Overhaul and conflicts help

Post » Mon Oct 17, 2011 10:24 pm

Hey all. I recently started modding my game and its great. But I use OOO and it is supposed to be really hard, but when I play it it's still the same as normal. The enemies in Sideways Cave for instance are supposed to be high level imps, but all I see are standard level 3 imps that I can kill very easily. So can someone please look at my mod list and see if I have conflicting mods so OOO's leveling doesnt work...

Oblivion.esm
TR_OoT_Main.esm
DibellasWatch.esm
Windfall.esm
Jog_X_Mod.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Kvatch Rebuilt.esm
Progress.esm
NNWAEMaster.esm
CM Partners.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Natural_Weather_HDR_by_Max_Tael.esp
Natural_Habitat_by_Max_Tael.esp
Natural_Water_by_Max_Tael.esp
Dynamic Map.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
DLCVileLair.esp
Thieves Arsenal.esp
DLCThievesDen.esp
Cobl Glue.esp
Cobl Si.esp
Oscuro's_Oblivion_Overhaul.esp
OOO 1.32-Cobl.esp
Ivellon.esp
Trade and Commerce.esp
BrotherhoodRenewed.esp
DibellasWatchAdditions.esp
DWAnvilTransport.esp
GoldenCrest.esp
ImpeREAL City Unique Districts - Talos Plaza.esp
ImpeREAL City Unique Districts - Elven Gardens.esp
ImpeREAL City Unique Districts - Green Emperor Way.esp
ImpeREAL City Unique Districts - Prison.esp
ImpeREAL City Unique Districts - Arena.esp
ImpeREAL City Unique Districts - Waterfront.esp
ImpeREAL City Unique Districts - Temple.esp
ImpeREAL City Unique Districts - The Arcane University.esp
ImpeREAL City Unique Districts - Market.esp
ImpeREAL City Unique Districts - Arboretum.esp
JQ-AssassinQuest.esp
Kvatch Rebuilt.esp
Malevolent.esp
NNWAREAyleidDungeons_Series1EV.esp
NNWAEDungeons-Series2EV.esp
NNWARE06-RhyeliaEmeroEV.esp
The Ayleid Steps.esp
thievery.esp
TR_Stirk.esp
Stirk_Compatibility_Patch.esp
Windfall.esp
Knights.esp
TOTF.esp
RTT.esp
RTT-Weye Relocation Patch.esp
The Lost Spires.esp
HoarfrostCastle.esp
AFK_Weye.esp
ElsweyrAnequina.esp
xuldarkforest.esp
LostSpires-DarkForest patch.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
LostSpires-Everglade patch.esp
Anequina-Fallenleaf-Patch.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
HoarfrostCastle-LushWoodlands patch.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
AFK_Weye Arrius_Creek Patch.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
TearsOfTheFiend-CheydinhalFalls patch.esp
KvatchRebuilt-CheydinhalFalls patch.esp
DungeonsOfIvellon-CheydinhalFalls patch.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
xulSnowdale.esp
OOO-Snowdale Patch.esp
xulCliffsOfAnvil.esp
OOOCliffsofAnvilPatch.esp
xulSilverfishRiverValley.esp
GoldenCrest-UniqueLandscapes Merged patch.esp
BarrowFields-Blood&Mud-Patch.esp
Natural_Vegetation_by_Max_Tael.esp
StartChoices.esp
nGCD.esp
ProgressGSD.esp
ProgressArmorer.esp
Sneaking Detection Recalibrated.esp
1em_Vilja.esp
bgIntegrationIntegratedEV.esp
Silverfish&bgIntegrationPatch.esp
DWIngameMap.esp

User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Mon Oct 17, 2011 8:08 pm

I didn't notice a batched patch in your line-up. Might have missed it, and don't know if it's critical for anything in your load-order. (I don't yet use any major overhaul.) But the general rule of thumb is that the more complex your load-order becomes the more you need a bashed patch (and installation via BAIN) to make everything play well together. Others will surely chime in with better info.

I will question one thing. Your load-order contains the various individual ImpeREAL Imperial City Districts esps. So far as I can tell you have every district installed. That being the case, is there any reason you went this route rather than install the "all the districts combined" version which uses only one ESP? That'd save you some slots.

-Decrepit-
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Tue Oct 18, 2011 1:52 am

Hey all. I recently started modding my game and its great. But I use OOO and it is supposed to be really hard, but when I play it it's still the same as normal. The enemies in Sideways Cave for instance are supposed to be high level imps, but all I see are standard level 3 imps that I can kill very easily. So can someone please look at my mod list and see if I have conflicting mods so OOO's leveling doesnt work...


Sideways cave with OOO and a new character is doable with perhaps only the last section to be wary of.
I do strongly suggest that you reorder your mods with BOSS as there are some irregularities to your load list.
Also if you've added Oscuro's after chargen it's imperative that you use Wrye Bash to update your NPC levels and wait out your game respawn time.
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm


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