eatdamuffin Posted April 11, 2010 Share Posted April 11, 2010 Hello, this was my first time building a load order for Oblivion using extensive modifications. I can't believe it was so simple that it actually booted up on my first try. Anyways heres my load order, just wondering if there are any glaring errors and/or suggestions? I ran it through BOSS and corrected anything it told me to but I still feel like there must be something I did wrong even though no errors so far. Active Mod Files: 00 Oblivion.esm 01 Francesco's Leveled Creatures-Items Mod.esm 02 Francesco's Optional New Items Add-On.esm 03 Cobl Main.esm [Version 1.71] 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 05 Mart's Monster Mod.esm [Version 3.7b3p3] 06 TamrielTravellers.esm [Version 1.39c] 07 FCOM_Convergence.esm [Version 0.9.9MB3] 08 Armamentarium.esm [Version 1.35] 09 Artifacts.esm 0A HorseCombatMaster.esm 0B Unofficial Oblivion Patch.esp [Version 3.2.0] 0C Francesco's Optional Chance of Stronger Bosses.esp 0D Francesco's Optional Chance of Stronger Enemies.esp 0E Francesco's Dark Seducer Weapons Patch.esp 0F FCOM_Francescos.esp [Version 0.9.9] 10 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] 11 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 12 Fran Armor Add-on.esp 13 Fran_Lv30Item_Maltz.esp ++ Item interchange - Extraction.esp [Version 0.74] 14 DLCHorseArmor.esp 15 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] 16 DLCOrrery.esp 17 DLCOrrery - Unofficial Patch.esp [Version 1.0.3] 18 DLCVileLair.esp 19 DLCVileLair - Unofficial Patch.esp [Version 1.0.5] 1A DLCMehrunesRazor.esp 1B DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] 1C DLCThievesDen.esp 1D DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] 1E DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] 1F ExnemRuneskulls.esp 20 FCOM_ExnemRuneskulls.esp [Version 0.9.9] 21 Cobl Glue.esp [Version 1.69] 22 OOO 1.32-Cobl.esp [Version 1.69] 23 FCOM_Cobl.esp [Version 0.9.9] 24 Bob's Armory Oblivion.esp 25 FCOM_BobsArmory.esp [Version 0.9.9] 26 Loth's Blunt Weapons for Npcs.esp 27 FCOM_LothsBluntWeapons.esp [Version 0.9.9] 28 Oblivion WarCry EV.esp 29 FCOM_WarCry.esp [Version 0.9.9MB3] 2A Oscuro's_Oblivion_Overhaul.esp [Version 1.34] 2B ArmamentariumLLVendors.esp [Version 1.35] 2C ArmamentariumArtifacts.esp [Version 1.35] 2D Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] 2E FCOM_Convergence.esp [Version 0.9.9Mb3] 2F FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] 30 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] 31 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] 32 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] 33 Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b3p3] 34 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] 35 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] 36 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f] 37 Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3] 38 TamrielTravellerAdvscript.esp [Version 1.39c] 39 TamrielTravellers4OOO.esp [Version 1.39c] 3A TamrielTravellersItemsCobl.esp [Version 1.39c] 3B FCOM_TamrielTravelers.esp [Version 0.9.9] 3C FCOM_DiverseGuardUnity.esp [Version 0.9.9] 3D FCOM_BobsGuardUnity.esp [Version 0.9.9] ** FCOM_HungersUnitySI.esp [Version 0.9.9] 3E FCOM_Archery.esp [Version 0.9.9] 3F ArmamentariumLL4OOO.esp [Version 2.01] 40 ArmamentariumLLMagicOOO.esp [Version 1.35] 41 OOO-WaterFish.esp [Version 1.34] 42 MMM-Cobl.esp [Version 1.69] 43 Artifacts.esp 44 Artifacts - ArmaCompleteAddon.esp [Version 1.0] 45 DLCFrostcrag.esp 46 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] 47 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3] ++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9] 48 Salmo the Baker, Cobl.esp [Version 3.08] 49 Deadly Reflex 5 - Timed Block and 250% damage.esp 4A DeadlyReflex 5 - Combat Moves.esp 4B Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] 4C Cobl Races.esp [Version 1.52] 4D Francesco's 10 days respawn time - 1-20 day lenght rescale.esp ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] 4E Cobl Silent Equip Misc.esp [Version 01] 4F Bashed Patch, 0.esp I also have a question about Bashed Patch, I checked a few of the options to Import Inventory and Graphics, was that the correct course of action? I didn't quite understand what it does. The first time I imported everything I could but it crashed to desktop so I unchecked some of the options and it worked. Thanks Link to comment Share on other sites More sharing options...
eatdamuffin Posted April 12, 2010 Author Share Posted April 12, 2010 Updated it with more mods. Any input would be appreciated. Thank you. Link to comment Share on other sites More sharing options...
Fonger Posted April 12, 2010 Share Posted April 12, 2010 I ran it through BOSS and corrected anything it told me toActive Mod Files: 47 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3] ++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9] 48 Salmo the Baker, Cobl.esp [Version 3.08] 49 Deadly Reflex 5 - Timed Block and 250% damage.esp 4A DeadlyReflex 5 - Combat Moves.esp 4B Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] 4C Cobl Races.esp [Version 1.52] 4D Francesco's 10 days respawn time - 1-20 day lenght rescale.esp ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] 4E Cobl Silent Equip Misc.esp [Version 01] 4F Bashed Patch, 0.esp that just doesn't add up run it through BOSS again. Link to comment Share on other sites More sharing options...
Megatarius Posted April 12, 2010 Share Posted April 12, 2010 If you run it through BOSS, it will be correct. BOSS was created for the purpose of FCOM. It was originally called FCOM helper. Link to comment Share on other sites More sharing options...
Jenrai Posted April 12, 2010 Share Posted April 12, 2010 Personal taste more than potential problem; Don't run MMM extra wounding with DR. Makes things real easy. Almost every time you hit someone you'll wound them, allowing you to immediately run them through and end fights real fast. /bigyawn. Took most of the challenge out of FCOM for me until I figured that one out. note- You say you've not encountered any problems yet - please stop trying to fix it if its not broken. Or you will encounter problems and they will come thick and fast. ;) Happy Hunting.Jenrai Link to comment Share on other sites More sharing options...
eatdamuffin Posted April 12, 2010 Author Share Posted April 12, 2010 Personal taste more than potential problem; Don't run MMM extra wounding with DR. Makes things real easy. Almost every time you hit someone you'll wound them, allowing you to immediately run them through and end fights real fast. /bigyawn. Took most of the challenge out of FCOM for me until I figured that one out. note- You say you've not encountered any problems yet - please stop trying to fix it if its not broken. Or you will encounter problems and they will come thick and fast. ;) Happy Hunting.Jenrai Thank you for that. Had no clue about it. Yeah these are the kinds of tips I'm asking for because I was overwhelmed when I saw all the optional mods and decided to add them. I did have one CTD recently when I was going through the forest. Not sure if its repeatable yet but I probably still need to optimize and play around with my settings to get it more stable. As for the other post that said something was wrong, I ran it through BOSS several times and haven't encountered any errors popping up. Just some suggestions for Bashed patch and notes. EDIT: There seems to be another weird problem. The AI seems to be frozen in place until I hit one of them and then everything goes into play. Link to comment Share on other sites More sharing options...
Jenrai Posted April 13, 2010 Share Posted April 13, 2010 The AI seems to be frozen in place until I hit one of them and then everything goes into play. Ack. Don't like this one. Nicknamed it a "dead AI loop". Generally seems to occur when too many scripts or commands are being issued to AI's at once, confusing the poor souls. (yah. Smart AI, my A**E) Though you don't have the main mod that I personally associate with this, unless you've added some more lately. Did you uncheck the green mods that were fully merged into your load order after building the bashed patch? (should leave them with a little + sign in the box as opposed to a tick) Good luckJenrai Link to comment Share on other sites More sharing options...
eatdamuffin Posted April 13, 2010 Author Share Posted April 13, 2010 The AI seems to be frozen in place until I hit one of them and then everything goes into play. Ack. Don't like this one. Nicknamed it a "dead AI loop". Generally seems to occur when too many scripts or commands are being issued to AI's at once, confusing the poor souls. (yah. Smart AI, my A**E) Though you don't have the main mod that I personally associate with this, unless you've added some more lately. Did you uncheck the green mods that were fully merged into your load order after building the bashed patch? (should leave them with a little + sign in the box as opposed to a tick) Good luckJenrai That's probably it. I just assumed it automatically did that for me since it did turn a few of them into checks but looking over the load order, it didn't turn all of the ones I merged into + signs so I'll rebuild it. Link to comment Share on other sites More sharing options...
Jenrai Posted April 13, 2010 Share Posted April 13, 2010 You probably didn't need to rebuild it, just change the ones that were fully merged into it into checks. I'm not certain but I figure if its loading virtually through the bash and the mods active too it could be loading twice. Anyways... any luck as yet with the dead Ai? Or anything new come to light? Jenrai Link to comment Share on other sites More sharing options...
eatdamuffin Posted April 14, 2010 Author Share Posted April 14, 2010 You probably didn't need to rebuild it, just change the ones that were fully merged into it into checks. I'm not certain but I figure if its loading virtually through the bash and the mods active too it could be loading twice. Anyways... any luck as yet with the dead Ai? Or anything new come to light? Jenrai That seems to have fixed it as far as I can tell. But I have a question? When building a Bashed patch am I supposed to check box all of the import options I can? I.E. Actors, AIPackages, Scripts, etc? Cause when I did it seemed to have a few minor funky effects such as what I assume to be "scripts" showing up in the loot containers for enemies and NPCS. What exactly am I supposed to import? I'm reverting back to having checked only Merge Patches, Import Graphics, Import Inventory, and then all the tweaks and what not as I understand those parts. Also some stuff that I imported won't let me "+" them and when I try, it deactivates all of its dependents even if I imported or at least I think I imported it? Why is this? I know these are stupid questions but I'm trying to understand the process completely. Thank you. Edit: Oh wow can't believe I missed this but I just realized DeadlyReflex 5 wasn't last in my load order but it seemed to be working fine? Has this been resolved in newer versions? This is what I'm worried about as I never played any of these mods before individually or together so I don't know what to fully expect besides from what I read. Link to comment Share on other sites More sharing options...
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