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IC Tempe District problem


mollom

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Hi um i have a problem with the IC Temple District exterior the problem is that : The Temple floats there is a gap under the Door for the Waterfront its like the district is moved up but the ground not and that it is moved a bit sideways .

Does someone know a fix or something for this. TY.

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Hi um i have a problem with the IC Temple District exterior the problem is that : The Temple floats there is a gap under the Door for the Waterfront its like the district is moved up but the ground not and that it is moved a bit sideways .

Does someone know a fix or something for this. TY.

you have mods installed? if so list them and load order please.

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HI the mods are :

 

 

DirenniAlchemyApparatus

 

ImperialDragonHeavyShield-Greater

 

Master_essentials

 

NoEncumberance

 

No_Glow-a-go-go-Version_10

 

No_Spider_Deadras-5470

 

Nvidia Black Screen Fix

 

Oblivion.esm

 

Oblivion.esp

 

UnlimitedTraining

 

No_persistant_enchantment_glow_fix-18

 

Ok That are all the mods and the order they are listed.

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HI the mods are :

 

 

DirenniAlchemyApparatus

 

ImperialDragonHeavyShield-Greater

 

Master_essentials

 

NoEncumberance

 

No_Glow-a-go-go-Version_10

 

No_Spider_Deadras-5470

 

Nvidia Black Screen Fix

 

Oblivion.esm

 

Oblivion.esp

 

UnlimitedTraining

 

No_persistant_enchantment_glow_fix-18

 

Ok That are all the mods and the order they are listed.

Oblivion esm always at top of order! then follow this guide

 

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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