main Data folder for oblivion (C: -> Program Files -> Bethesda Softworks -> Oblivion -> Data), when this only brought up a couple of the things present in the castle, I tried moving all the meshes and textures into their corresponding folders, the only progress I made was getting the yellow squares with exclamation points. No, after trying so many different things, I need to get help from other people.

 

Any ideas, clues, hints, treasure maps, or speculations?

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first get OBMM and use it,then:

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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Thanks for that, I'll test it out when I get on my computer, even if just to have a better load order than just leaving them where they fall. But I feel like this might be a problem of missing meshes considering that Nibenay is way out there and I don't have any of the Mods that are known to conflict with it, unless one of the UL mods (most likely culprit would probably be Cloudtop since I can't figure out where that modifies) is up there, but even then, all the landscape is there, and so is the castle, it's just made of the missing mesh icon (the yellow square with the exclamation point).
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Are you sure you've placed them all in the correct way? I must say I was confused with all versions it had.

V.2 is just an addon...You should extract the thing, and copy the esp and the two folders to the data folder...

(It had a folder with the name of the mod, a data-folder and then the mod-files.)

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When it opened up in WinZip, it just had a ton of different meshes and textures, so I extracted them all to Data Files, then I placed them all individually into the corresponding folders for their mesh or texture. I put the ESP in Data Files as a standalone so it would show up on the list of Mods.
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