tthammy Posted November 10, 2009 Share Posted November 10, 2009 ok i think the problem is with my load order Oblivion.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmMart's Monster Mod for OOO.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espLifeDetect Shader HQ.espPxVampireFaceReset.espPxVampireAge0.espPxNPC_Reactions.espPxNewVampires_NPC.espDBShadowSet.espDBShadowSet_NE.espVampire Aging Disabled 2 XYoung.espAdonnays Elven Weaponry.espDLCHorseArmor.espCosmetic Compilation.espDLCFrostcrag.espDLCThievesDen.espDLCVileLair.espCheydinhal Petshop.espDLCMehrunesRazor.espDLCSpellTomes.espKnights.espDLCOrrery.espDLCShiveringIsles.espdef_bp_25_le_Mystic Night Elf.espOscuro's_Oblivion_Overhaul.espIDKRRR_C_race.espDeadly Reflex 5 - Timed Block with no damage or durability changes.espMart's Monster Mod.espMart's Monster Mod for OOO.espMart's Monster Mod - Diverse Runeskulls Loot OOO.espMart's Monster Mod for OOO - Knights .espMart's Monster Mod for OOO - LessReaversInGates.espMart's Monster Mod - Shivering Isles.espMart's Monster Mod - Friendlier Factions OOO.espMart's Monster Mod - City Defences.espMart's Monster Mod - Safer Quest Locations.espDN_VampireEyesEB.espPxNewVampires_OOO.espLiving Economy.espLiving Economy - Items.espCutthroat Merchants.espOOO-Water_Weeds.espOOO-DLT_Remover.espOOO-Container_Trap_Instant_Effects.espOOO-Magic_Script_Effect_Fix.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCVileLair.espHarvest [Flora] - DLCFrostcrag.espKT_CustomRaceFix.espseverianskatanas1_2.espElves Of Lineage II.espViconia.espOOO-WaterFish.espJoe's Energy Bow.espBeautiful People.espExnem1 Moonwell and Mystic Night Elf.espDarkIllusionArmor.espTerran Vampires Beta.espNico's Quinga Bows.espDude Wheres My Horse.espDMACArmor.espDoomshard Bow.espBlakeley's Lachrymal Bow.esp_Ren_BeautyPack_full.espDeadlyReflex 5 - Combat Moves.espRed's Weightless Arrows.espArmory of the Silver Dragon.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.esp i just noticed that if i uncheck all the mart it works Link to comment Share on other sites More sharing options...
malonn Posted November 11, 2009 Share Posted November 11, 2009 I don't think you are supposed to have both MMM.esp and MMM for OOO.esp. I might be wrong on this though. Link to comment Share on other sites More sharing options...
shadowfx78 Posted November 11, 2009 Share Posted November 11, 2009 nope just mmm for ooo if you have ooo and ooo should be before MMM try using BOSS Link to comment Share on other sites More sharing options...
dezdimona Posted November 11, 2009 Share Posted November 11, 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...
tthammy Posted November 11, 2009 Author Share Posted November 11, 2009 soo i get my mmm esp out ? Link to comment Share on other sites More sharing options...
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