Integrater Posted July 22, 2012 Share Posted July 22, 2012 Hi, I have some conflicts with the mod "Elsweyr Deserts of Anequina". I don't know enough about this to know what problems would occur if this isn't a good load order. = Higher ======================================== ==26== DMQL-Normal_Maps_1024-32709.7z Textures\LandscapeLOD\generated\60.-32.-32.32_fn.dds Textures\LandscapeLOD\generated\60.00.-32.32_fn.dds Textures\LandscapeLOD\generated\60.00.-64.32_fn.dds ==36== ULComp172_BAIN-19370.7z Meshes\Landscape\LOD\60.-32.-32.32.NIF Meshes\landscape\LOD\60.00.-64.32.NIF Textures\LandscapeLOD\Generated\60.-32.-32.32.dds Textures\LandscapeLOD\Generated\60.-32.-32.32_FN.dds ==40== Open_Cities_Reborn-33003-1-1-3.7z Meshes\Landscape\LOD\60.00.-64.32.NIF Textures\LandscapeLOD\Generated\60.00.-64.32.dds Textures\LandscapeLOD\Generated\60.00.-64.32_FN.dds So what do you think am I gonna run into problems? ThanksIntegrater Link to comment Share on other sites More sharing options...
theuseless Posted July 22, 2012 Share Posted July 22, 2012 Well, you should post your load list on here for more accurate help. I see that most of the errors are in LOD data. These are files which show how the distant loaded objects appear (ie, the visable world around you). Any time you are looking at a distant mountain, it is not rendering all the meshes contained within the cell(s) it took to make it. You are seeing another, lower resolution (polygon count) mesh. What I am seeing in the error report (is this a dump from OBMM?) is that most of the conflicts are within a small area. It is probably a gate, mountain pass, etc that is altering the neighboring environment. A conflict is just another word for a change. If deserts changes the same place that say Unique Landscapes changes, you would want the deserts change to work over the UL change. This would mean that you set Deserts after (or under) the UL mod. Again, I am using UL as an example. I have never used bain installation, but I hear it is nice. I find that Wrye Bash is capable of handling any tasks I need, including uninstall of mods. You can also run Boss. It should have tags to tell you what to do with such popular mods as those. Link to comment Share on other sites More sharing options...
Integrater Posted July 23, 2012 Author Share Posted July 23, 2012 Well, you should post your load list on here for more accurate help. I see that most of the errors are in LOD data. These are files which show how the distant loaded objects appear (ie, the visable world around you). Any time you are looking at a distant mountain, it is not rendering all the meshes contained within the cell(s) it took to make it. You are seeing another, lower resolution (polygon count) mesh. What I am seeing in the error report (is this a dump from OBMM?) is that most of the conflicts are within a small area. It is probably a gate, mountain pass, etc that is altering the neighboring environment. A conflict is just another word for a change. If deserts changes the same place that say Unique Landscapes changes, you would want the deserts change to work over the UL change. This would mean that you set Deserts after (or under) the UL mod. Again, I am using UL as an example. I have never used bain installation, but I hear it is nice. I find that Wrye Bash is capable of handling any tasks I need, including uninstall of mods. You can also run Boss. It should have tags to tell you what to do with such popular mods as those. Thanks for your help the-not-so-useless :) Here is my load order: Active Mod Files: 00 Oblivion.esm 01 DibellasWatch.esm 02 All Natural Base.esm [Version 1.34] 03 Open Cities Resources.esm [Version 4.1.3] 04 Kvatch Rebuilt.esm 05 Better Cities Resources.esm [Version 5.1.8] 06 Beautiful_Women_NiceOnly.esp ** Beautiful_Women_DB_Addon.esp ** Beautiful_Women_SI.esp ** Beautiful_Women_Vampires.esp ** Beautiful_Women_Vampires_50.esp ** Beautiful_Women_NotSoNice_Bonus.esp ** Handsome_Gents_Addon.esp ** Handsome_Gents_DB_Addon.esp ** Handsome_Gents_SI.esp ** Handsome_Gents_Vampires.esp ** Handsome_Gents_Vampires_50.esp ** Handsome_Gents_Bonus.esp 07 DLCShiveringIsles.esp 08 All Natural.esp [Version 1.34] 09 All Natural - SI.esp [Version 1.34] 0A Immersive Interiors.esp [Version 0.8.1] 0B Realistic Water.esp 0C All Natural - Real Lights.esp [Version 1.34] 0D WindowLightingSystem.esp 0E Book Jackets Oblivion.esp ** Book Jackets Oblivion - BP.esp 0F ClocksOfCyrodiil.esp 10 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp ** VA_BetterGold.esp 11 Quest Log Manager.esp [Version 1.3.2] 12 DLCHorseArmor.esp 13 DLCOrrery.esp 14 DLCVileLair.esp 15 DLCMehrunesRazor.esp 16 DLCSpellTomes.esp ++ Darkgreen Glass Armour.esp 17 New Frostmourne Sword by Jojjo v1_0.esp 18 Weapon Expansion Pack for Oblivion Nthusiasts.esp [Version 1.03] 19 DLCThievesDen.esp 1A Alluring Potion Bottles v3.esp 1B Alluring Wine Bottles.esp 1C WCGL - Wilderness Creatures 1.1.esp 1D DibellasWatchAdditions.esp [Version 1.0] 1E DWAnvilTransport.esp 1F JolardHome.esp [Version 4.7.0] 20 Kvatch Rebuilt.esp 21 Kvatch Rebuilt Weather Patch.esp 22 GlenvarCastle.esp 23 DLCFrostcrag.esp 24 Knights.esp 25 ElsweyrAnequina.esp 26 ElsweyrCityExtension.esp 27 xuldarkforest.esp [Version 1.0.5] 28 xulStendarrValley.esp [Version 1.2.2] 29 xulTheHeath.esp 2A xulEntiusGorge.esp [Version 1.2.1] 2B xulFallenleafEverglade.esp [Version 1.3.1] 2C xulColovianHighlands_EV.esp [Version 1.2.2] 2D xulChorrolHinterland.esp [Version 1.2.3] 2E xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.5] 2F xulBravilBarrowfields.esp [Version 1.3.4] 30 xulLushWoodlands.esp [Version 1.3.2] 31 xulAncientYews.esp [Version 1.4.4] 32 xulAncientRedwoods.esp [Version 1.6] 33 xulCloudtopMountains.esp [Version 1.0.3] 34 xulArriusCreek.esp [Version 1.1.4] 35 xulPatch_AY_AC.esp [Version 1.1] 36 xulRollingHills_EV.esp [Version 1.3.3] 37 xulPantherRiver.esp 38 xulRiverEthe.esp [Version 1.0.2] 39 xulBrenaRiverRavine.esp [Version 1.1.1] 3A xulImperialIsle.esp [Version 1.6.8] 3B xulBlackwoodForest.esp [Version 1.1.0] 3C xulCheydinhalFalls.esp [Version 1.0.1] 3D xulAspenWood.esp [Version 1.0.2] 3E xulSkingradOutskirts.esp [Version 1.0.2] 3F xulSnowdale.esp [Version 1.0.5] 40 xulCliffsOfAnvil.esp [Version 1.12] 41 xulSilverfishRiverValley.esp [Version 1.0.3] 42 xulJerallGlacier.esp [Version 1.0.1] 43 xulTheEasternPeaks.esp [Version 1.0] 44 Open Cities New Sheoth.esp [Version 2.0] 45 Open Cities Outer Districts.esp [Version 4.1.1] 46 Open Cities Reborn.esp [Version 1.1.3] 47 OCR-Skingrad Classic.esp 48 Crowded Cities 15.esp 49 OCR-East Wind.esp 4A OCR-Flags Removed.esp 4B VToy.esp 4C MidasSpells.esp 4D CuteElf11.esp [Version 1.3.5] 4E _Ren_BeautyPack_full.esp 4F Better Cities Full.esp [Version 5.1.7] 50 Better Imperial City.esp [Version 5.1.8] 51 Better Cities Full FPS Patch.esp [Version 5.0.7] 52 Better Cities - Knights of the Nine.esp [Version 4.9.8] 53 Better Imperial City FPS Patch.esp [Version 5.0.0] 54 Better Cities - No LEYAWIIN Flooding.esp [Version 4.9.0] ++ Better Cities - Open Better Cities.esp [Version 4.9.5] ** All Natural - Indoor Weather Filter For Mods.esp [Version 1.34] 55 DWIngameMap.esp 56 DibellasWatchAltStart.esp 57 Bashed Patch, 0.esp This is ordered by BOSS. And yes I am using bain/bash. So from what I can gater my situation is this. I have four mods conflicting with a small set of files. (Unique Lanscapes, Better Cities, Elsweyr, and an improved LOD mod). So you say Elsweyr should be the highest mod out of these four? BOSS mad it the lowest :/ Does it matter the order of the three "below" that mod or is that completely irrelevant? Thanks for your helpIntegrater Link to comment Share on other sites More sharing options...
theuseless Posted July 24, 2012 Share Posted July 24, 2012 I believe that I agreed with BOSS: "This would mean that you set Deserts after (or under) the UL mod" This means that it has priority. The way the game loads data (hence the Data folder) is to write the first code, Oblivion.esm. It will then write the next code (the next MODification) over the Oblivion.esm data. Then the next gets loaded, and so on. Which means that with Deserts loaded last, or on the bottom, that its changes will over write the changes made by any other mod loaded before it. That includes UL and even Oblivion.esm. Since UL has no quest data, you usually want to load these before (or higher up on the list) any mods that DO have quests. You might not even be able to access the portal to the Desert if the land has been changed where the door is. You shouldn't have any problems. If you do, report back here what the problems are. If it something like floating rocks/trees/shrubs, there isn't much that can be done but to use one or the other. I personally use two mods which use the same real estate. They mesh nicely together. They are Azure Palace and the famous Castle Seaview. Any conflict detector out there will tell you not to use these together. But they are so close to each other that they don't interfere too much. It actually is quite nice. But they both make changes to the same real estate, some in the same exact location. You can see fairly simply by this example what a conflict is and how to handle it. Link to comment Share on other sites More sharing options...
Integrater Posted July 24, 2012 Author Share Posted July 24, 2012 Thanks for the input but one point has me confused. From what you say I understand that the Elsweyr mod must load last, but BOSS has placed it first in my list. Open Cities Reborn is coming out on top due to BOSS. Do you recommend I change that or leave it? ThanksIntegrater Link to comment Share on other sites More sharing options...
theuseless Posted July 24, 2012 Share Posted July 24, 2012 well, Boss would know better than I. Go with what the program says. I'm sure that many users have given feedback on exactly these two mods. There really isn't anything to lose as long as you backup your save. Link to comment Share on other sites More sharing options...
Integrater Posted July 25, 2012 Author Share Posted July 25, 2012 (edited) Thnks for the help, I'll leave it and see how it goes. Integrater Edited July 25, 2012 by Integrater Link to comment Share on other sites More sharing options...
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