Jump to content

Welcome to LoversLab
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Load Order Tips


  • Please log in to reply
7 replies to this topic

#1
d4nt320

d4nt320

    Member

  • Members
  • PipPipPip
  • 187 posts

i see people having problem with there load order that is why i create this, this way they will have tips for they load order mods.

 

not all load order work for all people some work for them some not. so this thread will help you have some tips for that.

 

here some load order tips: all work fine, remember some work for you some not. try them all and other thing not save the game only after all your load order are fine.

 

Load Order tips:

 

Spoiler

 

 

Spoiler

 


  • 0

AdBot

AdBot
  • Advert

#2
dje34

dje34

    Random Variable

  • Members
  • PipPipPipPipPip
  • 1,098 posts

Thank you 4 sharing !


  • 0

#3
WineVictor

WineVictor

    Member

  • Members
  • PipPip
  • 12 posts

Hello, thank you for tips and mods collection for inspiration :D . I've been looking for topic like this, where I would like to ask some questions about mods, load order and bash patch. I would be grateful for tips and help :) .

 

1. I encountered many topics, where modders advice to disable all lovers mods for bash patch build. Are there any general rules, which mods should be deactivated before rebuild bash patch?

 

2. In wrye mods that are mergable light green. Is it safe to merge all these mods or should I carefully choose?

 

3. I've read about imported mods in wrye and I don't understand it. They have the green dots. What exactly does this mean? How could I use this?

 

4. I downloaded race mods and companion mods for them. But some companion mods come with their own master file .esm for race (example http://www.nexusmods...&preview=&pUp=1 )

The race mod have its own .esp file and I'm not sure what to deactivate

 

5. I saw some loading orders with mods ending   _Vwalk.esp what are these mods?

 

Thank you :)


  • 0

#4
Leo77

Leo77

    Giant Telepathic Turian

  • Members
  • PipPipPip
  • 127 posts

I'm no expert but i'll try to give you some answers

 

1. the only mods i heard about that would need this are lovers mods.

 

2. It should be safe to merge all light green mods, if they are marked light green then the software itself "thinks" that they are mergeable.

 

3. The green dot in the checkbox beside a mod means that it's merged into the bashed patch. What that means is, that the game sees that particular .esp as deactivated but the changes/additions made by that mod will still be ingame as long as the Bashed Patch is active since the contents of that mod are now a part of the Bashed Patch. This feature allows for more esps to be active than without the use of a bashed patch.

 

4. I've looked at the readme from Ambreska and in the part where it says what is added you can find the line "Ice elves bei Ozmo". Also, Ice elves are not written in the requirements, so you should be able to have her and the ice elves race ingame just with the esms/esps that come with the Ambreska mod (with the required mods of course).

 

5. A Quick google search pointed me to this mod http://www.nexusmods...n/mods/28223/?, not sure though since i don't use it and can't verify because the nexus servers are being potato again.

 

EDIT: Verified it just now, it truly is Sensual Walks


  • 0

#5
rynak777

rynak777

    Member

  • Members
  • PipPipPip
  • 202 posts

1. I encountered many topics, where modders advice to disable all lovers mods for bash patch build. Are there any general rules, which mods should be deactivated before rebuild bash patch?

 

Not so much a general rule, but an understanding why a bashed patch is even needed in the first place - so, it's purpose:

 

1. Reduce plugin count. This is because if one has 200+ files in oblivion/data, crashes appear and increase in frequence. If you have much fewer mods than this, there is actually no need to merge mods (and i would advice to not do so then, because it takes some complications away, which merged mods introduce (like, you having to remember what's in the bashed patch and so on).

 

2. Fix oblivion's incompetent modding system, which is unable to let plugins make fine-grained changes - only paint with large brushes so to speak. Explaining this entirely requires a seperate topic, which i will perhaps create soon. But to keep it simple, here's an example: Say a mod changes the eyes of a race. You think it therefore only changes eyes - but noooope: A plugin can only change THE ENTIRE RACE, not individual attributes of it. Same for each NPC. Same for each item. Same for each spell. Same for an entire fucking levelled list.

 

Plugins cannot change individual attributes of things - only entire things. Now, what happens if plugin A changes the eyes of race "foo", and plugin B changes the hairs or race "foo"? Answer: Only the one loaded last will get to change anything, because it'll overwrite any earlier changes to race "foo". Oh, and with only being able to change entire NPCs/Monsters, instead of their attributes - i of course do NOT mean individual NPCs in the gameworld. Nooope - what we're talking about here, is say plugin A changing the speed of "bay horse", and plugin B changing the health of "bay horse". Plugin B loads last, so now all bay horses in the game have different health, but still vanilla speed.

 

This is the kind of stuff which a bashed patch can fix. Even if you don't outrightly merge mods (click "skip" when asked), you can still tell it to look through your mods, search for those conflicting but "mergeable" edits - and then merge them into the bashed patch (so i.e., the bashed patch will then contain "bay horse" with changed speed and health).

 

There are however conflicts which a bashed patch cannot merge, and things it shouldn't try to merge because it can cause all kinds of issues. The thing rule of thumb here is this: SCRIPTS. Anything script heavy has no place in the bashed patch - it can't do any good there anyways, because edits to scripts (programming code) cannot be merged.

 

So in summary: The bashed patch should combine mods that add/change THINGS/OBJECTS. Races and their looks, equipment, random encounters - that kind of stuff. Anything that does not primarily adds/modifies objects/actors in the game, but instead mostly is programming, interface tweaks and the like... doesn't benefit from a bashed patch, and at worst will do harm in there.

 

Because those two "classes" of plugins are so different, you can actually very often entirely seperate them in your loadorder. See here for example: http://www.loverslab...ashes-and-bugs/

 

As you can see in the list of plugin-categories, the bashed patch kinda sits right in between the "content" plugins, and the "interface/scripting" plugins and loversPK. I'm not perfectly sure, but if you have your LO like this, it's quite probably that you don't even need to disable plugins before building the patch - because if wrye bash is remotely smart, it won't try to merge things that is later in loadorder than the bashed patch (that would make no fucking sense, after all).


  • 0

#6
WineVictor

WineVictor

    Member

  • Members
  • PipPip
  • 12 posts

Thank you guys, I've got some insight now. :cool:


  • 0

#7
varenne

varenne

    Mega Poster

  • Contributor
  • PipPipPipPipPip
  • 1,584 posts

And the most common (and often recommended) version of Wrye Bash used is 295. The included help is an excellent place to do initial research too, to extend your knowledge on how to gradually over time learn to use the intermediate and advanced features.

 

Import is different than merging.

 

See using bash tags also via the help system. You may have already noted some tags with MODs you already have.

 

A little known fact for beginners. You can open your bashed patch.esp in CS/CSE and examine what it includes.


  • 1

#8
WineVictor

WineVictor

    Member

  • Members
  • PipPip
  • 12 posts

Hello varenne, thanks for tips, I really didn't know that. :D


  • 0