Hello hello,

I'm sorry if this has been posted already, I wasn't able to find it.. If it has been posted I'd be most thankful for any links you may have.

My question is regarding general rules everyone follows for load orders of mods using OMM.. I'm not looking for answers on how to solve some specific conflict or something, I can try and work those out for myself if they arise.

Just for an example, lets say Im using OOO or a mod like it, a few mods that add quests or new towns, some deeper realism mods like a 'must eat and sleep' type, or a 'darker nights' type or a 'louder town bells' type and then a mod that like 'new begining' which changes the way you start the game..

I'm wondering if anyone could list the way they would load things like that, and tell me why.. Right now I'm thinking as a rule of thumb, the load order should be something like:

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..

But I could be tottaly wrong.. and before I go trying to figure out conflicts and if I need to worry about them or not, I'd at least like to be sure I have the load order basically set up right.. How does this sound to you folks? Am I missing something? Or loading something in the wrong order?
Any help or advice you all could give me would be much appreciated. Thanks!
QUOTE(DMan77 @ Mar 5 2007, 09:41 AM) *

Hello hello,

I'm sorry if this has been posted already, I wasn't able to find it.. If it has been posted I'd be most thankful for any links you may have.

My question is regarding general rules everyone follows for load orders of mods using OMM.. I'm not looking for answers on how to solve some specific conflict or something, I can try and work those out for myself if they arise.

Just for an example, lets say Im using OOO or a mod like it, a few mods that add quests or new towns, some deeper realism mods like a 'must eat and sleep' type, or a 'darker nights' type or a 'louder town bells' type and then a mod that like 'new begining' which changes the way you start the game..

I'm wondering if anyone could list the way they would load things like that, and tell me why.. Right now I'm thinking as a rule of thumb, the load order should be something like:

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..

But I could be tottaly wrong.. and before I go trying to figure out conflicts and if I need to worry about them or not, I'd at least like to be sure I have the load order basically set up right.. How does this sound to you folks? Am I missing something? Or loading something in the wrong order?
Any help or advice you all could give me would be much appreciated. Thanks!


I would say

Oblivion
unoffical patch
The OOO type
Deeper realism mods that add sights and sounds
gameplay changes, like 'must eat and sleep'
added content like weapons/items
the 'new begining' type mod..

Biggest mods first because the smaller mods often change things thata re affected by the bigger, and if the bigger loads last it will override those smaller but specific mods.
QUOTE(navy_gurl_boyd @ Mar 5 2007, 09:43 AM) *



Biggest mods first because the smaller mods often change things thata re affected by the bigger, and if the bigger loads last it will override those smaller but specific mods.


So when you say biggest mods first, you mean mods that change the most things? Thats good because besides OOO, I really do just use a lot of smaller mods that change 1 or 2 small things to add more realism..
Interesting. This should help, thanks much.
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)>

QUOTE(ElecManEXE @ Mar 5 2007, 02:47 PM) *

...

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)>


That's a good overview!

I would extend what you've described 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).

Might be worth preserving this guide for future use.

That's basically the structure I use and I have 140+ mods working well together.

QUOTE(DMan77 @ Mar 5 2007, 08:41 AM) *

....
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..
...


Yeah, I think you are on the right track here, personally. See the added items I mentioned above ^^
Most of the time I order by the more important a mod is to me, the lower it goes. Although things like OB.esm and the Unofficial Patch always load high up.
QUOTE(Yacoby @ Mar 6 2007, 05:06 PM) *

Most of the time I order by the more important a mod is to me, the lower it goes. Although things like OB.esm and the Unofficial Patch always load high up.


That's good advice, too.

My load order changes fairly often depending on which quest mods I'm playing ATM.
there is some good info here. i have never used any of the big overhaul mods yet (and therefore have hardly ever run into anything but green and blue boxes in OBMM biggrin.gif), but was thinking of picking one of them for my next run-through. this helps, thanks
My setup:

Oblivion.esm
[-- Other ESM's --]
[-- Mods that change character appearance and environmental effects --]
[-- Mods that cause no conflicts with any other mods --]
[-- Mods that cause minor conflicts and of which the changes are less important than the major overhaul mods --]
[-- Major Overhaul mod --]
[-- Mods that cause minor/major conflicts and changes with the overhaul mod that you want to keep --]
[-- Quest mods --]
[-- Mods that need testing before adding em to the list and cause minor conflicts --]




The general thing to keep in mind is that mods that conflict will always overwrite eachothers conflicting changes depending on which one is loaded last.
So for your own sake if you build up your list o mods make sure you know exactly what each of the mods do (readmes) and use the conflict detector of OBMM to find out which conflicts you are getting and which of these affected conflicts are most important.
To give you an example, here is my list of mods (and yes i use empty esm files to clean up my list(not loading them tho) in obmm.

[-- FIRST LOAD MODS --].esp
Oblivion.esm
Jog_X_Mod.esm
Qarls_Harvest.esm
Unofficial Oblivion Patch.esp
Oblivion Citadel Door Fix.esp
BoneGrind Edited.esp
[-- NON CONFLICTING MODS --].esp
Beautiful People.esp
Compass-Disable_Both.esp
DecoratorAssistant with OBSE v1.1.esp
DEJ Harvest - Flora.esp
Ingredient Storage Shelves.esp
phinix-waterfix.esp
Reznod_Mannequin.esp
Spell Delete.esp
Timekeeper Advanced.esp
[-- LOAD BEFORe OOO --].esp
Belda Elysum-1.31.esp
Castle_Highrock.esp
Quest Award Leveling.esp
300_Artifacts.esp
Packhorses v1 (edited).esp
Living Economy.esp
Oscuro's_Oblivion_Overhaul.esp
[-- LOAD AFTER OOO --].esp
Quest For The Elements.esp
Artefacts of the Ancestors.esp
300_White Stallion 3.esp
mythsandlegends.esp
Ruin.esp
[-- LOAD LAST --].esp
StealthOverhaul.esp
Qarls_Harvest.esp
thievery.esp
[--ACTIVATE LATER (README) --].esp
KvatchAftermath.esp
[-- INACTIVE MODS --].esp


I just wanted to thank you all for your help here.
I'm in the process of gathering some mods together to play, and this thread is really helping.
Can't wait to finnaly finishing downloading all these and jump into the game again..

Thanks again folks!
I wanted to add an additional question about loading order in OBMM. If one was to add a mod, which in its readme states that the mod show be loaded first (i.e several of the xul unique landscape mods).
If it has conflict with other landscape file, should one not overwrite these since its esp will be loaded before the others and the other's files should take precedence?
Uh oh, the unoffical patch has always been loaded before my Oblivion.esm. ohmy.gif When I installed it, it ended up being like so:

Unofficial Oblivion Patch.esp
Oblivion.esm
etc...


Should I switch those two immediately?
QUOTE(Mirrors @ Mar 12 2007, 11:12 AM) *

Uh oh, the unoffical patch has always been loaded before my Oblivion.esm. ohmy.gif When I installed it, it ended up being like so:

Unofficial Oblivion Patch.esp
Oblivion.esm
etc...
Should I switch those two immediately?



I think so. Because regular oblivion is overwriting all the changes UOP makes in that example..

I believe that esm files are read in first regardless of if esp files are listed before them.
Once you have your load order figured out the way you like it, how do you get OBMM to save the load order (I haven't had to mess around with it yet, as I'm still converting my mods to OMODS).
It should save it automatically.
Just wondering where the following would fit in:

Interface mods (Dark UI, DarNified, etc)
Retextures (I load these via OMODS, some have esp files especially those that change item textures)
Face / Body mods (Beautiful People, Eshme's Bodies)

Thanks!
Jeez, only posted earlier today and already it's buried on page 5...
I have a couple of hundreds mods installed right now, what worked for me - first lode the least "delicate" modes that have no scripts in them, and don't touch leveling list and game constants. In the middle - quests, interfaces, and so on. And the most scripted once and major game changes go last - they are the most vulnerable to other modes. Modulate big modes I lode in the same way among all others.
QUOTE(Sshodan @ May 26 2007, 07:49 PM) *
I have a couple of hundreds mods installed right now, what worked for me - first lode the least "delicate" modes that have no scripts in them, and don't touch leveling list and game constants. In the middle - quests, interfaces, and so on. And the most scripted once and major game changes go last - they are the most vulnerable to other modes. Modulate big modes I lode in the same way among all others.


English isn't your first language is it...?
No, it's not. You ave a problem with that?
QUOTE(ElecManEXE @ Mar 5 2007, 10:47 PM) *
~ 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)


Wait a minute, here : I thought all items (generally speaking) were referenced in the game by their ID, prefixed with the number of the related mod in the load order ?

If I'm right, that means that if you move mods after having started to play, you may potentially loose items, or references to other objects, in your save.

If I'm wrong, where the hell did I get that stupid idea from ? biggrin.gif

Regards.
QUOTE(geraintwd @ May 26 2007, 02:19 PM) *
English isn't your first language is it...?

Any particluar reason ya gotta be rude to someone who is trying to help you?
QUOTE(Sshodan @ May 26 2007, 08:59 PM) *
No, it's not. You ave a problem with that?


Sorry, didn't mean to be rude, just that it was difficult to understand what you meant...
Well if you have difficulties understanding what I meant just ask me to explain, I don't mind. What I meant is:
First - Mods that don't have scripts in them. To determinate if they do - read the readme file. And mods don't change anything in game mechanics - like leveling lists, conditions and so on.
Middle - interface changes, and quests. Other modes with a lot of scripting.
Last - modes with leveling lists and game play tweaks, like changed respawn rates and so on.

Many big modes are made of modules, every module change something that other do not. In this case you should determinate what module change what and move it accordingly. If the mod is not made of modules, load it among the last.

To successfully use the mode try to find out as much as you can about it, and always carefully read the readme, than you woun't have problems. Many modes have recommendations on their load order.
And I would advise to load obse modes in the middle or last group, after non obse quests and such.

I hope this was more clear.
QUOTE(Sshodan @ May 27 2007, 06:47 PM) *
I hope this was more clear.


It was, thanks and sorry again angel.gif
QUOTE(Skyfire76 @ May 26 2007, 10:06 PM) *
Wait a minute, here : I thought all items (generally speaking) were referenced in the game by their ID, prefixed with the number of the related mod in the load order ?

If I'm right, that means that if you move mods after having started to play, you may potentially loose items, or references to other objects, in your save.

If I'm wrong, where the hell did I get that stupid idea from ? biggrin.gif

Regards.


Can someone answer the above question, please ? smile.gif

Regards.

QUOTE(Skyfire76 @ May 29 2007, 05:41 PM) *
Can someone answer the above question, please ? smile.gif

Regards.


I guess not, then sad.gif

wink.gif

Regards.

QUOTE(Skyfire76 @ May 26 2007, 03:06 PM) *
Wait a minute, here : I thought all items (generally speaking) were referenced in the game by their ID, prefixed with the number of the related mod in the load order ?

If I'm right, that means that if you move mods after having started to play, you may potentially loose items, or references to other objects, in your save.

If I'm wrong, where the hell did I get that stupid idea from ? biggrin.gif

Regards.


Hehe. Well, that was the case with Morrowind, and in the early days after Oblivion came out nobody really understood exactly how good a job Bethesda really did with the new FormID structure. At the time it seemed draconian at best and was much lamented.

So, you may have gotten this idea from early versions of the Oblivion Mods FAQ.

More recently we've come to appreciate the FormID structure -- despite a few glitches like the SI rollover bug -- and particularly the way savegames are handled with respect to updating modindexes. The game keeps a table matching the plugin filenames to the modindexes for important data recorded in your savegames.

Basically, what this means is that you can freely arrange your load order as often as you like. As long as the filename of a plugin doesn't change, your savegame's list of modindexes will be safely updated to match the new load order when loaded.

QUOTE(geraintwd @ May 26 2007, 05:09 AM) *
Just wondering where the following would fit in:

Interface mods (Dark UI, DarNified, etc)
Retextures (I load these via OMODS, some have esp files especially those that change item textures)
Face / Body mods (Beautiful People, Eshme's Bodies)

Thanks!


Load order is not the same thing as install order.

Load order only applies to mods that have one or more ESM/ESP files.

Retexture mods are generally not an issue at all, but if they do require an ESP then you'll probably need to check for conflicts with anything else in your list in order to determine what the load order should be.

For example, loading a new set of spell icons may seem like a simple thing, but chances are this type of mod will restore all spells to their vanilla values and thus ruin any gameplay changes to spells from mods like OOO or Mighty Magicka, etc. EDIT: This is why, for example, the most recent version of OOO includes a merged spell icon replacer.

Face/Body/Race mods generally should be loaded fairly late in the list to avoid problems, but this is only important if you have other conflicting mods that you want to override with the Face/Body/Race changes. EDIT: Very often various beauty packs, race changers, and body mods have to be merged together by hand (or using Wrye Bash's automated Bashed Patch) in order for them to work peacefully with each other.
QUOTE(Mirrors @ Mar 12 2007, 05:12 PM) *
Uh oh, the unoffical patch has always been loaded before my Oblivion.esm. ohmy.gif When I installed it, it ended up being like so:

Unofficial Oblivion Patch.esp
Oblivion.esm
etc...
Should I switch those two immediately?


QUOTE(bub2 @ Mar 12 2007, 05:17 PM) *
I believe that esm files are read in first regardless of if esp files are listed before them.


Yes. you would be right. its vital there are no misunderstandings when hundreds of hours of gaming are at stake.

QUOTE(Yacoby @ Mar 7 2007, 12:06 AM) *
Most of the time I order by the more important a mod is to me, the lower it goes. Although things like OB.esm and the Unofficial Patch always load high up.


That is EXACTLY what i do. the only time i screw around with the load order is when i run into trouble in the game and i suspect it to be a load-order issue.

Here is my load order of my mods in the game:

QUOTE(Oblivion Mod Manager (god bless this tool and its creator))
[Unofficial Oblivion Patch.esp] (unparented) - Active
Major conflicts

[Oblivion Citadel Door Fix.esp] (unparented) - Active
No conflicts

[FormIDReferenceBugFix.esp] (unparented) - Active
No conflicts

[AltVampCureQuestReward.esp] (unparented) - Active
No conflicts

[Compass-Disable_POIs.esp] (unparented) - Active
No conflicts

[RealisticForceHigh.esp] (unparented) - Active
No conflicts

[Real Lava v1.2.esp] (unparented) - Active
No conflicts

[BIDA- Blade + Magic Damage.esp] (unparented) - Active
Major conflicts

[MoreArenaSpectators.esp] (unparented) - Active
Minor conflicts

[Arena Immersion.esp] (unparented) - Active
Minor conflicts

[Extended Death Camera.esp] (unparented) - Active
No conflicts

[Darkgreen Glass Armour.esp] (unparented) - Active
Major conflicts

[Maps!.esp] (unparented) - Active
Major conflicts

[KT_KhajEyeToggleNoEff.esp] (unparented) - Active
No conflicts

[VA_BetterGold.esp] (unparented) - Active
No conflicts

[2367-1.0-Borderless Cyrodiil-TESSource.esp] (unparented) - Active
No conflicts

[more_broadsheets.esp] (unparented) - Active
Major conflicts

[Cliff_BetterLetters.esp] (unparented) - Active
Major conflicts

[Better Bell Sounds.esp] (unparented) - Active
Major conflicts

[Freelance Fences.esp] (unparented) - Active
Minor conflicts

[za_bankmod.esp] (unparented) - Active
Minor conflicts

[DLCSpellTomes.esp] (unparented) - Active
Major conflicts

[Pitchable_Tent_anywhere.esp] (unparented) - Active
Minor conflicts

[CapesandCloaks.esp] (unparented) - Active
Minor conflicts

[Enchant Alters Mod.esp] (unparented) - Active
Major conflicts

[All normal clothes buyable.esp] (unparented) - Active
Minor conflicts

[Reznod_Mannequin.esp] (unparented) - Active
Minor conflicts

[Vampire Ashes.esp] (unparented) - Active
No conflicts

[fadingtorches v1.3b.esp] (unparented) - Active
Major conflicts

[Portable Campsite.esp] (unparented) - Active
Minor conflicts

[MIS.esp] (unparented) - Active
Major conflicts

[Inebriation.esp] (unparented) - Active
Major conflicts

[sunk ships.esp] (unparented) - Active
Major conflicts

[Unsafe Streets.esp] (unparented) - Active
No conflicts

[Madhs working training dolls.esp] (unparented) - Active
Minor conflicts

[GuildOwnership1.2.esp] (unparented) - Active
Major conflicts

[Flee Further.esp] (unparented) - Active
Major conflicts

[MIS New Sounds Optional Part.esp] (unparented) - Active
Major conflicts

[1310-Chamelion-NoRefraction-TESSource.esp] (unparented) - Active
No conflicts

[Syc_AtHomeAlchemy.esp] (unparented) - Active
No conflicts

[Deadlier Traps.esp] (unparented) - Active
No conflicts

[ImmersiveHealthIndication.esp] (unparented) - Active
No conflicts

[RandomEncounters.esp] (unparented) - Active
No conflicts

[HelmetFOV-KOTN.esp] (unparented) - Active
No conflicts

[Intelligence Overhaul.esp] (unparented) - Active
Major conflicts

[ANB_Dynamic_Health_Regen.esp] (unparented) - Active
No conflicts

[DA Fatigued Running.esp] (unparented) - Active
No conflicts

[DA ReducedBackwardsRunningSpeed.esp] (unparented) - Active
No conflicts

[Enhanced Quest Roleplaying.esp] (unparented) - Active
Major conflicts

[StealthOverhaul.esp] (unparented) - Active
No conflicts

[DLCThievesDen.esp] (unparented) - Active
Minor conflicts

[DLCVileLair.esp] (unparented) - Active
Major conflicts

[DLCFrostcrag.esp] (unparented) - Active
Major conflicts

[DLCMehrunesRazor.esp] (unparented) - Active
Major conflicts

[DLCShiveringIsles.esp] (unparented) - Active
No conflicts

[SleepRestAnyTime.esp] (unparented) - Active
No conflicts

[RealSleep.esp] (unparented) - Active
No conflicts

[Mart's Monster Mod for Francescos.esp] (unparented) - Active
Major conflicts

[Francesco's Slower skills x1.5.esp] (unparented) - Active
No conflicts

[Francesco's 7 days respawn time - 1-16 day lenght rescale.esp] (unparented) - Active
Major conflicts

[Francesco's Optional Vendor Tweaks.esp] (unparented) - Active
No conflicts

[SI Living Economy.esp] (unparented) - Active
Minor conflicts

[Francesco's Optional Dungeon Chest Locks.esp] (unparented) - Active
No conflicts

[Francesco's Optional Dungeon Chest Loot.esp] (unparented) - Active
No conflicts

[Francesco's Optional Leveled Guards.esp] (unparented) - Active
Major conflicts

[Francesco's Optional House Chest Loot.esp] (unparented) - Active
No conflicts

[Francesco's Optional Leveled Quests.esp] (unparented) - Active
Major conflicts

[Francesco's Optional Leveled Arena.esp] (unparented) - Active
Minor conflicts

[Mart's Monster Mod - Fran's leveled quests.esp] (unparented) - Active
Major conflicts

[Mart's Monster Mod - Durability & Damage.esp] (unparented) - Active
No conflicts

[Mart's Monster Mod - More Wilderness Life.esp] (unparented) - Active
Major conflicts

[Mart's Monster Mod - Diverse Creature Skins.esp] (unparented) - Active
Major conflicts

[Mart's Monster Mod - Looting NPCs & Creatures.esp] (unparented) - Active
Major conflicts

[Mart's Monster Mod - City Defences.esp] (unparented) - Active
Major conflicts

[RealHungerv1.4.esp] (unparented) - Active
Major conflicts

[RenCorpseMod.esp] (unparented) - Active
Major conflicts

[RenGuardOverhaul.esp] (unparented) - Active
Major conflicts

[RenGuardOverhaulShiveringIsles.esp] (unparented) - Active
No conflicts

[Harvest [Flora] - DLCVileLair.esp] (unparented) - Active
Major conflicts

[Knights.esp] (unparented) - Active
Major conflicts

[Knights Patch.esp] (unparented) - Active
Minor conflicts

[Harvest [Flora] - DLCFrostcrag.esp] (unparented) - Active
Major conflicts

[AliveWaters.esp] (unparented) - Active
Major conflicts

[Harvest [Flora] - Shivering Isles.esp] (unparented) - Active
Major conflicts

[Natural_Water_by_Max_Tael.esp] (unparented) - Active
No conflicts

[Harvest [Flora].esp] (unparented) - Active
Major conflicts

[DLCOrrery.esp] (unparented) - Active
No conflicts

[SupremeMagicka.esp] (unparented) - Active
Major conflicts

[SM_ShiveringIsles.esp] (unparented) - Active
Major conflicts

[Natural_Habitat_by_Max_Tael.esp] (unparented) - Active
Minor conflicts

[Natural_Vegetation_by_Max_Tael.esp] (unparented) - Active
No conflicts

[PJs Lightning Strikes - Natural Weather.esp] (unparented) - Active
Major conflicts

[Dark Dungeons.esp] (unparented) - Active
Minor conflicts

[_darker_nights_for_nat_env.esp] (unparented) - Active
Major conflicts

[Natural_Weather_by_Max_Tael.esp] (unparented) - Active
Major conflicts

[_burning_kvatch.esp] (unparented) - Active
Very minor conflicts

[IWR-Windows.esp] (unparented) - Active
Minor conflicts

[IWR-Shutters.esp] (unparented) - Active
Minor conflicts

[IWR-Lights.esp] (unparented) - Active
Minor conflicts

[HorseCommands.esp] (Part of MD Saddle Bags 2.5.omod) - Active
Minor conflicts

[MD_FasterHorseTurning.esp] (Part of MD Saddle Bags 2.5.omod) - Active
No conflicts

[MD_Saddle_Bags+Accessories_v2.esp] (Part of MD Saddle Bags 2.5.omod) - Active
Major conflicts

[MD_Saddle_Bags_Accessories.esp] (Part of MD Saddle Bags 2.5.omod) - Active
Major conflicts

[MD_Saddle_Bags_Lite_v2.esp] (Part of MD Saddle Bags 2.5.omod) - Active
Major conflicts

[MD_Saddle_Bags_v2.esp] (Part of MD Saddle Bags 2.5.omod) - Active
Major conflicts


I'd appreciate others opinions on this load order (dont worry about the saddle bags mod, its a OMOD thats why its last on the list)

QUOTE(dev_akm @ May 31 2007, 06:30 PM) *
Hehe. Well, that was the case with Morrowind, and in the early days after Oblivion came out nobody really understood exactly how good a job Bethesda really did with the new FormID structure. At the time it seemed draconian at best and was much lamented.

So, you may have gotten this idea from early versions of the Oblivion Mods FAQ.

More recently we've come to appreciate the FormID structure -- despite a few glitches like the SI rollover bug -- and particularly the way savegames are handled with respect to updating modindexes. The game keeps a table matching the plugin filenames to the modindexes for important data recorded in your savegames.

Basically, what this means is that you can freely arrange your load order as often as you like. As long as the filename of a plugin doesn't change, your savegame's list of modindexes will be safely updated to match the new load order when loaded.


Thanks dev_akm, very useful as usual smile.gif

If you don't mind another question, what's this SI rollover bug ? I apparently missed that too biggrin.gif

Regards.
QUOTE(Skyfire76 @ May 31 2007, 03:30 PM) *
Thanks dev_akm, very useful as usual smile.gif

If you don't mind another question, what's this SI rollover bug ? I apparently missed that too biggrin.gif

Regards.


No problem! biggrin.gif

The SI bug (now squashed) is detailed on the main page of UESP (scroll down a bit and then read up).
I'm having great success with this load order, using 112 different mods (140+ different esps) and FCOM:

Oblivion.esm
bookplacing.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
<Harvest [Flora]>
<quest award levellers>
<all kinds of different mods, including body mods, sound mods, companion mods blah>
<FCOM as explained in the FCOM readme, follow what it tells you to do to the letter, seriously>
Diverse Effect Icons.esp *> in order to overwrite changes from OOO
Adonnays Elven Weaponry.esp *> because I bought some of the weapons before installing any kind of megamod
vermillionandsilverthorn.esp *> a version that is adjusted to use exnem bodies - was screwed up by OOO, so it's loaded afterwards
Tegeals Extra Robes.esp *> a version that is adjusted to use exnem bodies - was screwed up by OOO, so it's loaded afterwards
Bashed Patch, 0.esp *> FCOM merged lists, bow fixes for bob's armory, amulets on all robes, TNR for Fran's
VA_DaedricPriestessArmour.esp *> Daedric concept armor adjusted to use exnem bodies loaded last because it was screwed up by OOO
VA_FemmeDaedricHelmet.esp *> helmet for Daedric concept armor

Really, it all comes down to applying common sense.
QUOTE(dev_akm @ May 31 2007, 11:46 PM) *
No problem! biggrin.gif

The SI bug (now squashed) is detailed on the main page of UESP (scroll down a bit and then read up).


Thanks again smile.gif I indeed had missed that, but since it is fixed by the latest patch, I was safe then smile.gif

Regards.
This thread deserves a bump smile.gif
QUOTE(ElecManEXE @ Mar 5 2007, 04:47 PM) *
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)>



Hello everyone!

I created this thread about 6 months ago (wow!).. I downloaded some Mods and used the advice given here. My game was stable and the advice here worked great..

But, my computer was on the low-end for this game and I had to stop playing..

I've just gotten a new computer and Im looking to play again so I was just wondering... Does the advice here still stand? Has anything changed with OMM or the way Oblivion works that would need me to change the way I approach my load order?

Thanks!
Can someone post a more NON-CONFLICT list order of mods. Thanks
QUOTE(psychophat @ Dec 11 2007, 05:38 PM) *
Can someone post a more NON-CONFLICT list order of mods. Thanks

If you have trouble with your load order, you'd be better off posting it in a new thread, stating the problems you're having and asking for help, as opposed to posting in such an old (and pretty dead) thread. There is no perfect guide to load orders, although someone can surely help you with yours specifically.

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