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FCOM Trouble - Big Yellow Exclamation Points


3eeve

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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!

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General Load-Order Guidelines

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)>

 

 

 

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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