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Loading saves ingame/possible problems with mod load order


Ancien Regime

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Hello, first post :)

 

But well, recently my Oblivion crashes to desktop when loading from inside the game, however, it loads fine when loading from the main menu. Furthermore, when loading from ingame it only crashes when the load process causes the load bar to appear. After deactivating all mods, the problem went away, so I figured the problem was related to some sort of conflict or a problem in load orders.

 

Here are my mods - could anyone look at them and see what the problem might be?

 

Oblivion.esm
CM Partners.esm
Oscuro's_Oblivion_Overhaul.esm
Unofficial Oblivion Patch.esp
Oscuro's_Oblivion_Overhaul.esp
movablebodies.esp
LessFogUnderwater.esp
DLCHorseArmor.esp
DLCOrrery.esp
DLCBattlehornCastle.esp
DLCFrostcrag.esp
DLCThievesDen.esp
DLCMehrunesRazor.esp
DLCVileLair.esp
Deadlier Sneaking 1.1.esp
No psychic guards v1.2.esp
Bottledbloodv1.esp
AznarsLifeDetect.esp
Anvil Waterfront House.esp
DBShadowSet.esp
KA_RoseDress.esp
All+5AttributeModifiers.esp
mythsandlegends.esp
KumikoManor.esp
DecoratorAssistant v1.1.esp
Drokk's Vampire Mod.esp
Spear_of_Bitter_Mercy.esp
MaleBodyReplacerV4.esp
Heaven Protectror Armor.esp
CM Partners.esp
CM Partners NPC.esp
Buster Sword R.esp
CM Partners More NPCs.esp
CM Partners Marker NPCs.esp
CM Partners Special NPCs.esp
ArashikagesGear.esp
Bag of Alchemy.esp
Bag of Holding.esp
Shadowcrans Bag&Keychain merger.esp
Quest Award Leveller.esp
Quest Award Leveller - Vile Lair.esp
Quest Award Leveller - Mehrunes Razor.esp
Multiple Enchantments.esp
EnchantmentRestore.esp
EnchantmentRestore_Wells.esp
ScriptIcon_Replacer.esp
Lost Paladins of the Divines.esp
AW_Wings.esp
1masamune.esp
StockClothingArmor-forExnems.esp
TheHolyBlade.esp
Hel Borne Spear Set.esp
EtnaSpear.esp
JCPeepers.esp
RS Daedric Glass.esp
Harvest [Flora].esp
Harvest [Flora] - DLCFrostcrag.esp
Harvest [Flora] - DLCVileLair.esp
Ancient Silver Armor.esp
Telekinetic Mastery.esp
Blue Destiny's Armor.esp
pizz_NINJA_outfit.esp
OOO-Level_Stock.esp
OOO-Map_Markers_Stock.esp
ArmamentariumKatanas.esp
IDKRRR_C_race.esp
IDKRRR_C_race_closed_mouth_version.esp
Corean_hair_for_Original_race.esp
Adonnays Elven Weaponry.esp
EnchantmentRemoval.esp
Arena Armory.esp
1Elven.esp
BlackLuster.esp
wat_ZUNbou.esp
Hiyoko_Store.esp
EV Deathbone Armor.esp
Elven Armor.esp
SupremeMagicka.esp
AProvostOfTheNineDivines.esp
SM_OOO.esp
SM_SigilStone.esp
SM_Scrolls.esp
Your Elven Gardens Home.esp
AK-47GR2.esp
SM_EnchantStaff.esp
KT_CustomRaceFix.esp
EY_Vampirehunter.esp
_Ren_BeautyPack_full.esp
_Ren_BeautyPack_full_anime_voice.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
MHSNKirin.esp
MHSNfuru.esp
adelina.esp
Streamline 3.1.esp
Kyoma's Spell Renamer.esp
Armor of Heaven's Fury-Gold-Heavy-Alt-helm.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery - Unofficial Patch.esp
DLCFrostcrag - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCVileLair - Unofficial Patch.esp
DLCBattlehornCastle - Unofficial Patch.esp

 

Thank you for your assistance in advance.

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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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