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Kvatch Rebuilt won't work


Panzer4

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Here's my load order:

 

Oblivion.esm

HorseCombatMaster.esm

Kvatch Rebuilt.esm

DEJ Harvest - Flora.esp

Knights.esp

Unofficial Oblivion Patch.esp

Oscuro's_Oblivion_Overhaul.esp

Kvatch Rebuilt - OOO Compatibility.esp

BrewHouse.esp

Kvatch Rebuilt.esp

Amajor7 Imperial Furniture.esp

DLCShiveringIsles.esp

Apachii_Goddess_Store.esp

MidasSpells.esp

Deadly Reflex 5 - Timed block and 150% damage.esp

P1DkeyChain.esp

DeadlyReflex 5 - Combat Moves.esp

Knights - Unofficial Patch.esp

 

I've tried shifting the three Kvatch rebuilt files all over the place but always with the same result. Any help would be greatly appreciated.

 

Thanks.

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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.
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Thanks for the response. I'll give it a try using your guidelines.

 

Edit: I shifted the load order according to my understanding of your guidelines and the game still wouldn't start. I then disabled the Kvatch entries and the game still wouldn't start so I changed it back to the original order and at least the game would start but without Kvatch Rebuilt. If anyone could give me a little more specific advice I'd appreciate it. In the meantime I've added three more mods, all of which work fine. I'll post the new load order if anyone is interested in seeing it. Again, thanks for the help.

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  • 1 year later...

I'm having the same problem. When I have Kvatch Rebuilt enabled the launcher comes up but when I click 'Play' the game doesn't open. When I disable the mod the game opens fine.

 

In your initial load order you posted

 

 

Oblivion.esm

...

Kvatch Rebuilt.esm

...

...

Unofficial Oblivion Patch.esp

Oscuro's_Oblivion_Overhaul.esp

Kvatch Rebuilt - OOO Compatibility.esp

...

Kvatch Rebuilt.esp

 

 

 

Since Kvatch Rebuilt - OOO Compatibility.esp is a compatibility patch, it very likely depends on both Oscuro's_Oblivion_Overhaul.esp and Kvatch Rebuilt.esp - so both of these should be loaded before the compatibility patch. Failure to do so can cause crashes on program startup before you even get a chance to load/start a game.

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  • 2 months later...
ok i am having issues too, i followed the instructions to the letter and either nothing changes or everything within the city walls including the gate vanish. i hate to look like an idiot but if anyone who uses OBMM can put up a detailed description of how to install Kvatch Rebuilt i would greatly appreciate it.
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Either you have a missing master (Oscuro's_Oblivion_Overhaul.esm) or you have a very old version of OOO. If the former, your game will never start with OOO active. If the latter, you should update.

 

Your load order should be sorted with BOSS to prevent issues like this.

 

Lastly, NEVER install Kvatch Rebuilt until AFTER you have completed the Kvatch defense quest.

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