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Organisation of Mods


II CRIONIC II

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Hello!

 

I just bought a new computer and will be buying TES: Oblivion very soon. I want to add mods to the game and i've been browsing through the mods on TESNexus but I'm having trouble finding out if mods are compatible. I wish to download Exnem's Female EyeCandy Body Replacer, and Robert2's Male Body Replacer V4, but i also want to get some of the armours available such as the Paladin armour, and the Ren's Beauty Pack and Elves of Lineage II races. I was wondering if anyone could tell me:

 

- Will Exnem's and Robert2's body replacer will work with the Ren's Beauty Pack and Elves of Lineage II races?

 

- Will Exnem's and Robert2's body replacer will still work with the original armours in the game?

 

- Is there is anything I need to do to get the body replacers to work with the modded races? (If they don't work already)

 

- Can the modded or original armour be edited in Blender or a similar program to fit the body replacers? (If they don't fit already)

 

Thanks :happy:

 

 

P.S. I'm new to the forums so I apologise if I post in the wrong places :blush:

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Welcome to Tesnexus

 

This is the right place for this post.

 

The place to look for particular incompatibilities between specific mods is the official forum thread that is automatically generated for each mod posted. Look in the thread for each mod for a list of known problems and possible work arounds or patches.

 

Or, search the forum for what you are looking for using key words.

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Welcome...this may help you avoid some common mistakes and problems as well.

 

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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