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Oblivion wont start after installing MMM.


Anthony477

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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..

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.

 

 

do not launch your game using OBMM, use OBSE to launch it only!

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The game stall on loading a save game? crashes immediately?

 

Have you tried creating a new character?

 

For the first option the main cause is incompatibility between the savegame and the load order itself, it may happen by just changing it.

For the second, the most common reason is a master (ESM) is missing. Or the savegame relies in something that is actually missing, case the crash is on load it.

 

the third option may help identifying the issue's cause.

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When you use OBMM to start the game, it automatically checks to see if OBSE is installed. If it is, it starts OBSE first. If it is not, it starts Oblivion without OBSE.

 

OBSE will work if you launch Oblivion using the OBMM launcher - IF you already have OBSE installed.

 

However, it is not necessary to launch using the OBMM launcher. Your load order, as set in OBMM will stay the same until it is changed again, whether you start with OBMM or not.

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You don't have either of these in your list, both of which are essential if using OOO.

 

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod for OOO.esm

 

They are Master files and the game won't start without them when using their esps. Oscuros's must load before MMM as well.

 

If you're not starting a new game you need a Bashed Patch to update spawn, leveled lists etc when starting out with OOO. It's better to start with a new game with OOO but a Bashed Patch can get around this. It's not necessary for MMM though to start a new game.

 

Download Wrye Bash from Tesnexus if you don't already have it.

 

:smile:

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You don't have either of these in your list, both of which are essential if using OOO.

 

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod for OOO.esm

 

They are Master files and the game won't start without them when using their esps. Oscuros's must load before MMM as well.

 

If you're not starting a new game you need a Bashed Patch to update spawn, leveled lists etc when starting out with OOO. It's better to start with a new game with OOO but a Bashed Patch can get around this. It's not necessary for MMM though to start a new game.

 

Download Wrye Bash from Tesnexus if you don't already have it.

 

:smile:

 

That's true. The game will not load if an esp is missing a master. You are missing two.

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The OOO I downloaded didnt have an esm file, and the MMM didnt have a "for OOO" esm file. I install most of my mods manually, since OMODs usually end up a headache for me...

 

And what does Wyre Bash do? I thought it was the same as OBMM.

 

This is all the files that came with my MMM and OOO downloads:

http://i38.tinypic.com/25fj9c2.jpg

 

 

Also, I just read the readmes for both mods, and neither of them say anything about an ESM that I dont have.

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