proutos Posted October 20, 2008 Share Posted October 20, 2008 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. Link to comment Share on other sites More sharing options...
myrmaad Posted October 20, 2008 Share Posted October 20, 2008 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 Link to comment Share on other sites More sharing options...
proutos Posted October 20, 2008 Author Share Posted October 20, 2008 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. Link to comment Share on other sites More sharing options...
proutos Posted October 21, 2008 Author Share Posted October 21, 2008 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: Link to comment Share on other sites More sharing options...
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