Jump to content

How do you get the bloodlines mod to work.


Facebag

Recommended Posts

So I heard a recommendation for the Bloodlines mod. The quest line sounds cool, but what file do I need to place, and where? I have a suspicion something was not placed correctly because there was a large yellow exclamation point behind a building in Skingrad. Here's how I downloaded it:

1. Downloaded the most recent version (v12 SI) and copied the entire bloodlines folder(which was labeled with something about "all in one") into my Oblivion data folder.

2. Entered the Bloodlines folder, copied the .esp file, then pasted it inside the data folder.

3. Also inside the Bloodlines folder was another folder labeled "Data". I copied this into the main data folder as well.

 

Is there anything else I need to do? Could someone who has used this mod help me out?

 

P.S. I have had similar problems with the Natural Environments mod. The vegetation resizing is the only thing that seems to work properly. Haven't tried his water mod yet, but the sky mod just gives me a purple sky texture, and the butterflies are also purple. Also, there are many of those yellow exclamation points when I activate this part of the mod. I have Oblivion mod manager if that helps.

Link to comment
Share on other sites

So I heard a recommendation for the Bloodlines mod. The quest line sounds cool, but what file do I need to place, and where? I have a suspicion something was not placed correctly because there was a large yellow exclamation point behind a building in Skingrad. Here's how I downloaded it:

1. Downloaded the most recent version (v12 SI) and copied the entire bloodlines folder(which was labeled with something about "all in one") into my Oblivion data folder.

2. Entered the Bloodlines folder, copied the .esp file, then pasted it inside the data folder.

3. Also inside the Bloodlines folder was another folder labeled "Data". I copied this into the main data folder as well.

 

Is there anything else I need to do? Could someone who has used this mod help me out?

 

P.S. I have had similar problems with the Natural Environments mod. The vegetation resizing is the only thing that seems to work properly. Haven't tried his water mod yet, but the sky mod just gives me a purple sky texture, and the butterflies are also purple. Also, there are many of those yellow exclamation points when I activate this part of the mod. I have Oblivion mod manager if that helps.

get this,the self installer version and use it for auto installation of mods,problem solved

 

http://timeslip.chorrol.com/obmm_download.html

Link to comment
Share on other sites

I have this, and the mod has a checkmark in the box, but it appears as if I'm missing meshes.(I would guess that's the reason for the yellow exclamation points. I went inside a new building, saw the new npc's, but when I moved at certain angles, the building was full of white and yellow squares. Do I need to take the Meshes and textures out of the bloodlines folder and add them to the other meshes and textures folder in the data folder? Or am I not using the obmm correctly? I know only one of my mods appears next to the checklist as a blue square. Is there a way to make other mods appear as a blue square as well?
Link to comment
Share on other sites

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..

................................................................................

.................

Link to comment
Share on other sites

  • 3 years later...

I just finished it, its truly awesome, oddly I cannot even endorese it because it keeps saying, sorry you did not download it, and yet I did, from this site;).

Anyway, sometimes I find I have to open the data file, put in the esp manually, and the meshes textures too. Other than that, it worked like a charm, its long, involved and just so great, so I wish I could give it a 12+ because it was like a game in and of itself in Oblivion. Great mod once you are able to play, you will enjoy. There is a good text how to included and that helped a lot!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...