How to use OOO, MMM and other mods together ?

The real exciting news of the week was the much anticipated release of OOO 1.3 – Oscuro’s Oblivion Overhaul. After playing it a bit, it looks well worth the wait (and the trouble of installing it).

Making this mod coexist with several other mods can be tricky as it incorporates versions of existing mods and flat out conflicts with others. The changes are so extensive that it is almost impossible to preserve a saved game after installing it. The only solution left is a fresh start with a new character.

As I said above, for all this trouble you will be rewarded with a more difficult and challenging game. Expect to come across all sorts of creatures, including Trolls and Minotaurs Lords, even at level 1.

So, before you rush into downloading this gem, make sure you read the notes on the official website.

In case someone needs an example of load order for several mods after installing OOO 1.3, here is the current order of the mods I am using.

The rule of thumb is to put before OOO all mods that can safely be altered by OOO and place after, all mods that you want to make sure will work as advertised (even if it means they will alter OOO). 

I tried to group mods in this list by categories. In order of appearance :

  • Mods from the Unique Landscape project
  • Official plugins and related mods (unofficial oblivion patch)
  • Mods introducing major changes in game content and gameplay or recommended to put at the top of the load order.
  • Cosmetic mods
  • Mods introducing new objects, armors and weapons
  • Living Economy
  • Oscuro’s Oblivion Overhaul
  • Weather and atmospheric modifications
  • Magic and spells modifications
  • Gameplay modifications to complement OOO
  • Mods introducing unique items, armors and weapons to complement OOO
  • Mods introducing new quests, companions
  • Mods that are recommended to place at the end of the load order

Use Oblivion Mod Manager to change your load order more easily, and good luck…

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