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Kvatch Rebuilt CTDs


KingofCarnage18

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ESP Mods (Some ESPs were installed by OMODs)

 

KT Custom Race Fix

Knights.esp

RenKnockoutarrow.esp

DSCShiveringIsles.esp

BendingBoots.esp

Oona'sOutfittersStore.esp

ApachiGoddes_Store.esp

SlofsBlackUnicorn.esp

BPandSoya.esp

OblivionReborn.esp <<<(its and online mod..btw Im always online if anyone wants to join Im on the default IP server lol)

Knights-UnofficialPatch.esp

CrowdedCities.esp <<<Hmm could that be doing it?

CroudedRoads.esp

ElderCouncilPlugin.esp (got in OMOD pack not sure what it does honestly..)

immersivecavesauto.esp

lumienchantments.esp

SigilStoneexpandedandextended.esp (SSEE.esp)

RealLava1.2.esp

NpPsychicGuardsv1.2.esp

TNRALLRACESFINAL.esp

TNRShiveringIsles.esp

KvatchRebuilt.esp

 

Keep in mind the ones Im listing are only the ones I have activated

 

OMODS:

AutoPotion

CroudedCities

CroudedRoads

ElderCouncil

EyeCandyBody

GrimsNecroRobeReplacer

ImmersiveCaves

Maploop and Oblivion Logo Replacer

NoPsychic Gaurds

NudeSpell...why do I have this? Deleting

OblivionPolygonOverhaul...hmm could this also be causing it? It reduces the overgenerous amount of polygons the developers put in for a better FPS but almost same appearance

RealLava1.2

SpecialAbilites

SSEE1.2

TNRTamrielNPCSRevamped

Underlifeo.42 (deactivating I dont like sewers anyway

Unofficial_Official_ModsPatch

 

As you can see alot of these gave me my ESP mods....anyway Im going to make the changes I stated while you are replying :D

BTW I do use OBSE

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ok,follow this load order guide,see if it helps

 

General Load-Order Guidelines

 

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..

...

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it consists of the rebuilding of Kvatch.You're sent on quests to recruit different artisans to help rebuild the city,It contains guilds and more quests I haven't completely gotten it rebuilt,but the quest lines are very interesting

 

making it last in your load order should help!

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