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Mod Load order


deadjedi655321

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I need to know what order to load the following mods in here is the list of mods i'm using and what versions they are:

 

MMM V3.35 full

OOO v133

Kobu's Character Advancement System V2.4.1

Midas Magic v0961

Deadly Reflexes v5.0

Shadow Ranger v2.9

PJ's Spell Compendium v2

Retro's Arrow Fletching and Imbueing v1.6.3

Addonay's Elven Weaponry v375

Natural Enviroments v2.1.3

Alive Waters v0.6

Immersive Interface v103

Larger Inventory v1.10

Realistic Physics And Force Package v1.0

Gorier Blood v1.1

BEAUTIFUL STARS V1.0

Archery Shops v2.0

Marksman Velocity 1.15

Extreme Marksman

Elven Map Redux Modified

Beautiful People Custom v1.1

NIGHTEYE GOGGLES v0.2.6

Weapons Of The Fallen Heroes: v1.3

 

Unique Landscapes:

Entius Gorge v1.1,

Fallenleaf Everglade v1.1,

The Great Forest-Ancient Redwoods v1.5,

The Great Woods- Lush Woodland v1.2

Ancient Yews v1.4

The Dark Forest 1.0.1

 

If anyone knows what i'm doing wrong please help me out.

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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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OBMM shows the actual load order, which is the order that the mods are loaded when you start. From top to bottom. so when a mod loads after another one it can overwrite parts of the previous mod. This can be good when that is what you want, or bad if it changes something you didn't want changed. Or catastrophic when the change causes something else not to work and crashes the game.

 

It doesn't matter if you installed the mod today or last year, they are always loaded by load order when you start the game.

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ok i'm kinda new to this, So what your saying is the order in which I place the mods in the data folder is the load order? And what about the unique landscapes mods when should I add those? What I need is an exact order in which to load these specific mods cause the problem I was having is that the game worked fine until I started checking off the optional mods in MMM i.e hunting & crafting, Gems & gem dust and the like until i checked those off the game worked fine so apparently they were causing the conflicts.
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The data folder is where the mods go on your computer, Default is c:\program files\Bethesda Softworks\Oblivion\data they should always show up there in alphabetical order. NOT load order. There is no exact order. There are over 14,000 mods on just this site alone. And thousands more on other sites all over the world and in many languages.

 

Using OBMM tells you what your load order is and allows you to change it.

 

The mod authors make mods that work on their systems. They can not anticipate what you are going to install, or what other authors are going to make in the future. The dynamic changes daily.

 

There are rules of thumb that may or may not work for a given set of mods dezdimona has posted her recommended method of ordering mods.

 

There are several mods that try to set load order, the most popular right now is BOSS (formerly FCOM Helper). But even that one can only set about 1000 popular mods. You will usually find some at the end that it doesn't know what to do with.

 

No mater what your load order, some mods are going to be incompatible. They change the same things and sometimes something that has been changed by a mod that was loaded later will be needed by the original mod. So it crashes when it can't find it.

 

Start by adding one or two mods, then test them, then add a few more than test. when you find one that doesn't work, first try adjusting it's load order, check for mod patches and new versions if nothing works, throw that one out. Read the mod threads and readme carefully, sometimes someone else has the same problem and they may have posted their solution.

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ok heres the load order of my mods and it's still ot working

 

Oblivion.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod for OOO.esm

Beautiful People.esm

Mart's Monster Mod.esm

Kobu's Skip Intro Mod.esp

Shadow Ranger.esp

Adonnays Elven Weaponry.esp

mnp Nighteye Goggles.esp

MidasSpells.esp

PJs Spell Compendium - Spell Requirements.esp

Beautiful People.esp

Kobu's Character Advancement System.esp

Mart's Monster Mod - Hunting & Crafting.esp

DeadlyReflex - Combat Moves.esp

Oscuro's_Oblivion_Overhaul.esp

Mart's Monster Mod for OOO.esp

xulTheHeath.esp

xuldarkforest.esp

XulEntiusGorge.esp

ULFallenLeafEverglade.esp

xulLushWoodlands.esp

xulAncientYews.esp

xulAncientRedwoods.esp

Enhanced Water v2.0 HD.esp

Natural_Weather_HDR_with_darker_Nights_by_Max_Tael.esp

Natural_Vegetation_by_Max_Tael.esp

Natural_Habitat_by_Max_Tael.esp

Harvest [Flora].esp

DLCFrostcrag.esp

Living Economy.esp

AliveWaters.esp

AliveWaters - Koi Addon.esp

AliveWaters - Slaughterfish Addon.esp

Harvest [Flora] - DLCFrostcrag.esp

Living Economy - Items.esp

Mart's Monster Mod.esp

Mart's Monster Mod - Vindasel.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - City Defences.esp

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You still have to tell what is wrong. In what way is it not working? did it ever work? Did it work before putting in certain mods? does it work with no mods? Does it crash on start? crash on going into a certain place? Do you get any messages? What have you done to try to find out what the problem is? Did anything happen?

 

Are you using OBSE? It's required for some of the mods you have. Do you have the latest official patch? its required also. Some mods require other mods to work did you check the read me for each mod as you downloaded it? You might want to check BOSS, it helps with ordering the mods. I think you have OBMM.

 

Mods are not like a console game where you plug it in and it works. You actually have to know something about your computer to get them to work. Such as file structure, file paths, where things are. And, what the mod will change. If two mods change the same thing then they MAY not work at all, they May cause a crash, they may cancel each other out, they may work fine.

 

There are several tools to help with figuring it out, they include OBMM, BOSS, and Wrye Bash.

 

OBMM allows you to order your mods and has a simple conflict program. BOSS sets your load order based on the experience of the BOSS program author and information he has gotten from others. Wrye Bash has a better conflict management program as well as more tools for working with mods.

 

OBSE is an extension to the Oblivion program that allows mods to do things that the original Oblivion programmers never believed could be done.

 

Then, it looks like you started modding by grabbing a bunch of the most difficult mods available to work with, threw them all in at one time and expected them to work.

 

Start small. one simple mod. Test it. when it works add another. When it doesn't work, stop and troubleshoot before adding more.

 

Your difficult mods are Oscuros, Marts, deadly reflex (probably one of the most difficult to get working) Midas, xul mods, weather mods. and you are starting with all of these.

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yes i am using OBSE and i have to use OBMM or else i can';t load the mods and i know how to use it even though i said i'm new to this i have used mods before and they seemed to have worked fine together but this time the game just crashes it won;t even start up. I've used marts and oscuros in the past and they've both worked fine same with the UL mods this is the first time i've used deadly reflexes and midas .
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