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cant restore my stamina


chunter6

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Title says it all, my stamina is at about 60 of 200-something. None of my stats are in the red, Ive prayed at a number of alters in cities, my fame is 34 and my infamy is 1, I used a cure disease potion, which caused it to raise a little bit, but when I used another potion, it didnt make a difference, any help is appreciated!!

 

also.....

somewhat less important

Id like a mod that gives merchants more money, but am having trouble finding one that works. Im just sick of having all this valuable stuff and not getting more than 1500 for it :(. I know some people think its cheap, but Id be a-ok with one that gave all merchants max money, I mean sure, its unrealistic, but so is casting magic haha

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i don't know what to say about your stamina problem. if you have the Unofficial Oblivion Patch installed, you can open up the console and enter to following:

 

~

startquest uop

 

a menu should pop up. one of the options is a "Fix broken/stuck stats" perhaps you should try that.

 

As for the merchant, i know of one that's in the game, and has something like 60,000 gold and a novice in mercantile:

 

~

player.coc hawkhaven

 

*loading screen*

 

you should be standing outside the testing hall. look to your left and you should see a smith that has blue hair. he does everything, including repairing, recharging, armorer training, sells spells, barters, etc. To leave this place, fast travel to any location.

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thanks for the suggestions, when I was typing up my post, I knew where was something I was forgetting, I cant open the command prompt! haha And Ive made sure that the value=1 in the oblivion file. I am running a bevy of mods, I figure I should turn them all off to see if that helps with anything. thanks again for your response
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If you want better merchants with more gold without it feeling like a cheat, you could try Living Economy. It also has an in game Menu for you to customize the way you'd like to play.

http://www.tesnexus.com/downloads/file.php?id=4432

 

There are lots of options to make it easier or harder to barter...too many to list really, but it makes the economic system more realistic. There are probably other mods doing similar things but I've always liked this one.

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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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