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Various mod suggestions/problems


Habardeen

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hi guys!

 

i'm kinda new here on the forums and I'm glad to enter here in your Oblivion community.

I modded heavily Oblivion (which I played vanilla long ago) following basically the devnull.devakm site.

Basically I have some minor problems (which enerves me since I passed 4 days to figure out/install and finally tune the whole modification) and few questions about some mods. Here I go:

 

I am looking desperately for a mod through which I can make the fonts in the game smaller. I found just Darnified BTMod but I think that conflicts with something since the omod is red! so i must either find another mod solution or solve the conflict somehow.

 

that's all for now.

thanks everyone for the help given!!

 

Haba

 

Here I post my load order from OBMM:

 

Oblivion.esm
Oscuro's_Oblivion_Overhaul.esm
HorseCombatMaster.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Traduzione Inglese.esp
Dousing The Flames.esp
Book Jackets Oblivion.esp
Slof's Horses Essential.esp
Beautiful People.esp
JJR'sWhiskers and Eyebrow.esp
MW Style Dremora.esp
xuldarkforest.esp
CM_Better Wine.esp
Annoying messages begone!.esp
Oscuro's_Oblivion_Overhaul.esp
FineWeapons for OOO.esp
RustyItems for OOO.esp
VA_BetterGold.esp
ImprovedSoulgems.esp
Living Economy.esp
Living Economy - Items.esp
Cutthroat Merchants.esp
PersuasionOverhaul.esp
PersuasionOverhaul_OOO.esp
GalerionLeveling-v11.esp
RaceAbilityFortEyeMod.esp
sr_birthsigns_nomax.esp
Quest Award Leveller.esp
300 Regal Imperial City 2.esp
KoldornsImprovedLava2.esp
Harvest [Flora].esp
Regrowing Nirnroot - Normal Plant.esp
Natural_Habitat_by_Max_Tael.esp
oc_darker_nights.esp
SeasonWeatherforMoreSkyClimates.esp
IWR - Windows Lights Shutters - Optimised.esp
Cities Alive At Night.esp
Natural_Vegetation_by_Max_Tael.esp
2 - Advanced_Water_Modification-2734.esp
phinix-waterfix.esp
Rainbows.esp
OOO-Water_Weeds.esp
OOO-Container_Trap_Instant_Effects.esp
Oblivion Gate Map Marker Remover.esp
[GFX]_Initial_Glow-all.esp
[GFX]_Initial_Glow-creatures.esp
DeadlyReflex - Combat Moves.esp
Deadly Reflex - Timed Block no other changes.esp
Mounted_Spellcasting Deadly Reflex Compatible.esp
Dungeon Actors Have Torches 1.6 DT.esp
Exterior Actors Have Torches 1.3 DT.esp
Guild Skill Requirements -Ver 1.1-.esp
More Realistic Encumbrance.esp
xulAncientRedwoods.esp
xulAncientYews.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulBeachesOfCyrodiilLostCoast.esp
xulChorrolHinterland.esp
xulCloudtopMountains.esp
xulColovianHighlands_EV.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulImperialIsle.esp
xulLushWoodlands.esp
xulRollingHills_EV.esp
xulStendarrValley.esp
xulTheHeath.esp
xulRiverEthe.esp
OOO-Respawn_Week.esp
Streamline 3.0.esp

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I don't see anything there that would be conflicting with Darn. Have you tried running it anyway? Also, just as a little note the [GFX]Glow removal, you don't need both, you just need ALL running, creatures isn't needed.
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my Darnified ui was red too....so i enabled it and played anyways ;D it seems to work fine, ive had one ctd and im sure its because one of my other 132 mods got angry. so install it and try it out, if it doesnt work deactivate it and load a backup save that im sure you will make before installing a new mod ;)
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