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About creatures of FCOM


proutos

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I have a question, about FCOM mods, which i don't know very well : i started a game with these four ones, and saw some creatures like rabbits, and "dark" wolves. Then i added lots of others mods, not ones that add or change creatures, but now i cannot see the rabbits and wolfs anymore. Are these animals really rare (so all is normal), and from which of the four mods of FCOM come they ?

 

 

And for load order, sorry i don't know exactly what it is. :confused:

 

I added OOO first, then MMM, then FLC, War Cry, then mods like Dark Dungeons and Crowded Roads, and finally Deadly Reflex 5. It works but it seems that there are no rabbits anymore.

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I have a question, about FCOM mods, which i don't know very well : i started a game with these four ones, and saw some creatures like rabbits, and "dark" wolves. Then i added lots of others mods, not ones that add or change creatures, but now i cannot see the rabbits and wolfs anymore. Are these animals really rare (so all is normal), and from which of the four mods of FCOM come they ?

 

 

And for load order, sorry i don't know exactly what it is. :confused:

 

I added OOO first, then MMM, then FLC, War Cry, then mods like Dark Dungeons and Crowded Roads, and finally Deadly Reflex 5. It works but it seems that there are no rabbits anymore.

 

 

If you're using Oblivion Mod Manager you can create a txt version of your load order with the Import/Export button on the right.

http://timeslip.chorrol.com/obmm.html

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Yes i'm using it, Wrye Bash too, and finally with FCOM Helper i got the "load order", which is :

 

 

Francesco's Leveled Creatures-Items Mod.esm

 

Francesco's Optional New Items Add-On.esm

 

Francesco's Optional New Creatures Add-On.esm

 

Oscuro's_Oblivion_Overhaul.esm

 

Mart's Monster Mod.esm

 

HorseCombatMaster.esm

 

Francesco's Optional Chance of Stronger Bosses.esp

 

Francesco's Optional Chance of Stronger Enemies.esp

 

Francesco's Optional Chance of More Enemies.esp

 

Francesco's Optional Leveled Guards.esp

. Note: Only use with Shivering Isles expansion.

 

Natural_Habitat_by_Max_Tael.esp

 

Natural_Water_by_Max_Tael.esp

 

Oblivion Cats v0.22b.esp

 

moDem's City Life.esp

 

Francesco's Optional Leveled Quests.esp

 

Francesco's Optional New Adventurers.esp

 

Francesco's Optional House Chest Loot.esp

 

Francesco's Optional Leveled Arena.esp

 

Francesco's Optional Dungeon Chest Loot.esp

 

Francesco's Optional Dungeon Chest Locks.esp

 

Francesco's Optional Vendor Tweaks.esp

 

Francesco's More Wilderness Life.esp

 

Oblivion WarCry EV.esp

 

Oscuro's_Oblivion_Overhaul.esp

 

Cheydinhal Petshop.esp

. Note: Has problems with FCOM and other mods

 

Jagnot- Imperial City Library V1.3.esp

 

za_bankmod.esp

 

Natural_Vegetation_by_Max_Tael.esp

 

Dungeon Actors Have Torches 1.6 DT.esp

. Note: Functionality included in OOO/FCOM.

 

Exterior Actors Have Torches 1.3 DT.esp

. Note: Functionality included in OOO/FCOM.

 

P1DkeyChain.esp

 

RenGuardOverhaul.esp

 

Kobu's Character Advancement System.esp

 

Kobu's Skip Intro Mod.esp

 

Dark Dungeons.esp

 

Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

 

Bashed Patch, 0.esp

 

 

 

 

There's also a few others mods like "Primary Needs" that are not recognised, but nothing linked to creatures.

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I think your rabbits are coming from Natural Habitats..

 

No, i saw them before i add NH, i think they come from MMM, but i'm not 100% sure.

 

And, thanks for your patience and trying to help me, but i finally find a solution : i removed the Cheydinhal Petshop, which seems to have troubles with FCOM and others mods. And i saw rabbits again, and others animals like goats, fawns ... well it works fine now. Sorry for disturbing . :biggrin:

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