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Errors!


Fuzzge

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Oh jeez..

Okay, so now that I have the purple grass problem fixed and sorted out, I'm getting those Error windows when I go to new areas. The "send error report" kind. Is it another bad install? I've got OOO and MMM still on, along with some other types..mostly animations and armors. Any suggestions?

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.esm's & .esp's

 

Natural Interiors.esm

TamrielTravellers.esm

Francesco's Optional New Items Add-On.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Creatures-Items Mod.esm

Mart's Monster Mod.esm

Oblivion.esm

Oscuro's_Oblivion_Overhaul.esp

Mart's Moster Mod for Francesco's.esp

Francesco's Optional Files.esp

OOO-ThiefGuild_Difficult.esp

KT_KhajEyeToggleNoEff.esp

Border Removal.esp

RealSleep.esp

Get Wetv0.92 - no droplets.esp

NoGuildMasterKick.esp

Capucines Character Expansion - No NPC Change.esp

VA_BetterGold.esp

Ren_BeautyPack_full.esp

Evantal's Dual Wielding.esp

RealisticForceLow.esp

Crowded Roads.esp

immersive_caves_manual.esp

aaaBorsBedrolls.esp

[GFX]_Initial_Glow-self.esp

OOO-Deadly_Combat.esp

OOO-Potions.esp

OOO-Birthsigns ( which didn't add any more, actually -_- )

OOO-Magic_Effects+Spells.esp

OOO-Magic_Effects+Enchantments.esp

OOO-Dangerous_Traps.esp

OOO-Armor_Perks_WearRate_Repair.esp

OOO-Magic_Game_Settings.esp

OOO-Combat_Skills_Perks_Marksmanship.esp

Cyrodiil transportation network 1.3.esp

[GFX]_Intial_Glow-all.esp

mythsandlegends.esp

Battledress.esp

thievery.esp

Mart's Monster Mod - Fran's leveled quests.esp

Mart's Monster Mod - Fran's leveled quests + HC + DD.esp

Mart's Monster Mod - Diverse Imperial Armor.esp

Mart's Monster Mod - Resized Races.esp

Mart's Monster Mod - Friendlier Factions.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Diverse NPC faces.esp

Mart's Monster Mod - MOre Wilderness Life.esp

Mart's Monster Mod - Durability & Damage.esp

Living Economy.esp

ExnemRuneskulls.esp

Living Economy - Items.esp

DA Sprint.esp

Enhanced Water v2.0 HD.esp (monitor's not HD, though)

Ungarion1TheWlkyndSword.esp

Denock Arrows.esp

300 Arcane University.esp

GP_Lockpicks.esp

AnvilBayExpansion.esp

VaultsofCyrodiil.esp

Noble Plate Armory.esp

Dude Wheres My Horse.esp

undercover.esp

Spears of Cyrodil.esp

ExnemEC_Rogue01.esp

DarkIllusionArmor.esp

tkHairPack01.esp

ExnemEC_Warrior01.esp

LoadingScreens.esp

Real Lava 1.3.esp

Nec Mystic Dark Elf-Remake.esp

Thieves Arsenal.esp

Hel Borne Spear Set.esp

Realistic Fatigue.esp

TOTF.esp

Nec Mystic High Elf-Remake.esp

LoadingScreens-OOO.esp

Nightshade_Armor.esp

Ren+Exnem.esp

Sorceress_Armors.esp

1AzuSeraphimSet.esp

Lera's VampireHunter.esp

Weapon Magic.esp

MagicProjectileSpeed_30.esp

StarX Vanilla Vampires Revised.esp

TamrielTravellers4MMM.esp

TamrielTravellersAdvScript.esp

TamrielTravellers4000.esp

TamrielTravellersItemsNPC.esp

Traverllers4MMMHostileFactions.esp

Luchaire's Dryad Race for MMM.esp

EY_Vampirehunter.esp

AT2 01-Shiki Armor Set.esp

Jump_Adjustment-2211.esp

Lynges_Thieves_Highway-10256.esp

10Interior_Liight-7162.esp

 

OMODs:

Elven Map Redux - Map & Icons 2.0

Female EyeCandy - Body Replacer (underwear) 1.0

Map Loop and Oblivion Logo Replacement Video 1.0

OBMM_Idle_Pose_Replacer-17237

 

Long..

And I have more I haven't activated yet. I'm mostly just tossing on a few, loading up the game, and seeing if anything bad happens.

And how would I, for next time, take a screen shot of the OBMM list and post that? I don't know how to work desktop screenies.. o_O

 

Thanks! :D

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General Load-Order Guidelines

by ElecManEXE

 

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

 

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

...

 

I load my using these guidelines,haven't had any problems yet!

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