remotecontrol Posted November 9, 2008 Share Posted November 9, 2008 I got the OBMM and took a look at conflicting mods... oh my oh my... lots of conflicting mods... like my list is 405kbs :blink: so I got all this info that I hardly understand, I at least know whats conflicting with what... thats good right? But, what do I do about it... if I take out all the mods that conflict with other ones, I wont have any mods... I'll be modless. Does it help if I change the load order (dunno how yet, still tinkering with this program)... a simple "optimize" button is something more kin to my simple mindedness... but I'm willing to learn. Link to comment Share on other sites More sharing options...
remotecontrol Posted November 9, 2008 Author Share Posted November 9, 2008 k, this i what I saw Link to comment Share on other sites More sharing options...
myrmaad Posted November 9, 2008 Share Posted November 9, 2008 k, this i what I saw Those conflicts only mean that they're editing or overwriting an existing entry or worldspace, so nearly every mod will have some, and they aren't necessarily problematic. I must have 20 mods that alter the Arena district, for example, with all the goody chests that have been planted there. Technically they all conflict, but on the other hand they don' t make any problems and still play nice together. Still the OBMM can yield important clues when you know that mods aren't playing nice. If you expand the ones that are giving you trouble to see what they're conflicting with, that would be helpful. Link to comment Share on other sites More sharing options...
remotecontrol Posted November 9, 2008 Author Share Posted November 9, 2008 ohhhh... I see, makes sense. So is altering the loading sequence something that would be helpful, if so how do you do it? Link to comment Share on other sites More sharing options...
myrmaad Posted November 9, 2008 Share Posted November 9, 2008 ohhhh... I see, makes sense. So is altering the loading sequence something that would be helpful, if so how do you do it?When there's a conflict, the last mod to edit wins. To move a mod, right click on it and choose move up or move down. Oblivion.esm should always be at the top. It's a good idea to back up your load order.You can post it here for more help, (as I won't be available much today) You can post your load order using Oblivion Mod Manager by choosing "Import/Export" on the right: In OMM choose the Import/Export button on the right:http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/crap/Image1.jpgThen from the Drop-Down Box choose View load order:http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/crap/Image3.jpgOn the list screen click the Disk Icon from the top menu bar:http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/crap/Image5.jpgSave it in explorer as usual with a name you'll remember. Default is RTF, which is fine. http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/crap/Image6.jpg After you save it, open it and copy all (Cntl+A =select all, Cntl+C =copy selected) and then paste here into a new reply. (Cntl+V =paste) (To back it up, save it as .lod using the same import/export menu.) Next: Are you still trying to fix the "white eyes" or something else to do with your beauty mods? The one you have now is working pretty well right, so why don't you get the construction set, and tweak that one. It's probably the last one that's loading, and when you tweak it you can toss out the other esps, because the point is to add what you like about them into the main one you tweak. (turning off or deleting the other esps, does not mean you can "uninstall" the mods that go with them. If you do, you will screw up this process completely.) Read my hair guide on this thread, and you can add the eyes the same exact way, and you can add your custom races to your main beauty mod so that one does everything you want. http://thenexusforums.com/index.php?s=&...st&p=552344 Link to comment Share on other sites More sharing options...
nosisab Posted November 9, 2008 Share Posted November 9, 2008 Conflicts come in several forms. The most common are Overlapping - This occurs when a file completely substitute another. This kind of conflict means the last mod "installed" is the one that have their files in existence. This kind of conflict can't be solved by changing ESP load order, indeed altering that order may be exactly the cause of issues (like when the ESP refers some property the surviving file don't have), to change load order such mods must be reinstalled. No overlapping files that refers to the same object - That one is common cause of duplicated issues, like 4 eyes as example. some times simple changing the esp load order may resolve, sometimes the incompatibility must be patched/fixed or one of the conflicting mods completely uninstalled. More insidious are conflicts that addresses determined property of the object by two or more esps. Sometimes merging is enough to resolve the problem, this is highly dependent from the conflict and object type. and some conflicts like the scripted ones can't be resolved without human intervention usually. These are the most common and easily understandable conflict types, more complexes ones may be very difficult to trace down and tentative and error approach (uninstall, reinstall, load order change, etc) may be the easier and quickly way to try and resolve. One thing must be cared and often forgotten. Mainly in that first case told above. Just uninstalling one of at least two conflicting mods mods can be very 'damaging' since the surviving mod will not have some files it uses. So this mod MUST be reinstalled to recover their lost files EVEN if its ESP is there. Sometimes those question marks and purple or missing textures may be caused by that uninstallation. Most of times just makes the game erratic or plain unstable. PS: All that said, most of times is the not careful changes in the load order, uninstalling mods and a mix of this the real culprit for issues, not seldom more even than installing new mods. PS2: Not to mention saved games with references to dead mods. Or worse, the wrong file (even and mainly if it have the same name of the former file than the save game is about) Link to comment Share on other sites More sharing options...
dezdimona Posted November 9, 2008 Share Posted November 9, 2008 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.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...
nosisab Posted November 9, 2008 Share Posted November 9, 2008 Dez, there is a reason for the advise to load larger mods first, but nothing can substitute common sense and a bit of knowing about what is being installed. The larger mods, like overhauls deals with alot of features where the minor ones are focused at one or few features. If it overlaps similar features on the bigger the later yet will have other parts to show. if the bigger overlaps, the minor may be totally 'erased' in usefulness, and so makes no sense at all installing it. If they don't conflict the order have no significance. But since nothing is only white n black ... Is what is expected from a mod what must be the driver. Indeed, beyond the rigid load order need to deal with the bigger and the more common minors and so patched or verified to work together, one must rely on deep knowing of the mod being installed. Or on luck. Link to comment Share on other sites More sharing options...
remotecontrol Posted November 9, 2008 Author Share Posted November 9, 2008 fer now, I guess I'll have to rely 10% on knowing and 90% on luck... the ration will change in time, I suppose. Thank you guys for all the help, very informative and I am becoming better acquainted with my obmm. Now ...next on my list... a topical understanding of making mods... weapons and armor mostly. I have lots of ideas. Link to comment Share on other sites More sharing options...
myrmaad Posted November 9, 2008 Share Posted November 9, 2008 fer now, I guess I'll have to rely 10% on knowing and 90% on luck... the ration will change in time, I suppose. Thank you guys for all the help, very informative and I am becoming better acquainted with my obmm. Now ...next on my list... a topical understanding of making mods... weapons and armor mostly. I have lots of ideas. Fancy meeting you here! :D I've been away most of the day. Link to comment Share on other sites More sharing options...
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