3eeve Posted June 21, 2009 Share Posted June 21, 2009 Hi Everyone, So I just picked up Oblivion on Steam and it seemed like a good time to try this mod everyone raves about. I followed the FCOM first time installer instructions to a T. Unfortunately, I'm still having a lot of problems getting textures to show up. I get lots of yellow exclamation points, not just on NPCs but on random objects and items in the world (things like storage containers.) I also get those floating head NPCs and creatures. I've been working on this for several hours now and I'm really at a loss. It's probably some little thing I'm missing. I am about 99% sure I've downloaded all necessary textures. (can't be 100% with all stuff we need). Below is my mod list. Active Mod Files: 00 Oblivion.esm 01 Francesco's Leveled Creatures-Items Mod.esm 02 Francesco's Optional New Items Add-On.esm 03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] 04 Mart's Monster Mod.esm [Version 3.7b1] 05 FCOM_Convergence.esm [Version 0.9.9a7] 06 DLCShiveringIsles.esp 07 Francesco's Optional Chance of Stronger Bosses.esp 08 Francesco's Optional Chance of Stronger Enemies.esp 09 Francesco's Optional Chance of More Enemies.esp 0A Francesco's Optional Leveled Guards.esp 0B FCOM_Francescos.esp [Version 0.9.9] 0C FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] 0D FCOM_FrancescosNamedBosses.esp [Version 0.9.9] 0E DLCHorseArmor.esp 0F DLCOrrery.esp 10 DLCVileLair.esp 11 DLCMehrunesRazor.esp 12 DLCSpellTomes.esp 13 DLCThievesDen.esp 14 Bob's Armory Oblivion.esp 15 FCOM_BobsArmory.esp [Version 0.9.9] 16 Oblivion WarCry EV.esp 17 FCOM_WarCry.esp [Version 0.9.9] 18 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] 19 FCOM_Convergence.esp [Version 0.9.9] 1A FCOM_RealSwords.esp [Version 0.9.9] 1B DLCBattlehornCastle.esp 1C DLCFrostcrag.esp 1D Knights.esp 1E Bashed Patch, 0.esp Thanks for your help! Link to comment Share on other sites More sharing options...
dezdimona Posted June 21, 2009 Share Posted June 21, 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...
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