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Mods not Doing Anything Ingame


Braeden

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The recent mods I have downloaded do nothing, at all. They do not change/add anything to the game, the features of the mod do not exist, and I have no idea what the problem is. The mods that do not work are not random mods, most of them are widely used or downloaded mods (Frans, Slof's Horses/Dogs, Lost Paladins of the Divines, UL, CM Partners, Kvatch Rebuilt, etc.) so I don't think its a mod problem, as other people would have encountered the problem already. I have tried everything, I reinstalled the game, reinstalled the mods, started a new save, updated the game, and nothing works. I do not get any crashes in game in areas where a mod should have been or anything like that. I am aware on how to install mods, as about half my mods are functioning properly. The esp files are enabled in the Data Files menu, the files that come with the mods are in the correct folders, and yet, nothing happens. I have tried disabling other mods, in case of conflicts, but even only using one mod, they do not work (I tried Fran, CM Partners, and Kvatch Rebuilt by themselves). I have tried downloading mods from other sites, or even the mod's site which didn't work either. Texture replacers work, as I have Slof's Dremora skin textures, but that is the only mod that I have been able to install for weeks. I have used many of these mods before and they worked perfectly. So anybody know what could be the issue?
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Only reasons I can think of is a bug in the nexus, misplaced files, if you have vista you can get a problem that there is a file called textures inside the existing textures file with your stuff in, which also works for meshes and everything else as well, or you've corrupted your oblvion data.
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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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I do not use vista, I use XP, and reinstalling the game and mods would get rid of the corruption problem wouldn't it? And by reinstall the mods I don't mean copy the data files over, I mean re-downloading every mod I had that I wanted to keep.

And would load order cause the mod to do nothing entirely?

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I do not use vista, I use XP, and reinstalling the game and mods would get rid of the corruption problem wouldn't it? And by reinstall the mods I don't mean copy the data files over, I mean re-downloading every mod I had that I wanted to keep.

And would load order cause the mod to do nothing entirely?

load order is very important as the last mod loaded takes presidince over those loaded ahead of it.No need to uninstall and reinstall the game

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