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Beta testing


Ysne58
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Hello.

I have been doing some beta testing for WhoGuru.  I am available to test just about anything.  I do have a character set up for testing that is part way through the main quest and the mages guild questline.  She did kill La Chance so I would have to set up another one to do any DB add ons.  (unless someone is working on a mod that fights the DB instead of adds on).

The load order for the base mods I have installed is:

Oblivion.esm

Jog_X_Mod.esm

Mart's Monster Mod.esm

TamrielTravellers.esm

Children Of Rourken.esm

CyrodiilUpgradeResourcePack.esm

Unofficial Oblivion Patch.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Regrowing Nirnroot - Dissappear Reappear.esp

Harvest[Containers].esp

Living Economy - SI.esp

Shadow's Merged Value Fixesv1.2.esp

SigilStonesExpanded1.5.esp

Mart's Monster Mod.esp

Mart's Monster Mod - Gems & Gem Dust.esp

Mart's Monster Mod - Hunting & Crafting.esp

Mart's Monster Mod - Vindasel.esp

TamrielTravellers4MMM.esp

ShiveringIsleTravellers.esp

ArcaneBankofCyrodiil.esp

MiniCyrodiil.esp

Knights.esp

Harvest [Flora].esp

P1DKeyChainSI Merged.esp

Harvest [Flora] - Shivering Isles.esp

Kobu's Character Advancement System.esp

Kobu's Lighter Backpack Mod.esp

SM Spell Leveller.esp

AlfheimrV2.esp

Valyraen's Portal Room.esp

Amber Sword.esp

JADDockTunnel.esp

Hybrid Merged Plugin.esp

Adventurer's Home - no items.esp

Kobu's 2x Slower Skills Mod.esp

Advanced Mark & Recall.esp

PlukeRoleplayingPersuasion.esp

I can make changes if something I am testing conflicts with any of these mods.  I do like keeping WillieSea's Mini Cyrodiil though, cause I can get anywhere pretty quickly.

I will be pm'ing you later today or tomorrow WhoGuru.  I did get through the maze.  For some reason I kept half expecting to run into a teleporter that would ramdomly transport me around.  Now that would be particularly wicked.   aa_wall.gif

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  • 3 weeks later...

I will keep you updated in your thread about this mod.  I still have not noticed anything unusual while having this mod active in two different save games with different mods running.  One has OOO with lots of quest mods, the other has the load order listed in my first post.

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I just finished figuring out a major conflict between 3 different mods.

For testing purposes I am running a vanilla character with no other mods added other than the race I adapted from an oblivion vanilla race.   I do have Kyoma's journal mod and the new ref id mod added for note taking and checking objects if they look like they do not belong.

I am also running a second on with this new load order.

Oblivion.esm

TamrielTravellers.esm

CyrodiilUpgradeResourcePack.esm

Unofficial Oblivion Patch.esp

DLCShiveringIsles.esp

Unofficial Shivering Isles Patch.esp

Regrowing Nirnroot - Dissappear Reappear.esp

SigilStonesExpanded1.5.esp

Harvest[Containers].esp

ShiveringIsleTravellers.esp

ArcaneBankofCyrodiil.esp

Knights.esp

Harvest [Flora].esp

Harvest [Flora] - Shivering Isles.esp

P1DKeyChainSI Merged.esp

Kobu's Character Advancement System.esp

Kobu's Lighter Backpack Mod.esp

Advanced Mark & Recall.esp

SM Spell Leveller.esp

Shadow's Merged Value Fixesv1.2.esp (this mod does conflict with other mods that mess with items values)

AlfheimrV2.esp

Valyraen's Portal Room.esp

Uriel_groSeptim11.esp

Amber Sword.esp

JADDockTunnel.esp

Hybrid Merged Plugin.esp

Adventurer's Home - no items.esp

RivalTest.esp

Kyoma's Journal Mod.esp

RefScope.esp

I am running a third game that will start by adding MMM, then OOO then other mods one by one to see how they play out.

The specific conflict this time was Kvatch Aftermath, Dremora Companion and Mini Cyrodiil all of which alter an oblivion gate.  Changing load orders did not help resolve so this conflict involves something more than the rule of one.

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