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Mod Compatibility


spartaweasel

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Hey all, long time no see. It has been a couple years since i have last played Oblivion. The last time i have played, i only use a few mods, but this time around i plan on using a bit more to enhance the graphics, playability, and a few for personal enjoyment. For some reason i receive compatibility errors when checking the mods with the "obmm".

 

I was wondering if there are a few of these mods that don't like to play nice with each other. Or if they need to be arranged in a particular loading order. All mods are the most up to date versions.

Here are the mods i would like to use in no particular order:

 

Obmm

Obse 0015a

Unofficial oblivion patch v3

Ooo 133 complete

Streamline v3

Low polly grass

Cities alive at night

Deadly reflex 4

Gorier blood

Illumination within revived

IWR retrofitted

Keychain

LODnoiseReplacementFINAL

Mighty magik

Mmm

Natural environment

Natural weather patch

Ta odd jobs complete

Osso

Reneers guard overhaul

Tnralllracesfinal

Darrkgreen glass armour

IFTv21

All in one basement

FCOMhelper

Database 1 august 2008

House map markers

Landscape lod texture replacement

Landscape lod normalmap fix

No more annoying messages lite version

Regrowingg nirnrooot

Silver dragon

Training uncap

Qarls Texture Pack III Full v1_3_OMOD

Armorylab

Mountain tower

 

 

thanks in advance. Your feedback is very much appreciated.

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Hey all, long time no see. It has been a couple years since i have last played Oblivion. The last time i have played, i only use a few mods, but this time around i plan on using a bit more to enhance the graphics, playability, and a few for personal enjoyment. For some reason i receive compatibility errors when checking the mods with the "obmm".

 

I was wondering if there are a few of these mods that don't like to play nice with each other. Or if they need to be arranged in a particular loading order. All mods are the most up to date versions.

Here are the mods i would like to use in no particular order:

 

Obmm

Obse 0015a

Unofficial oblivion patch v3

Ooo 133 complete

Streamline v3

Low polly grass

Cities alive at night

Deadly reflex 4

Gorier blood

Illumination within revived

IWR retrofitted

Keychain

LODnoiseReplacementFINAL

Mighty magik

Mmm

Natural environment

Natural weather patch

Ta odd jobs complete

Osso

Reneers guard overhaul

Tnralllracesfinal

Darrkgreen glass armour

IFTv21

All in one basement

FCOMhelper

Database 1 august 2008

House map markers

Landscape lod texture replacement

Landscape lod normalmap fix

No more annoying messages lite version

Regrowingg nirnrooot

Silver dragon

Training uncap

Qarls Texture Pack III Full v1_3_OMOD

Armorylab

Mountain tower

 

 

thanks in advance. Your feedback is very much appreciated.

 

Looks like everything should work just fine.

You might want to replace Mighty Magick with Supreme Magicka Updated.

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For some reason, keep getting conflicts between OOO and the unofficial oblivion patch, along with several others. I've tried re-ordering them a hundred different ways and still can't seem to figure out why everything is conflicting. Anyone else have a guess?

 

thanks

 

http://i5.photobucket.com/albums/y195/sparta_weasel/conflicts.jpg

 

most of the mods in red are due to conflicts with OOO and/or unofficial oblivion patch

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For some reason, keep getting conflicts between OOO and the unofficial oblivion patch, along with several others. I've tried re-ordering them a hundred different ways and still can't seem to figure out why everything is conflicting. Anyone else have a guess?

 

thanks

 

http://i5.photobucket.com/albums/y195/sparta_weasel/conflicts.jpg

 

most of the mods in red are due to conflicts with OOO and/or unofficial oblivion patch

 

There are many aspects of the game that the Unofficial Patch repairs, so it will conflict at times. Always keep it first in the load order so that other mods override it.

 

OOO doesn't show the default map markers when you start a game, so make sure house map markers is set after OOO in the load order.

 

Streamline should be last in the load order with Deadly Reflex directly in front of it. I don't know why but I know this is correct.

 

The best use of TNR Races Final is importing them through a cool utility similar to OBMM called Wrye Bash. You can use both OBMM and Wrye Bash to set Load Order. Also there is a good utility called FCOM helper that sets your load order even if you are not using FCOM. I strongly advise using this.

 

If you're interested in some good mods, I keep an updated list of my favorite mods along with the correct load order:

 

http://jlspain1.googlepages.com/thegooch%27soblivionmods

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Mod conflicts, even red ones does not need to mean that anything will break, or necessary be a bad. Make sure OOO is loaded after the Unofficial Oblivion Patch. What will happend is that the changes made by OOO will overwrite the parts of the Unofficial Oblivion Patch wich conflicts with it. Then you can be sure all parts of OOO will work fine, but some of the fixes in the Unofficial Oblivion Patch may (not necessary) be overwritten.

 

For more information about how to deal with mod conflicts, read this guide: http://cs.elderscrolls.com/constwiki/index...onflict_Reports

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