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Dawgs08

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Hello, I started recievingthis problem after I added a mod for more realistic water/alive water and bananna splits better cities. I didn't think to test inbetween so I don't know if its one or the other or a completly different problem all together. My game loads and when I click continue or load game it acts as if its going to load the game but once its almost finished it just seems to exit my game entirely back to the desktop here is my load order;

 

Oblivion.esm

Better Cities Resources.esm

Open Cities Resources.esm

Unofficial Oblivion Patch.esp

Unofficial Shivering Isles Patch.esp

DLCHorseArmor.esp

Ethereal - Eyes.esp

DLCOrrery.esp

Cosmetic Compilation.esp

DLCFrostcrag.esp

DLCThievesDen.esp

CapesandCloaks.esp

DLCVileLair.esp

VeronaHouse120.esp

DLCMehrunesRazor.esp

DLCSpellTomes.esp

Regional Legion Soldiers by Ionis.esp

Knights.esp

DLCShiveringIsles.esp

Lost Paladins of the Divines.esp

AliveWaters - Koi Addon.esp

AliveWaters - Slaughterfish Addon.esp

AliveWaters.esp

Dreadweave Complete_Heavy.esp

Extended Chorrol.esp

Extended Skingrad.esp

Open Cities Full.esp

Zira's Battle Horse Shop.esp

ImpeREAL City Unique Districts - All the Districts - Merged.esp 

ReallyImmersiveMessages.esp

Enhanced Water v2.0 HD.esp

Dragon Knight Armor v. 1.1.esp

Better Cities - Full City Defences.esp

Better Cities .esp

Better Cities Full.esp

Better Imperial City.esp

Better Cities Full FPS Patch.esp

Better Imperial City FPS Patch.esp

Better Cities - No LEYAWIIN Flooding.esp

WindowLightingSystem.esp

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try this load order!

 

General Load-Order Guidelines

~ 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 don't think its the load order anymore. I tried that and about a million other combinations lol. I guess I'll just reinstall and try again. Is there anyway to save my character/progress
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Have you removed the new mods?

If not, try that first. You may have to go into the texture and mesh folders and remove all of the parts installed by each of those mods.

 

If you use OMODs (included as an option in OBMM) And load the mods as OMODs instead of just dropping them into your data folder, When you deactivate the OMOD it completely removes the mod and all stray files that are installed with it, and keeps it ready to reinstall with a click. OMODs can be mixed with mods installed by dropping into the data folder with no problems.

 

If you read through the documentation on OBMM you will be amazed at what all it can do besides set load order.

 

If you think it is beyond recovery, Here is a link to my complete uninstall/reinstall procedure located in the articles section of the Nexus

http://www.tesnexus.com/articles/article.php?id=240

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thanks for your help ben, I just decided to reinstall the game since all my oblivion folders were a mess because I got in way over my head before I full understood...well I mean had a good general know how of how to add mods. I manually installed alot of my mods before I broke my game and actually started playing with OBMM trying to fix it. Thats when I figured out hey this is a whole lot easier and safer. Oh well though...I wanted to play the main quest again anyway lol. One question though, when you download a mod and it has a omod conversion data folder inside can you just use to whole archive to create the omod? Simply just by adding archive then clicking create and letting OBMM do its thing? and basically the same thing with OMODS or am I missing something here, because that just sounds to easy. Sorry if I just confused the hell out of anyone I cant seem to get my ideas straight in my head.
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