Blocky and spasmic water reflection
#1
Posted 05 November 2009 - 05:35 AM
http://www.mediafire...mw2miz/Oblivion Water Blocks.mp4
OR
http://www.youtube.c...h?v=2nNUf36lkGg
(check HD and full screen to see it better)
Anyone knows how to fix this or what is causing it? I am using Enhanced Water HD 2.0 (and a shitload of other mods).
Playing at 1680x1050 with everything on max + HDR.
#2
Posted 05 November 2009 - 01:25 PM
lordfrikk, on Nov 5 2009, 05:35 AM, said:
http://www.mediafire...mw2miz/Oblivion Water Blocks.mp4
OR
http://www.youtube.c...h?v=2nNUf36lkGg
(check HD and full screen to see it better)
Anyone knows how to fix this or what is causing it? I am using Enhanced Water HD 2.0 (and a shitload of other mods).
Playing at 1680x1050 with everything on max + HDR.
load order is everything for proper mod function,list yours!!!
#3
Posted 05 November 2009 - 04:26 PM
dezdimona, on Nov 5 2009, 02:25 PM, said:
lordfrikk, on Nov 5 2009, 05:35 AM, said:
http://www.mediafire...mw2miz/Oblivion Water Blocks.mp4
OR
http://www.youtube.c...h?v=2nNUf36lkGg
(check HD and full screen to see it better)
Anyone knows how to fix this or what is causing it? I am using Enhanced Water HD 2.0 (and a shitload of other mods).
Playing at 1680x1050 with everything on max + HDR.
load order is everything for proper mod function,list yours!!!
I use BOSS to sort the mods. Anyway, here's my current load order :
[codebox]Active Mod Files: 00 Oblivion.esm 01 ScreenEffects.esm 02 All Natural Base.esm [Version 0.9.7] 03 Francesco's Leveled Creatures-Items Mod.esm 04 Francesco's Optional New Items Add-On.esm 05 Cobl Main.esm [Version 1.72] 06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 07 Mart's Monster Mod.esm [Version 3.7b1] 08 FCOM_Convergence.esm [Version 0.9.9a7] 09 Better Cities Resources.esm 0A Progress.esm [Version 2.0] 0B HorseCombatMaster.esm ** TNR ALL RACES FINAL.esp 0C Better Cities .esp 0D Francesco's Optional Chance of Stronger Bosses.esp 0E Francesco's Optional Chance of Stronger Enemies.esp 0F Francesco's Optional Chance of More Enemies.esp 10 Francesco's Optional Leveled Guards.esp 11 FCOM_Francescos.esp [Version 0.9.9] 12 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] 13 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 14 LoadingScreens.esp 15 LoadingScreensAddOn.esp 16 All Natural - Real Lights.esp [Version 0.9.7] 17 All Natural.esp [Version 0.9.7] 18 All Natural - EW + NW + AWS.esp [Version 0.9.6] 19 Enhanced Water v2.0 HD.esp 1A Storms & Sound.esp 1B WindowLightingSystem.esp 1C AliveWaters.esp 1D Book Jackets Oblivion.esp 1E diversegrasses.esp ++ Item interchange - Extraction.esp [Version 0.76] 1F P1DmenuEscape.esp 20 Choices and Consequences.esp 21 Thieves Arsenal.esp 22 ExnemRuneskulls.esp 23 Cobl Glue.esp [Version 1.72] ** OOO 1.32-Cobl.esp [Version 1.72] 24 Bob's Armory Oblivion.esp 25 FCOM_BobsArmory.esp [Version 0.9.9] 26 Oblivion WarCry EV.esp 27 FCOM_WarCry.esp [Version 0.9.9] 28 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] 29 Choices and Consequences - OOO.esp [Version 0.2] 2A FCOM_Convergence.esp [Version 0.9.9] 2B Choices and Consequences - MMM.esp [Version 0.2] 2C FCOM_RealSwords.esp [Version 0.9.9] 2D Mart's Monster Mod - More Wilderness Life.esp [Version 3.5.5b4] 2E Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1] 2F Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b1] 30 Mart's Monster Mod - Vindasel.esp [Version 3.7b1] 31 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1] 32 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.5.5b4] 33 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1] 34 MMM-Cobl.esp [Version 1.69] 35 Enhanced Quest Roleplaying.esp 36 Enhanced Quest Roleplaying - OOO.esp 37 Enhanced Quest Roleplaying - FCOM.esp 38 LetThePeopleDrink.esp [Version 2.5] 39 Salmo the Baker, Cobl.esp [Version 3.08] 3A Toggleable Quantity Prompt.esp [Version 3.1.1] 3B Roleplaying Dialogues.esp 3C RealisticForceMedium.esp 3D RealisticMagicForceLow.esp 3E Gather Ye Rosebuds.esp 3F MidasSpells.esp 40 StealthOverhaul.esp 41 RenGuardOverhaul.esp 42 Deadly Reflex 5 - Timed block and 150% damage.esp 43 DeadlyReflex 5 - Combat Moves.esp 44 Kobu's Lighter Backpack Mod.esp 45 ProgressMBSP.esp [Version 1.0] 46 ProgressSBSP.esp [Version 1.0] 47 ProgressMercantile.esp [Version 1.11] 48 RealisticLeveling.esp ++ Item interchange - Placement for FCOM.esp [Version 0.76] 49 Mart's Monster Mod - Resized Races.esp [Version 3.7b1] 4A CuteElf11.esp [Version 1.2] 4B Cobl Races.esp [Version 1.52] 4C bgMagicEV.esp [Version 1.7EV] 4D bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV] 4E bgMagicBonus.esp [Version 1.7EV] 4F Cobl Races - Balanced.esp [Version 1.52] 50 Better Cities - Full City Defences.esp 51 Better Cities Full.esp 52 Better Imperial City.esp 53 Better Cities - COBL.esp [Version 2] 54 bgMagicEVShader.esp [Version 1.7EV] 55 bgMagicLightningbolt.esp 56 qazFingerSnap.esp ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53] 57 Cobl Silent Equip Misc.esp [Version 01] ** All Natural - Indoor Weather Filter For Mods.esp 58 Bashed Patch, 0.esp 59 Streamline 3.1.esp 5A MerchantsAlwaysBuyStolen.esp [/codebox]
#4
Posted 05 November 2009 - 07:57 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)>
Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM
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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#5
Posted 09 November 2009 - 08:30 PM



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