50Steps_To_Stable_FCOM+++

Post » Sat Oct 16, 2010 10:29 pm

Thanks Arkngt, doing it right now. I'm also going to have to reinstall Roberts OOO clothes as well as FCOM it self. any other mod on the list that over writes OOO that I should be aware of?

EDIT: that didn't fix it, I'm using EVE HGEC so I'm going to try the EVE for OOO/MMM/Frans as apposed to what Blade said to use EVE for FCOM only.

EDIT2: I see now that I need the resources from EVE for OOO/MMM/Frans but use the esp for FCOM only. didn't realize this.
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steve brewin
 
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Post » Sat Oct 16, 2010 10:24 am

Query. The way I am reading steps 14 and 15, the WarCry 1.09 EV BSA should not be used with an esp, except for FCOM_WarCry, while the BobsArmory BSA should use it's own esp file. Could somebody clarify this for me? :unsure:
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leigh stewart
 
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Post » Sat Oct 16, 2010 9:52 am

Query. The way I am reading steps 14 and 15, the WarCry 1.09 EV BSA should not be used with an esp, except for FCOM_WarCry, while the BobsArmory BSA should use it's own esp file. Could somebody clarify this for me? :unsure:

Eh, that does look a bit odd. You should have:

Bob's Armory Oblivion.esp
FCOM_BobsArmory.esp
Oblivion WarCry EV.esp
FCOM_WarCry.esp

And their respective BSA files.
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Sun of Sammy
 
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Post » Sat Oct 16, 2010 2:07 pm

Eh, that does look a bit odd. You should have:

Bob's Armory Oblivion.esp
FCOM_BobsArmory.esp
Oblivion WarCry EV.esp
FCOM_WarCry.esp

And their respective BSA files.
That was my intuitive guess, but thanks for clarifying :)
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Rhiannon Jones
 
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Post » Sun Oct 17, 2010 12:43 am

That was my intuitive guess, but thanks for clarifying :)

I've got a guide I put a lot of effort in - check my sig
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Angus Poole
 
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Post » Sat Oct 16, 2010 6:13 pm

Bunch of good info Utumno :) One more minor discrepancy with this guide; steps 29 & 30 should be reversed. OXP needs to come after Darnified, or the character sheet and hud progress bars will never register xp gains.
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Rachell Katherine
 
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Post » Sat Oct 16, 2010 12:53 pm

Bunch of good info Utumno :) One more minor discrepancy with this guide; steps 29 & 30 should be reversed. OXP needs to come after Darnified, or the character sheet and hud progress bars will never register xp gains.

Noted, reversed and thank you.
And I explained bit better about WarCry and Bob's Armory.
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Eve Booker
 
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Post » Sat Oct 16, 2010 6:34 pm

Noted, reversed and thank you.
And I explained bit better about WarCry and Bob's Armory.


I am at this step:

"5.I unpacked Oblivion - Meshes.BSA, pyffied the 8 folders named Architecture, clutter, dungeons, furniture, landscape, plants, rocks and sky, then omoded them and activated."

Now I have unpacked the vanilla meshes into a temporary folder and have pyffied those 8 folders. But I am unsure what to do next. I am familiar with OBMM... but the way the step is worded is confusing. Do I pack those 8 pyffied files into OMODS and then activate them? Isnt oblivion reading from the .bsa file? So am I basically overwriting the .bsa file's nifs? Thanks
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Claire Mclaughlin
 
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Post » Sat Oct 16, 2010 8:11 pm

After PyFFI'ing the vanilla meshes you should pack them into a .BSA without compression, rename the file to the default file (Oblivion - Meshes.bsa), change the modified date to that of the original file, and replace the original file after backing it up.

When I did it I unpacked the entire original .BSA, moved the files to the toaster\in directory, right-clicked oblivion_optimize.ini, and clicked Run PyFFI. Then I used OBMM to create a new .BSA, added the in directory, added the out directory, and packed it into an uncompressed .BSA. I then used SetFileDate to set the date modified to January 29, 2006 18:53:40.

The configuration for PyFFI will skip all the files it needs to automatically, including .egm files.

More detailed information on this process can be found http://tesivpositive.animolious.com/?page=pyffi.
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james tait
 
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