Xydako Posted September 25, 2009 Share Posted September 25, 2009 So OBMM and Bash say that all if well and the current mods I have should have that much trouble, however, I've run into a few issues - With Qarls Texture Pack III, I start seeing these big light blue and yellow shapes in and around parts of the city kind of floating there. They're not actual objects. Graphic glitch? - Reneers Guard Overhaul seems to make the guards incredible stupid. I commit a crime or attack someone right in front of them and instead of trying to arrest me the normal conversation window comes up. It may be a conflict with the Persuasion Overhaul (found on A's list), but I'm not sure. - I trying attack a random and they seem to get right up into my face. They also seem to never be able to die. Not sure what caused this, Deadly Reflex? - Speaking of Deadly Reflex, it seems none of the things work, or at least they don't appear to be. I never really got how the grap, dodge bash key thing worked. - Fatigue bar seems to not be working correctly. Not sure what causes this but the only thing I think tweaks the fatigue that I have is again Deadly Reflex, does Francesco's + MMM mess with fatigue? - DarkUI'd DarN seems to be working fine except the loading screen, which looks normal except the new font which is isn't seeable on it. I did the full install so I don't see what could be the problem. - I have both Natural Faces and Nords with Beards. There wasn't any mention of a conflict between the two, but the later doesn't seem to be working. Incompatible, patch or something that could be fixed? Ok, so thats a lot of issues and more may come. Thanks to anyone who helps me with this. Link to comment Share on other sites More sharing options...
dezdimona Posted September 26, 2009 Share Posted September 26, 2009 load order and all modsqarls gets mant trouble postings here,its hard to activaye properlyDeadly reflex is also a hard mod to use anf Dark UI Link to comment Share on other sites More sharing options...
Xydako Posted September 26, 2009 Author Share Posted September 26, 2009 So I just need to change the load order? Any guild that can help me with that? Link to comment Share on other sites More sharing options...
Holyreign Posted September 26, 2009 Share Posted September 26, 2009 OBMM will allow you to change the order. Link to comment Share on other sites More sharing options...
Xydako Posted September 26, 2009 Author Share Posted September 26, 2009 I know how to change the order, I just want to know in what way to put the mods in order so everything works to how or close to how it should. Or is it a tedious trial and error processes that you need to go through? Link to comment Share on other sites More sharing options...
Holyreign Posted September 26, 2009 Share Posted September 26, 2009 I thought obmm had an auto-reorder but maybe thats b.o.s.s. I do know that there are mods that should do the work for you. I didn't make that clear the last time, sorry. Link to comment Share on other sites More sharing options...
dezdimona Posted September 26, 2009 Share Posted September 26, 2009 I know how to change the order, I just want to know in what way to put the mods in order so everything works to how or close to how it should. Or is it a tedious trial and error processes that you need to go through? funny you should ask!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..maigrets...You should also follow Dezi's load order guide if you're new to mods. BOSS is good, but not foolproof. There are a lot of mods it doesn't have in it's database and they have to be ordered manually. Link to comment Share on other sites More sharing options...
Xydako Posted September 26, 2009 Author Share Posted September 26, 2009 Well I reordered the mods using Boss and your guide lines (plus an overhaul mod that I didn't want that somehow snuck in) and a lot of problems are gone. But there are still a few around; DarkUI'd DarN's loading screens still around, Nords Beards still don't work and Deadly Reflex is still confusing me. The game seems to be crashing a bit more often as well = ( Link to comment Share on other sites More sharing options...
bben46 Posted September 26, 2009 Share Posted September 26, 2009 Deadly reflex is a very complex mod and affects a lot of things you would not expect. I recommend getting everything working without it (disable all of its components in the data list) then after everything else is working to your satisfaction, put it back in - at the end of your load order. Link to comment Share on other sites More sharing options...
Xydako Posted September 27, 2009 Author Share Posted September 27, 2009 Alright, I decided I was approaching this the wrong way and turned off everything except for the follwing: Texture mods (Qarls and IFT, they would only work if manually installed)Francesco'sMMM for Fran'sAlternate Start (to bypass the tedious beginning)Batched patch everything seems to be running a lot smoother but one problem has remained from before. The random abstract shape. Their locations seem to pop out at random with no real pattern, at first I thought it was Qarl's, but then it was surrounding an npc. Is there a problem like this found in ether Qarls or Frans+MMM? Link to comment Share on other sites More sharing options...
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