GooeyGungan Posted November 1, 2009 Share Posted November 1, 2009 Hey everyone!So I just got the GOTY edition for my Computer, which runs Vista, if that matters. I installed Oblivion, but the second disk (Knights & SI) won't work on vista, so I installed it on a computer with XP and copied the Knights.bsa, Knights.esp, DLCShiveringIsles.esp, and the DLCShiveringIsles - Meshes, Sounds, Textures, and Voices BSA files to my computer with Vista. I tried to install the Shivering Isles v1.2.0416 patch, but I got an "Old file not found" error. I then tried the Oblivion v1.2.0416 patch, and it appeared to patch correctly. I then installed the Unofficial Oblivion patch, Mods patch, and Shivering Isles patch, and some other mods. Upon starting the game, it crashed right after the Bethesda Softworks logo (the first one). It didn't BSOD or anything, windows just told me that it stopped working. I then disabled all the mods, and it worked, so I enabled them one by one until I found that the USIP was the problem. I know I can deal without it, but I'd like to have those bugs fixed. Any ideas what's wrong, and how to fix it? :thanks: -GG Link to comment Share on other sites More sharing options...
dezdimona Posted November 1, 2009 Share Posted November 1, 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...
malonn Posted November 1, 2009 Share Posted November 1, 2009 Ahahah good 'ol dezdimona and the load order guide. Do you have UAC enabled in Vista? If you do, you need to install Oblivion outside of the Program Files directory. Or disable UAC. Your call. Also, try deleting your Oblivion.ini. Link to comment Share on other sites More sharing options...
bben46 Posted November 1, 2009 Share Posted November 1, 2009 The KOTN part should not be a problem installing that way. But the SI is not a standard mod. it is an upgrade and actually makes changes in the Oblivion.exe file (the actual game) so just copying the esp part and the bsa will not work. You MUST actually install it from the disk. The Oblivion patch is included in the SI part of the GOTY install. DO NOT use the separate Oblivion patch when using SI. The SI does install in Vista, many people have done it. For Vista related problems such as UAC, Check here: http://www.tesnexus.com/articles/article.php?id=262. You have installed the Oblivion patch before SI, that borks the install. If you have done that, you might as well reinstall from zero. It aint gonna work! Here is a link to my complete uninstall/reinstall procedure located in the articles section of the Nexushttp://www.tesnexus.com/articles/article.php?id=240 The KOTN and any other DLCs are just like normal mods and can be copied over at any time. Get Oblivion and SI working first. Link to comment Share on other sites More sharing options...
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