zvr Posted December 13, 2008 Share Posted December 13, 2008 Hello, I have small problem with OOO 1.3. I installed yesterday and some of the mobs are not spawned.For example, in first quest with Kvatchm, there should be new mobs like Hell Hound or Flame Atronachs.When I installed Oblivion and OOO few months ago, these mobs were there and now they are not. I dont know maybe the problem is...Ive installed Francesco's leveled Creatures and Items first time yesterday, maybe this is the problem?If yes, how I can 'add' missing mobs?Is this possible? And I have one more questions.Few months ago I created my first topic where someone written a good load order for mods. Unfortunatelly, topic dissapeared somehow 0.oI want to set that load order manually, can someone again tell me what is the best 'load order' ? And one last thing:I have problem with NPCs too - they are not speaking to each other any more, dunno why... Sorry if these questions are noobish but I really need help.And thanx for reading :) Link to comment Share on other sites More sharing options...
dezdimona Posted December 13, 2008 Share Posted December 13, 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...
zvr Posted December 13, 2008 Author Share Posted December 13, 2008 Thanx so much for this guide! Btw, problem with mobs has been fixed - they spawned after setting good load order. But I still have problem with NPCs - they still are not talking to each other.And another problem appears with NPC - sometimes their mimics are freezing - they not talk, not observe me... nothing!And one more problem - with Fighters Guild quest. B4 applying mods, everything was fine but everytime I load my mods a problem appears with mission where I have to explore Arpenia with Modryn.He is freezing when I am entering dungeon... He is doing nothing and I cannot complete quest.I tried to kill him but he not even attack me, nor mobs. Total freeze.Please guys, I need your help, I cannot play because of these bugs!You are my only hope... Link to comment Share on other sites More sharing options...
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