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Load order help requesting kindly


BLKnight

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Hi guys. Iv been playing Oblivion and decided to spice things up by using the FCOM mod along with a few others.

I have installed about 5-6 times now "each time with a complete uninstallation prior to the install".

The problem I have is that first of all my game crashes very randomly. Sometimes when sleeping and other times when opening doors. And now Im not so sure if the load order is in the correct order or even if a few of the mods conflict with the complete setup.

 

I am using all the required utilities such as OBMM, OBSE and so on.

 

My system specs:

 

Vista 32bit

250 GB Sata HDD

4gb Memory

Nvidia 9800GT card 1gb

 

http://img6.imageshack.us/img6/240/loadorder.gif

 

Please can you tell me if I have done anything wrong with this load order.

BOSS puts Bashed patch to the end, manually moved deadly combat down.

 

Thank you kindly.

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run that load order through boss (easily found on tesnexus)

 

you somehow have "the lost spires.esp" in that list twice

 

and at least one of your esp's is outdated (by name alone) and Boss will point you toward the update.

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Oops bad photoshoping :P.

 

I ran it through Boss again and one thing I dont understand.

When I do run with BOSS it gives me the bash tags suggestions ie {{invent}}, now do I go into wyre bash and under the rebuild bashed patch settings add a tick under the inventory section ?

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Yeah you typically go through the different categories and tick the stuff that you need when you rebuild the Bashed Patch. Also I suggest you load Deadly Reflex higher up. It doesn't actually have to load dead last, as in even after your Bashed Patch. Load it before companion mods and after other mods that affect combat (this is the same advice that BOSS will tell you). This should prevent crashes during combat.

 

Crashes when opening doors can be random, sometimes it's because of something not loading properly. If you're entering a dungeon, for example, it could be because of faulty equipment for the NPCs inside the dungeon, which in my experience is likely if you don't rebuild your bashed patch properly, considering your overhaul mods.

 

Just run it through BOSS and trust that BOSS will be right... It usually is anyway. If you have mods that are unlisted in BOSS, follow BOSS's ideas. So if it's a combat mod, try to load it along with the other combat mods, armor mod with armor mods, etc.

 

I used to not trust BOSS and I didn't use Wrye Bash even though I was using over 170 mods. So I was having lots of problems, including but not limited to crashes and bugs and mods not working. After I followed the BOSS load order and arranged my remaining mods to the same style that BOSS does, and used Wrye Bash to bash them up, my Oblivion suddenly became very stable. I can play for 8 hours without a single crash, which I often do, even with all my combat and gameplay mods. Sure, it's a hassle to have to rebuild the bashed patch whenever you add a new mod, but if it's for stability and compatibility, it's well worth it.

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Wow thanks for the reply that really helps alot.

Regarding the based patch options (let me see if i got this right)

 

I go into Rebuild Patch

Select the options for each mod.

For example, Import Inventory

Select all the mods under import inventory??

 

I have currently Frans OOO MMM and others there do I select them all under every based tag option

 

thanks

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For mods like those that add to inventories and leveled lists you should definitely add them to your bashed patch, otherwise you'll have bugs and conflicts. I don't have OOO or MMM though so I can't speak from experience, but something tells me it's the right thing to do. Both Frans and OOO add items, and having them loading together without somehow properly putting them together (such as importing their inventories through Wrye Bash) will absolutely 100% surely give you bugs, anomalies, errors and/or crashes. All of them modify and add spawn records, so if they modify the same record, you may get a crash or other weirdness (like bandits fighting each other, or twin bandits) upon exiting a town, for example.

 

One more thing. I know the Wrye Bash web design is not very user-friendly, but it's worth it to read through what they have to say about Bashed Patches. They give the best advice and instructions, of course, since they put the program together. This is where I got most of the information I know about it, which led to my current very stable Oblivion state. :)

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One thing that you want to do is to remove HrmnsOblivionScriptOptimizationv1.0.esp (don't just disable - physically remove it) and regenerate your Bashed patch without it. HrmnsOblivionScriptOptimizationv1.0 is not compatible with Shivering Isles.

 

If you simply disable the mod, Bash will merge it into the Bashed Patch anyway.

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One thing that you want to do is to remove HrmnsOblivionScriptOptimizationv1.0.esp (don't just disable - physically remove it) and regenerate your Bashed patch without it. HrmnsOblivionScriptOptimizationv1.0 is not compatible with Shivering Isles.

 

If you simply disable the mod, Bash will merge it into the Bashed Patch anyway.

That mod is buggy and offers little or no benefit.

 

OP (hope you don't mind me calling you that) please post your load order through Wrye Bash. Right-click on the "File" tab and choose list mods. That will make commenting on your LO a little easier.

 

 

Edit: Plus, it is more informative (gives version numbers, etc.) which is very important when evaluating FCOM LO's. I'll try my best from here though...

 

EW Darker Nights <-- If you are using OBSE, set 50% darker nights in EW's INI and get rid of this.

 

...need to see version numbers for the Exnem Runeskulls comment.

 

...It would be nice to now your CPU's model and specs as well.

 

You should leave all purple-text, green-text and italicized text mods deactivated. They should be merged or imported into the bashed patch ONLY. Simply leaved them deactivated, even while rebuilding the bashed patch. There is no reason to activate them.

 

Remove TIE - In. Wait for Corepc to release the revamped TIE4MODs, which will actually be compatible with FCOM. Plus, that might be too much for your system anyway.

 

Popular Outdated Mods - http://sites.google.com/site/oblivionpoinfo/stabilization/outdatedmods <-- About IWR...

 

What is that OPE & - NW thing?

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One thing that you want to do is to remove HrmnsOblivionScriptOptimizationv1.0.esp (don't just disable - physically remove it) and regenerate your Bashed patch without it. HrmnsOblivionScriptOptimizationv1.0 is not compatible with Shivering Isles.

 

If you simply disable the mod, Bash will merge it into the Bashed Patch anyway.

That mod is buggy and offers little or no benefit.

 

OP (hope you don't mind me calling you that) please post your load order through Wrye Bash. Right-click on the "File" tab and choose list mods. That will make commenting on your LO a little easier.

 

 

Edit: Plus, it is more informative (gives version numbers, etc.) which is very important when evaluating FCOM LO's. I'll try my best from here though...

 

EW Darker Nights <-- If you are using OBSE, set 50% darker nights in EW's INI and get rid of this.

 

...need to see version numbers for the Exnem Runeskulls comment.

 

...It would be nice to now your CPU's model and specs as well.

 

You should leave all purple-text, green-text and italicized text mods deactivated. They should be merged or imported into the bashed patch ONLY. Simply leaved them deactivated, even while rebuilding the bashed patch. There is no reason to activate them.

 

Remove TIE - In. Wait for Corepc to release the revamped TIE4MODs, which will actually be compatible with FCOM. Plus, that might be too much for your system anyway.

 

Popular Outdated Mods - http://sites.google.com/site/oblivionpoinfo/stabilization/outdatedmods <-- About IWR...

 

What is that OPE & - NW thing?

 

Hi thank you for the reply. My report from last night is that the game crashed 11 times in 10 mins of play so it was buggy. Works like a charm with just pure fcom install no mods.

 

The computer Specs are as follows:

This is the second computer not same as the original one I was trying to install Oblivion on as that just dont cut it.

 

AMD Black Edition - AMD Phenom II X4 3.4 GHz Processor

1TB Sata HDD

4GB Dual Core Memory

Win Vista 32bit (downgraded from the 64bit)

 

...need to see version numbers for the Exnem Runeskulls comment.

Where do I find that out ?

 

OPE & - NW

This is the Oblivion version of Shoujo’s Morrowind mod: Wound Effects & Penalties

 

I tried to go with some realism into the combat. >_>

 

Totally removed TIE.

 

Load Order: (with changes suggested and All Natural added instead of the weather mods)

 

Active Mod Files:
00  Oblivion.esm
01  All Natural Base.esm  [Version 0.9.9]
02  Francesco's Leveled Creatures-Items Mod.esm
03  Francesco's Optional New Items Add-On.esm
04  Cobl Main.esm  [Version 1.72]
05  Ulrim's Horses.esm
06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]
07  Mart's Monster Mod.esm  [Version 3.7b1]
08  Enhanced Daedric Invasion.esm
09  TamrielTravellers.esm  [Version 1.39c]
0A  FCOM_Convergence.esm  [Version 0.9.9a7]
0B  Kvatch Rebuilt.esm
0C  CM Partners.esm
0D  Toaster Says Share v3.esm
0E  HorseCombatMaster.esm
0F  Unofficial Oblivion Patch.esp  [Version 3.2.0]
10  DLCShiveringIsles.esp
11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]
12  Francesco's Optional Chance of Stronger Bosses.esp
13  Francesco's Optional Chance of Stronger Enemies.esp
14  Francesco's Optional Chance of More Enemies.esp
15  Francesco's Optional Leveled Quests-SI only.esp
16  Francesco's Optional Leveled Guards.esp
++  Francesco's Dark Seducer Weapons Patch.esp
++  FCOM_Francescos.esp  [Version 0.9.9]
++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
18  Fran Armor Add-on.esp
19  Fran_Lv30Item_Maltz.esp
1A  All Natural - Real Lights.esp  [Version 0.9.9]
1B  All Natural.esp  [Version 0.9.9]
1C  All Natural - SI.esp  [Version 0.9.9]
++  All Natural - EW + NW + AWS.esp  [Version Final]
1D  Akatosh Mount By Saiden Storm.esp
1E  diversegrasses.esp
1F  fwDropGold.esp
20  Portable Campsite.esp
++  VA_BetterGold.esp
21  FF_Real_Thirst.esp
22  DLCHorseArmor.esp
23  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]
24  DLCSpellTomes.esp
++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
25  Slof's Horses Base.esp
26  DLCThievesDen.esp
27  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]
28  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]
29  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]
++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]
2A  ExnemRuneskulls.esp
++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]
2B  Cobl Glue.esp  [Version 1.72]
2C  Cobl Si.esp  [Version 1.63]
2D  FF_Real_Thirst, Cobl.esp
2E  OOO 1.32-Cobl.esp  [Version 1.72]
++  FCOM_Cobl.esp  [Version 0.9.9]
2F  Bob's Armory Oblivion.esp
30  FCOM_BobsArmory.esp  [Version 0.9.9]
31  Loth's Blunt Weapons for Npcs.esp
++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]
32  Oblivion WarCry EV.esp
33  FCOM_WarCry.esp  [Version 0.9.9]
34  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]
35  FCOM_Convergence.esp  [Version 0.9.9]
++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]
36  FCOM_RealSwords.esp  [Version 0.9.9]
37  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]
++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]
38  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]
++  FCOM_SaferRoads.esp  [Version 0.9.9]
39  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]
++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]
3A  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]
3B  TamrielTravellers4OOO.esp  [Version 1.39c]
++  FCOM_TamrielTravelers.esp  [Version 0.9.9]
++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]
++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]
**  FCOM_Archery.esp  [Version 0.9.9]
3C  DragonInvasion.esp
3D  GB_Oblivion Tournament.esp
3E  SB IC Palace Tower Light Mod v1.1 - Modified Version.esp
3F  ImpeREAL City Unique Districts - All the Districts - Merged.esp
40  ImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.esp
41  300_White Stallion 4.esp
42  Kvatch Rebuilt.esp
43  Kvatch Rebuilt - Leveled Guards - FCOM.esp
++  Kvatch Rebuilt Weather Patch.esp
44  Legion Faction Mod.esp
45  za_bankmod.esp
46  24HrArenaAliveV2Towers.esp
47  ArenaGamblingHighRollers.esp
48  DLCBattlehornCastle.esp
49  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]
4A  Ulrim's Horses.esp
4B  Knights.esp
4C  Knights - Unofficial Patch.esp  [Version 1.0.9]
++  Ulrim's Horses - Knights patch.esp
4D  The Lost Spires.esp
4E  Mighty Umbra.esp
4F  Blood&Mud.esp
50  HoarfrostCastle.esp
51  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]
++  FCOM_MightyUmbra.esp  [Version 0.9.9]
52  FCOM_Blood&Mud.esp  [Version 0.9.9]
++  FCOM_Knights.esp  [Version 0.9.9]
53  Enhanced Daedric Invasion.esp
++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]
++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]
54  Bag of Holding.esp  [Version 1.5.0]
55  Alternative Start by Robert Evrae.esp
56  MidasSpells.esp
57  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp
58  DeadlyReflex 5 - Combat Moves.esp
59  Beautiful People.esp
5A  CM Partners.esp
5B  CM Partners Special NPCs.esp
5C  CM Partners More NPCs.esp
5D  Real Hunger, Cobl.esp  [Version 1.6.1]
**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]
5E  Bashed Patch, 0.esp
5F  Oblivion Graphics Extender Support.esp  [Version 0.2]
60  Streamline 3.1.esp
61  OWE&P -NW.esp

 

Also under the "Bashed Patch" when I clicked Rebuild Patch I put a tick next to all the options the Bosslog suggested. Example in the image below.

 

http://img192.imageshack.us/img192/5843/11642633.gif

 

Is this correct. All the ticks have the subcatagories ticked too exactly how "Merged Patches" and its sub catagories are ticked.

 

Thanks you :D

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