Leenysaurus Posted October 5, 2008 Share Posted October 5, 2008 I just wanted to get a check on my load order and be sure I have no incompatibilities that anyone can spot. I don't suffer major problems, aside from the occasional crash that I relate to Deadly Reflex or failed environment load. I also want to make sure it's fine, because I'd like to back up my Oblivion folder as it is now, before I mod it further and potentially have issues. Without furtho ado, here is my present load order, which I don't think I intend to add much of anything to unless it's armor or texture replacements. Everything on the list is updated to its latest version as I've found on this site. So, let me know if you're sure something on this list conflicts something else or should be moved elsewhere on the load order. Oh, yes, I am updated to the latest official patches of Oblivion and Shivering Isles, along with the latest OBSE. So, none of those should be a problem. I also run Oblivion on HDR, in case anyone asks that since I have mods with "HDR" in the title. Here's the load order: Oblivion.esmMart's Monster Mod.esmHorseCombatMaster.esmArmamentarium.esmUnofficial Oblivion Patch.espUnofficial Shivering Isles Patch.espDLCShiveringIsles.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espnVidia Black Screen Fix.espMannimarcoRevisited.espMaleBodyReplacerV4.espArmamentariumLL.espArmamentariumArtifacts.espDark Dungeons - SI.espAlternative Start by Robert Evrae.espStockClothingArmor-forExnems.espLeviathan Soulgems.espRealistic Arrow Flight.espEY_BM_Armory.espAT2 01-Shiki Armor Set.esptda_Armoury Beta v1_2.espASlof'sBraceletsandClaws.espICSewerDBsanctuary.espElves Of Lineage II.espReal Lava 1.3.espClocksOfCyrodiil.espSlof's Horses Base.espBloodSpray.espOscars_Nicer_Grass-3346.espEnhanced Water v2.0 HD.espAliveWaters.espMidasSpells.espMart's Monster Mod.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Less Rats.espMart's Monster Mod - No Carrion Rats.espMart's Monster Mod - Spawn Rates - Reduced Reduced.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - Foxes.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod – City Defenses.espSupreme Magicka.espSM_ShiveringIsles.espSM_MMM.espNatural_Weather_HDR_with_darker_Nights_by_Max_Tael.espBrighter_Torches.espCirc Vamp Aesthetics.esplumi_enchantments_subtle.espAyelid Wells.espMounted_Spellcasting Deadly Reflex Compatible.espDeadly Reflex – Timed Block no other changes.espDeadlyReflex – Combat Moves.esp Link to comment Share on other sites More sharing options...
dlcooper Posted October 6, 2008 Share Posted October 6, 2008 Hi, Have you tried fcomhelper. http://www.tesnexus.com/downloads/file.php?id=16375 It's very good for setting up your load order and it states that it's good for a non-fcom setup as well. Doug Link to comment Share on other sites More sharing options...
Shadowcran Posted October 6, 2008 Share Posted October 6, 2008 Only one mod that can be a potential problem as it's been a problem with everyone that's ever used it: Deadly Reflex. Instead DL and use this mod: http://www.tesnexus.com/downloads/file.php?id=20163 It has far fewer bugs and IS BETTER than DR. Trust me, disable DR and save yourself weeks of hair pulling, frustration, and eventually having to reinstall everything. Why is the mod in the top 3? Easy, every time someone posts a negative rating, the author whines and gets it removed. Link to comment Share on other sites More sharing options...
Leenysaurus Posted October 6, 2008 Author Share Posted October 6, 2008 @ dlcooper - I've never tried nor heard of FCOM helper, but I looked into after your suggesting it, and it's a nice help. Thank you very much. :) My only question would be, what do I do with those mods that FCOM helper does not recognize? Am I to assume I can place those generally where I choose in the load order? @ Shadowcran - I can't say Deadly Reflex has given me huge problems or hair pulling at all aside from the occasional in-combat crash. Frustrating, but considerably minimal as long as OBSE is there, Oblivion is updated to its latest version, and the .esp's are loaded last. And I expect the up-and-coming version 5 of it to diminish those little bugs even further. While your mod sounds interesting, I prefer to stick with Deadly Reflex out of preference. In all honesty, the gory beheading and other effects really make it an essential part of my Oblivion experience, so I couldn't really think to replace it. But, thank you for the suggestion all the same. Link to comment Share on other sites More sharing options...
dezdimona Posted October 6, 2008 Share Posted October 6, 2008 General Load-Order Guidelinesby 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.esmUnofficial 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 Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial 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):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod..... Link to comment Share on other sites More sharing options...
Leenysaurus Posted October 6, 2008 Author Share Posted October 6, 2008 Thank you for the load order guidelines, dezdimona. =) I think that with the responses I've received thus far, I have plenty to go off of to set up a nicely stable load order without issues, especially since I tend to run very few mods compared to a lot of other people (I doubt I've ever run even near to 100). Thank you all very much. Unless anyone else has any incredibly important points to make that haven't been mentioned, then I shouldn't need much else, so I likely won't check back here much. Feel free to PM me anything else that comes to mind though. Thanks again! Link to comment Share on other sites More sharing options...
SickleYield Posted October 6, 2008 Share Posted October 6, 2008 Only one mod that can be a potential problem as it's been a problem with everyone that's ever used it: Deadly Reflex. I have a large load order (an earlier version of it is up in the "how NOT to install SI and the patch" thread) including FCOM and Deadly Reflexes. The only problem I've had that was traceable to DR is that the game is likely to crash if I use the Combustive Convulsion spell in combat with a large # of opponents (say ten or so). This is also true of ANY highly scripted spell or ability that involves difficult effects, especially when my graphics card is running hot (it's far from top-of-the-line). Adrenaline-Fueled Combat looks like a totally different concept based on damaging specific body parts rather than the new animations and meshes that make gorier combat possible with DR - apples and oranges. Link to comment Share on other sites More sharing options...
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