superlarrio Posted December 25, 2008 Share Posted December 25, 2008 i am in desperate need of help. im playing oblivion with around 150 mods on or so but yesterday i noticed a major problem. several doors have moved locations and some buildings are inaccessible ...im not quite sure how to explain so i hope the screenshots will help. i have NO mods installed that effect city textures with the exception of kvatch rebuilt. i mostly have weapon/armor, partner,house(none in cities),quest mods installed. and no mods what so ever that would effect bruma. i cant put my finger in when the problem started but it has to be in the last couple days. problem with that is i download a bunch of mods a day and from i can tell none of them should do this. also i have no idea how many cities are effected as i just had time so far to go through bruma and IC market district...if anyone can help i would be sooooooo appreciated i dont know what this building is or how it got here...door is unfuntionalhttp://i212.photobucket.com/albums/cc259/cyberlar69/1-2.jpg because of whatever the building is in the picture above it effects this doorhttp://i212.photobucket.com/albums/cc259/cyberlar69/2-1.jpg heres a door in bruma, the door texture has...fallen check the doorknob, at least this one can be opened lolhttp://i212.photobucket.com/albums/cc259/cyberlar69/ScreenShot0.jpg more bruma, here the door texture moved to the right, the door can be opened by clicking the floating texturehttp://i212.photobucket.com/albums/cc259/cyberlar69/ScreenShot1.jpg a random floating door...http://i212.photobucket.com/albums/cc259/cyberlar69/ScreenShot2.jpg clicking on the floating door will take me into the house...the actual door on the house does nothinghttp://i212.photobucket.com/albums/cc259/cyberlar69/ScreenShot3.jpg Link to comment Share on other sites More sharing options...
superlarrio Posted December 25, 2008 Author Share Posted December 25, 2008 just to add, i did a quick run through the other cities and the rest of IC and it looks like its only bruma and the door in the market district thats effected...i can get into the office of imperial commerce in IC now since i disabled the half a wall blocking the door. but some of the buildings in bruma i cant even find a door for anymore like the slash and smash for example. those buildings are unenterable. i hope if i cant find a fix it wont effect too many side quests Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 26, 2008 Share Posted December 26, 2008 I would guess that one of the mods you downloaded either causes conflicts, or is bugged (either purposly, or due to being unfamiliar with using the CS). Before doing anything, you might want to try starting a new game, and just cheat out of the tutorial area, and see if those areas are still broken in a new game. Occasionally, especially if you are adding/removing several mods from a game in progress, some things may get broken. While I have not seen this happen with doors, I wouldn't be suprised if it did since the positions of doors, and virtually all persistant references are registered within a game when it is saved, so can become corrupted when things are removed. If that doesn't solve anything, the best solution I could offer would be to download and use OBMM. First run a confluct checker for those worldspaces. Anything other than a minor conflict in those areas may be the cause of this. At the very least, this might narrow down what mod is the cause, and you can decide to either disable that mod, or try changing the load order. If no conflict exists, you might want to quickly make one that does. Just open the CS, go to the cells that have those errors, and drop something small, like a weapon, in that cell, you won't actually be playing with, or loading this mod. Then go back in obmm, and re-check for any mods that conflict with the mod you just made. Doors like that can't become as broken as they are without the cell being altered in some way, by making another mod which alters these cells, the two mods will be at a conflict, and you should be able to determine what mods are responsible. From looking at some of the screenshots, I could see this being more because of someone's inexperience with using the CS. In particular, the first screenshot, which uses one static placed inside another to create an enterance, but ends up having part of that second static blocking the doorway. The door partially burried in the ground also seems to more of a mistake than anything. It may even be two mods. From the seemingly random nature of things, I can only guess that the maker of the mod was looking for a place to put their shop or house, but kept changing their mind and didn't bother to go back and clean up after themselves. Link to comment Share on other sites More sharing options...
dezdimona Posted December 26, 2008 Share Posted December 26, 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..... Install mods one at a time,and then go into your game to make sure they function properly.Dling and installing a bunch of mods without looking to see what effects they have on your game gives you problems,and now you don't know which mod caused it...Good luck! Link to comment Share on other sites More sharing options...
bben46 Posted December 26, 2008 Share Posted December 26, 2008 Am actual load order would be a big help in diagnosing this problem. Link to comment Share on other sites More sharing options...
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