tapakidney Posted June 17, 2009 Share Posted June 17, 2009 It seems that the midsections of all the FCOM Fallen One goblins have gone invisible... Can anyone think what may have caused this? Link to comment Share on other sites More sharing options...
silvercolum Posted June 17, 2009 Share Posted June 17, 2009 fallen one goblins are part of OWC, so i can only point you to make sure OWC meshes are installed.If that doesnt fix the problem, then u should check the load order. Link to comment Share on other sites More sharing options...
tapakidney Posted June 17, 2009 Author Share Posted June 17, 2009 Ah, load order... That would explain why I could see them fine before I added more mods :) Thanks! Link to comment Share on other sites More sharing options...
dezdimona Posted June 17, 2009 Share Posted June 17, 2009 General Load-Order GuidelinesHere 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.esmUnofficial 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)> Expanded Load-Order Guidelinesby dev_akm I would extend this to include: Oblivion.esmUnofficial 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):....Oblivionunoffical patchDeeper realism mods that add sights and soundsadded content like weapons/itemsgameplay changes, like 'must eat and sleep'The OOO typethe 'new begining' type mod................................................................................................... Link to comment Share on other sites More sharing options...
tapakidney Posted June 17, 2009 Author Share Posted June 17, 2009 Ok, done and done. Here is my new load order.= Check Mods This is a report on your currently active/merged mods. === Mergeable Following mods are active, but could be merged into the bashed patch. * DLCSpellTomes - Unofficial Patch.esp * Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp === Active Mod Files: * 00 Oblivion.esm * 01 FCOM_Convergence.esm [Version 0.9.9a7] * 02 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] * 03 Mart's Monster Mod.esm [Version 3.7b1] * 04 Francesco's Optional New Items Add-On.esm * Delinquent Master: Francesco's Leveled Creatures-Items Mod.esm * 05 Francesco's Leveled Creatures-Items Mod.esm * 06 MD_Saddle_Master.esm * 07 Unofficial Oblivion Patch.esp [Version 3.2.0] * 08 LockpickMold.esp * 09 Window Entrances-Anvil.esp * 0A Encumbrance x1p5.esp * 0B VaultsofCyrodiil.esp * 0C MD Saddlebags v3.0.esp * 0D Thieves Arsenal.esp * 0E StealthOverhaul.esp * 0F FCOM_WarCry.esp [Version 0.9.9] * Delinquent Master: Oblivion WarCry EV.esp * 10 FCOM_Convergence.esp [Version 0.9.9] * Delinquent Master: Oscuro's_Oblivion_Overhaul.esp * 11 FCOM_RealSwords.esp [Version 0.9.9] * 12 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] * ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] * 13 FCOM_BobsArmory.esp [Version 0.9.9] * Delinquent Master: Bob's Armory Oblivion.esp * 14 Oblivion WarCry EV.esp * 15 Bob's Armory Oblivion.esp * 16 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] * 17 DLCOrrery.esp * 18 DLCOrrery - Unofficial Patch.esp [Version 1.0.3] * 19 DLCFrostcrag.esp * 1A DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] * 1B DLCMehrunesRazor.esp * 1C DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] * 1D DLCThievesDen.esp * 1E DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] * 1F DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] * 20 DLCVileLair.esp * 21 DLCVileLair - Unofficial Patch.esp [Version 1.0.5] * 22 DLCSpellTomes.esp * 23 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] * 24 DLCShiveringIsles.esp * 25 Unofficial Shivering Isles Patch.esp [Version 1.4.0] * 26 DLCHorseArmor.esp * 27 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] * 28 Mart's Monster Mod.esp [Version 3.7b1] * 29 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b1] * 2A Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1] * ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1] * ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b1] * ++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b1] * 2B Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp [Version 3.7b1] * ++ Mart's Monster Mod - Knights.esp [Version 3.7b1] * ++ Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp [Version 3.7b1] * ++ Mart's Monster Mod - Friendlier Factions MMM+Fran.esp [Version 3.7b1] * 2C Mart's Monster Mod - Farm Animals.esp [Version 3.7b1] * 2D Mart's Monster Mod - Foxes.esp [Version 3.7b1] * 2E Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b1] * 2F Mart's Monster Mod - Durzog Addon.esp [Version 0.10] * 30 Mart's Monster Mod - Shivering Isles.esp [Version 0.18] * 31 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b1] * 32 Francesco's Optional Chance of Stronger Bosses.esp * 33 Francesco's Optional Chance of Stronger Enemies.esp * 34 Francesco's Optional Leveled Guards.esp * 35 Knights.esp * 36 Knights - Unofficial Patch.esp [Version 1.0.9] * 37 Bashed Patch, 0.esp Still no bodies on my little red buddies. Any other thoughts? Link to comment Share on other sites More sharing options...
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