mrwormz Posted April 10, 2010 Share Posted April 10, 2010 Okay, so. I am having trouble with my oblivion modifications. What I do to turn them into omod files to put into obmm is: 1.open in 7zip2.extract to a folder3. 'add' in 7zip4. create a 7zip file5. create archive in obmm6. add the mod I do this for all mods that I download, no matter what format. the problem that I am having is that, every time I try to start oblivion, it will go through the 'bethesda' avertising but then crash if i try to skip it, or will crash no matter what once it gets to the text about copywrighing oblivion. The mods that I have are:1. A Ring of Chests http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=58632. Treleths portable tent http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=14493. Redbeard blades http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=10064. Midas spells http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=25025. Lost Paladins of the Divines http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=27726. Castle Knightstone http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=30547. House of Gods http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=58788. Entius Gorge (Inactive) http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=18659. Dunkerlore castle http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=172610. Draco companion http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=569211. Doomshard bow (inactive) http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=199112. Akatosh mount http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=271313. AA spells http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4758 These mods seemed to work okay together, until I added a unique landscape mod called Arrius creek. Then, oblivion began to crash. I had to delete a mod that included giving me a blue bow, i deleted arrius creek (by the way i deleted them right off of obmm since i thought it would help to have them not only inactive but completely rid of for the crashing) and i deleted 'Happy Fun Ball', a mod for spawning creatures and destroying things. my game will work with no mods activated, and well, but I have no idea how to find out which ones are confllicting. at the moment, this mod setup is conflicting, and the setup with some others deactivated are as well. I do not know what things to check off in the check list for 'new conflict detector' or the old one as well. I do not even know which conflict detector is useful for my conflicts.I have used the old and new conflict detector, and i know that the text being green means "very minor conflicts". right now it says that a lot of the mods are conflicting with others: a ton of them conflict with 6 mods each in the "WRLD" category. I thought, though, that very minor conflicts are negligable. any advice on how to solve my problem? Something to do with 'load order'?Could this have to do with the fact that i removed the mod with the blue bow, but my character had that blue bow? Thanks in advance. Ask any questions you feel necessary. Remember that I am not computer savvy. Link to comment Share on other sites More sharing options...
David Brasher Posted April 10, 2010 Share Posted April 10, 2010 I don't have very much faith in mod conflict reports. They often tell you things you don't care about and neglect to tell you about potentially fatal conflicts. For instance, I was patching a mod the other day, and one mod put a building in the same place as as a building in the other mod. The building blocked the door and the NPCs were trapped inside. The mod was now totally unplayable and nobody would be able to beat it without cheat codes. But this wouldn't show up on a conflict report. The report would just say something like, "Both mods modify Wilderness Cell 3, 45." Now if the first mod moved a bench 1 cm rearward and the second mod moved the bench 1 cm forward that would be a big conflict the reports would kick up a fuss about. I am not really convinced that mods which do not come in OMOD format need to be converted to it. You can't follow the installation instructions in the readme files if you do that, so you have to be sure you really know what you are doing. Your mod list is small, so it would be easy to do testing to isolate your incompatible mods. Lets suppose your game always crashes with mods, but does not crash without mods. Activate half the mods.Play-test.If it crashes, remove some mods.If it does not crash, add some mods.Keep careful records, and don't remove any of the mods that were part of a system that did not crash.Keep adding and removing groups of mods until you isolate a bad mod which makes your game crash.Don't use that mod. Link to comment Share on other sites More sharing options...
mrwormz Posted April 10, 2010 Author Share Posted April 10, 2010 I don't have very much faith in mod conflict reports. They often tell you things you don't care about and neglect to tell you about potentially fatal conflicts. For instance, I was patching a mod the other day, and one mod put a building in the same place as as a building in the other mod. The building blocked the door and the NPCs were trapped inside. The mod was now totally unplayable and nobody would be able to beat it without cheat codes. But this wouldn't show up on a conflict report. The report would just say something like, "Both mods modify Wilderness Cell 3, 45." Now if the first mod moved a bench 1 cm rearward and the second mod moved the bench 1 cm forward that would be a big conflict the reports would kick up a fuss about. I am not really convinced that mods which do not come in OMOD format need to be converted to it. You can't follow the installation instructions in the readme files if you do that, so you have to be sure you really know what you are doing. Your mod list is small, so it would be easy to do testing to isolate your incompatible mods. Lets suppose your game always crashes with mods, but does not crash without mods. Activate half the mods.Play-test.If it crashes, remove some mods.If it does not crash, add some mods.Keep careful records, and don't remove any of the mods that were part of a system that did not crash.Keep adding and removing groups of mods until you isolate a bad mod which makes your game crash.Don't use that mod. Okay. Ill try it out - thanks for the help. I dont know about the 'load order' that is so apparently so important, but im not gunna worry about it. Hopefully thisll work. Its good to get advice from a modder :) Link to comment Share on other sites More sharing options...
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