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Active plugins are plugins loaded into the game. A plugin is installed once you put it in your data folder, but it is only active if the launcher shows that it is checked. This becomes another of the motivations for installing a mod management utility (i.e, OBMM, Wrye Bash, etc.) These tools let you move plugins around (by modifying their timestamps) through a GUI, with buttons and your mouse.Įxample #1 - a simple load order (with fake timestamps) Oblivion's launcher does not allow you to do much with your load order outside of activating and deactivating plugins. Unofficial Oblivion Patch.esp (timestamp=2008). Once you have more than a few plugins, putting a well-structured load order together is no simple task. Even if you have only a few mods, your small load order can still be very order-dependent. There are a few rules that are forced by the game, and then there are many more rules that as a result of plugin interactions. #Unofficial oblivion dlc patch stuck modsĬertain groups of mods are better off loading in certain locations in a load order because of how they overlap with other mods in that load order. Then, all of the ESMs are loaded after it, followed by the ESPs.įirst and foremost, Oblivion.esm load first.
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If a load order breaks these enforced rules, the game will throw errors and problems at the user.
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Plugins selected in the merge menu, have their content merged into the Bashed Patch.
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