BlaCkBlitZ Posted October 5, 2009 Share Posted October 5, 2009 So here are the pictures to my 2 problems. The first one would be the elves having doodly ears from the view up front.http://i525.photobucket.com/albums/cc333/SithLord100/Oblivion/WTFEars.jpg Second problem is, my atronach sign isn't giving me 200 Magicka...http://i525.photobucket.com/albums/cc333/SithLord100/Oblivion/AtronachMagicka.jpghttp://i525.photobucket.com/albums/cc333/SithLord100/Oblivion/AtronachBirthsign.jpg Also, 'Umpa's sexy walk animation' and/or Mur Zik's sexy walk animation doesn't seem to work for me? Even though DMC Stylish, deadly reflex, get up animation and seph's hand to hand animations work. This is my list of load order, it goes from 1-6 respectively. But I'm going to put direct links incase some people feel the page is clogged up by too many pictures. Mod List #1Mod List #2Mod List #3Mod List #4Mod List #5Mod List #6 Link to comment Share on other sites More sharing options...
dezdimona Posted October 5, 2009 Share Posted October 5, 2009 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...
BlaCkBlitZ Posted October 6, 2009 Author Share Posted October 6, 2009 Ermm, I did try out the load order thing. I placed related mods like races and TNR above major overhauls then back below. Both still give me the doodly ears problem. Sexy walk animations still don't work and I still recieve no magicka bonuses from the Atronach birthsign. Honestly, My mod order was already like this to begin with so I seriously doubt the problem lies within my load order... Link to comment Share on other sites More sharing options...
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