BAIN install of FCOM

Post » Tue May 17, 2011 7:30 am

I am in no way insinuating that what I have written is a sanctioned guide, but I am trying to make sure the guide is as accurate as possible. There is no guide for BAIN installation, so having all users follow that one guide is nearly impossible. I can, however, modify the guide to try to make it try to line up more with main FCOM installation guide so that users are not thrown off when they see different names or something. If someone has suggestions along those lines, I would like to hear them.

Edit: wording

Edit: I cleared up the mention of Diverse Runeskulls, letting the user know that Exnem's original mod is not necessary.
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Tue May 17, 2011 3:30 pm

Okay, here we go! I made those changes you asked for. The new 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 3.7b3p3]
05 FCOM_Convergence.esm [Version 0.9.9MB3]
06 Unofficial Oblivion Patch.esp [Version 3.2.5]
07 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
08 Oblivion Citadel Door Fix.esp
09 DLCShiveringIsles.esp
0A Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0B Francesco's Optional Chance of Stronger Bosses.esp
0C Francesco's Optional Chance of Stronger Enemies.esp
0D Francesco's Optional Chance of More Enemies.esp
0E Francesco's Optional Leveled Quests-SI only.esp
0F Francesco's Optional Leveled Guards.esp
++ FranDarkSeducerWeapFix.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
10 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
11 DLCHorseArmor.esp
12 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
13 DLCOrrery.esp
14 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
15 DLCVileLair.esp
16 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
17 DLCMehrunesRazor.esp
18 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
19 DLCSpellTomes.esp
1A DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
1B DLCThievesDen.esp
1C DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
1D DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
1E Oblivion WarCry EV.esp
1F FCOM_WarCry.esp [Version 0.9.9MB3]
20 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ OOO-Water_Weeds.esp [Version 1.33]
21 OOO-Map_Markers_Stock.esp [Version 1.33]
22 OOO-No_Guild_Ownership.esp [Version 1.33]
++ OOO-Container_Trap_Instant_Effects.esp [Version 1.33]
++ OMOBS.esp [Version 1.0]
++ OMOBS_SI.esp [Version 1.0]
23 OMOBS Optional Combat Settings.esp [Version 1.0]
24 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
25 FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
++ FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9MB3]
26 Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b3p3]
++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Safer Roads.esp [Version 3.7b3p3]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_NoSpiders.esp [Version 0.9.9]
++ Mart's Monster Mod - No Pests.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Swarms.esp [Version 3.7b3p3]
++ FCOM_NoReaversInGates.esp [Version 0.9.9]
++ FCOM_NoAdventurersInGates.esp [Version 0.9.9]
27 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
28 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Blood.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Giants.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Slimes.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Fiends.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Beholdens.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Uberhulks.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Balrogs.esp [Version 3.7b3p3]
29 Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]
2A Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
2B Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3]
2C FCOM_MoreRandomItems.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
2D DLCBattlehornCastle.esp
2E DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
2F DLCFrostcrag.esp
30 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
31 Knights.esp
32 Knights - Unofficial Patch.esp [Version 1.0.9]
++ Mart's Monster Mod - Knights.esp [Version 3.7b3p3]
33 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
++ OOO-Level_Slow.esp [Version 1.33]
++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
34 Bashed Patch, 0.esp


BTW, how do I use spoiler tags? I think it would be easier for those reading the thread if I started to use them.
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Tue May 17, 2011 4:04 am

Replace "tag" with "spoiler": [tag][/tag]

24 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3] <-- This plugin is not recommended for use with FCOM. You need a pretty nice rig to run this extra addition. Try the game without it. If you want more enemies at some point, wait until Corepc releases TIE4MODs. Check the FCOM and MMM threads to see if this recommendation changes. Your load order looks great, however. I assume you read the bashed patch page for FCOM, but just make sure that you do not have the OOO ESP or ESM checked under Import Factions and Import Relations.
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Tue May 17, 2011 3:55 am

I removed Additional Enemy NPC Vars and double checked my Bashed Patch. Both are in good order. Do I run 300_test.esp now?
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Tue May 17, 2011 4:08 am

Did you already go through the First Run Guide? Once you have done that, do your testing. I have not ever used the 300_test.esp, but you can try it if you want. There are some testing suggestions here: http://www.gamesas.com/index.php?/topic/1079933-50-steps-to-ctd-almost-free-fcom-game/page__view__findpost__p__15725164.
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Tue May 17, 2011 2:07 am

I am back to your guide. I am on this page ( http://sites.google.com/site/oblivionpoinfo/runoblivion/firstrun ). I am up to step 23. Everything has gone fine until I hit TES4LODGen. It generates the following error:

LOD Generator:


Should I be worried?
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Tue May 17, 2011 3:34 am

It looks like you need to use the run as admin tweak again. Right-click on the TES4Edit EXE and modify its properties so that it can run as admin.
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Tue May 17, 2011 5:54 am

Okay... I'm finally to the Running Oblivion page ( http://sites.google.com/site/oblivionpoinfo/runoblivion ). Yay! The first step is to install the rest of my mods. My question is this: Do I install all from BAIN to preserve that order we were so careful about last night?
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Tue May 17, 2011 2:51 pm

Haha, you have already installed all of your mods, and your load order is fine. That page just has a bunch of general tips for running the game. That is not the First Run Guide. The First Rung Guide is a subpage of that page. You are free to play once you get to that page, but you may want to skim over the various tips. I will add testing tips to that page in the near future.
User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Tue May 17, 2011 11:07 am

Haha, you have already installed all of your mods, and your load order is fine. That page just has a bunch of general tips for running the game. That is not the First Run Guide. The First Rung Guide is a subpage of that page. You are free to play once you get to that page, but you may want to skim over the various tips. I will add testing tips to that page in the near future.

Best Test of an FCOM install...Comes With FCOM (300test.esp) 30 differant rooms filled with everything having to do with FCOM. This should be a must do for every FCOM install!

300_Test.esp
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Tue May 17, 2011 12:28 am

Are the rooms in found in the testing hall? I will add this to the test suggestions then, in addition to running through Vilverin with god mod toggled on.

Edit: For instructions on using the 300 Test plugin, scroll down (or use the find command) to get to the "Testing" section on the http://devnull.sweetdanger.net/convergence.html.
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Tue May 17, 2011 1:36 pm

Are the rooms in found in the testing hall? I will add this to the test suggestions then, in addition to running through Vilverin with god mod toggled on. By that suggestion, Michael, you should use the COC Testinghall console command if that is where the test is added. I really have never used that plugin, so I do not know what, exactly is required.


Quote from http://devnull.sweetdanger.net/convergence.html Bottom of the page.

Cleitanious has created a great test module for FCOM (actually it will work even with vanilla Oblivion, but he made it to help test this mod, for which I am very grateful). It's in the TestResource subdirectory and is named 300_Test.esp.

If you load up the game with 300_Test.esp active, you will automatically be teleported to the first testing room.

There are 30 different test cells in all. Each cell includes different containers and spawn points. The spawns are behind an invisible barrier so you can examine the creatures/NPCs behavior, faction aggression, AI, etc. safely.

Use the console command "coc 300TestCell00" through 29 to view them all. The first few cells may not have any spawns since they contain adventurer spawn lists, which have a high "chance of none".

Each cell also has a sigil stone that will respawn each cell except the one you are currently in. So, if you need to re-test a certain spawn multiple times, just coc to the next room, hit the sigil stone, then coc back.

Every spawn point and loot chest are there, so you should see everything except Dremora currently (this will soon change).

The point of all this is it gives an easy way to test for Bashed List problems, check spawn counts, check faction aggression, check whether bandits attack the bandit leader, etc.

Don't forget to deactivate 300_Test.esp when you're done testing and want to continue with regular playing.


This is the room you are teleported to......http://i232.photobucket.com/albums/ee72/camaro_69_327/2010%20Oblivion/ScreenShot31.jpg
The orange glow you see is the Sigil stone you can click to respawn all Cells except the one your in. http://i232.photobucket.com/albums/ee72/camaro_69_327/2010%20Oblivion/ScreenShot30.jpg There is an invisible wall there to keep everything away from you..BUT be careful on occasion things will slip past..ONE rat that was nuts and a Boar got thru in different rooms. But otherwise it is safe...lol

Ohhh..ya almost forgot. You can get your butt kicked IF you get right up at the invisible wall, Magic users go thru at times too.
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Tue May 17, 2011 6:16 am

Quote from http://devnull.sweetdanger.net/convergence.html Bottom of the page.



This is the room you are teleported to......http://i232.photobucket.com/albums/ee72/camaro_69_327/2010%20Oblivion/ScreenShot31.jpg
The orange glow you see is the Sigil stone you can click to respawn all Cells except the one your in. http://i232.photobucket.com/albums/ee72/camaro_69_327/2010%20Oblivion/ScreenShot30.jpg There is an invisible wall there to keep everything away from you..BUT be careful on occasion things will slip past..ONE rat that was nuts and a Boar got thru in different rooms. But otherwise it is safe...lol

Ohhh..ya almost forgot. You can get your butt kicked IF you get right up at the invisible wall, Magic users go thru at times too.

My PC has trouble getting through the starter dungeon alive, so I completely believe you. This is a testing resource I wish I had used earlier. I will make sure to use it in the future.
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Tue May 17, 2011 9:12 am

Okay. So I finished (finally) installing all my archives. I ran BOSS. For some reason the BOSS log is empty. Three mods (Streamline, Red Glass Gear, and Blink) were not recognized by BOSS. Here's my mod list should it be needed:

Spoiler
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 3.7b3p3]
05 FCOM_Convergence.esm [Version 0.9.9MB3]
06 Unofficial Oblivion Patch.esp [Version 3.2.5]
07 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
08 Oblivion Citadel Door Fix.esp
09 DLCShiveringIsles.esp
0A Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0B Francesco's Optional Chance of Stronger Bosses.esp
0C Francesco's Optional Chance of Stronger Enemies.esp
0D Francesco's Optional Chance of More Enemies.esp
0E Francesco's Optional Leveled Quests-SI only.esp
0F Francesco's Optional Leveled Guards.esp
++ FranDarkSeducerWeapFix.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
10 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
11 DLCHorseArmor.esp
12 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
13 DLCOrrery.esp
14 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
15 DLCVileLair.esp
16 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
17 DLCMehrunesRazor.esp
18 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
19 DLCSpellTomes.esp
1A DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
1B DLCThievesDen.esp
1C DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
1D DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
1E Oblivion WarCry EV.esp
1F FCOM_WarCry.esp [Version 0.9.9MB3]
20 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ OOO-Water_Weeds.esp [Version 1.33]
21 OOO-Map_Markers_Stock.esp [Version 1.33]
22 OOO-No_Guild_Ownership.esp [Version 1.33]
++ OOO-Container_Trap_Instant_Effects.esp [Version 1.33]
++ OMOBS.esp [Version 1.0]
++ OMOBS_SI.esp [Version 1.0]
23 OMOBS Optional Combat Settings.esp [Version 1.0]
24 FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
++ FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9MB3]
25 Mart's Monster Mod - More Wilderness Life No Gates.esp [Version 3.7b3p3]
++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Safer Roads.esp [Version 3.7b3p3]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_NoSpiders.esp [Version 0.9.9]
++ Mart's Monster Mod - No Pests.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Swarms.esp [Version 3.7b3p3]
++ FCOM_NoReaversInGates.esp [Version 0.9.9]
++ FCOM_NoAdventurersInGates.esp [Version 0.9.9]
26 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
27 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Blood.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Giants.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Slimes.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Fiends.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Beholdens.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Uberhulks.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Balrogs.esp [Version 3.7b3p3]
28 Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]
29 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
2A Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3]
2B FCOM_MoreRandomItems.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
2C DLCBattlehornCastle.esp
2D DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
2E DLCFrostcrag.esp
2F DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
30 Knights.esp
31 Knights - Unofficial Patch.esp [Version 1.0.9]
++ Mart's Monster Mod - Knights.esp [Version 3.7b3p3]
32 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
++ OOO-Level_Slow.esp [Version 1.33]
++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
33 Bashed Patch, 0.esp



Can I just manually move those mods and move along to (re)testing?

EDIT: Forgot to redo Bashed Patch. I'll repost in a minute.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Tue May 17, 2011 11:26 am

Did you read the quote I pulled from the BOSS thread about troubleshooting issues running BOSS. It is on the Finishing the Installation page. Streamline has been on the BOSS Masterlist for ages. I thought you already downloaded the latest version of BOSS too.

As far as FCOM goes, your load order looks great. I want to put it on my site, but I will wait to hear your results. I would like you to be able to run Streamline, however. Remember to visit the SL.ini Tweaks page on that site in order for guidelines to properly setup the sl.ini.
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Tue May 17, 2011 10:23 am

According to my BOSS readme I have 1.51. The Nexus also shows 1.51. I don't know why Streamline isn't showing. Weird. Then again I'm getting an empty BOSS list after running the .bat so something's wrong.
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Tue May 17, 2011 11:46 am

I think there was a re-release of the latest version of BOSS, so try downloading and installing it again.
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Tue May 17, 2011 1:00 pm

I dl'ed a fresh copy of BOSS. It's still not recognizing those threee mods and loading an empty BOSSlog.txt.
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Tue May 17, 2011 3:07 am

Do you have lock times turned off in Wrye Bash? (RIght-click on the "File" tab.) It needs to be turned off while BOSS tries to sort your LO.
User avatar
Alan Cutler
 
Posts: 3163
Joined: Sun Jul 01, 2007 9:59 am

Post » Tue May 17, 2011 12:53 pm

Lock times are turned off.

EDIT: I also have BOSS running as administrator.
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Tue May 17, 2011 2:39 pm

Can you find Streamline in the masterlist.txt file?

Edit: You had this working before. What have you changed since then?
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Tue May 17, 2011 5:51 am

Yes. I have this in my masterlist.txt file:

Streamline 3.1.esp
Streamline_3.1.esp
Streamline 3.0.esp
? Old. Update to 3.1 or later.
Streamline 2.1.esp
? Very Old. Update to 3.1+.


Checking my Streamline archive file I am using version 3.1.

EDIT: Actually I installed Streamline today when I finished the rest of my mod list. Or did you mean BOSS?
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Tue May 17, 2011 8:52 am

I just wanted to verify that your masterlist is fine, and it seems that it is. Ask in the BOSS thread and see if you can get a quick response. I am at a loss here...
User avatar
mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Tue May 17, 2011 4:26 am

I responded in that thread. One other issue I was unsure about from installing the rest of my mods. When installing COBL there were two esps I found troublesome. The first is MMM-Cobl.esp and the other is OOO 1.32-Cobl.esp. Do they belong in my mod list?
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Tue May 17, 2011 2:57 pm

OOO 1.32-Cobl does. Leave the other one out until the next UFCOM update. Also, I have rewritten the http://sites.google.com/site/oblivionpoinfo/installmods/baininstallation/bainconversions. This restructure should make choosing the FCOM-compatible OOO options (which are simply the FULL options) easier.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

PreviousNext

Return to IV - Oblivion