Building a Successful & Extensive Load Order

Post » Fri May 27, 2011 7:56 am

Rebuilt Patch. Toggled Leveled Lists & Merge Patches.
Everything seems fine.

However when I open up TES4Edit, I still have much red. I can get into detail on what these red lines are about - anyone here have experience with TESEdit though?

thanks

In the meantime, I am going ahead and installing the remaining optional add ons for FCOM.

You'll see lots of red in TES4Edit when you have a long and complex modlist. It's normal; mods override other mods, and its the loadorder that determines the winner. That's why loadorder is so important. If you're confident with your loadorder, you don't need to worry about red entries.
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jaideep singh
 
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Post » Fri May 27, 2011 8:16 am

Thanks for replying EpF. Continuing on discussion about TES4Edit - Curious, in some cases, there are 'test/entries' in the columns previous to the last one which has barely any - which 'should' suggest I change the load order so those columns come last - no? Or is that far too simple of a way to look at it?

Regarding the 'red' I see, I toggled all filters except 'Single Record' - this way I thought I could see all even multiples etc. Is this approach prudent? Or should I stick with just the critical conflicts filter?
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Emma-Jane Merrin
 
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Post » Thu May 26, 2011 11:00 pm

Ray007-

I cant stress enough the need to test these mods 'in game'. It is one thing to be able to load the game up and get to character creation than it is to run full bore across 10 worldspace cells with AI and mobs and combat and magic overhauls sweating your computer. By playtest that means go into the game world and do one of each kind of thing: Fight, rest, buy, sell, run in woods, dialogue, swim, hide, sneak, and most importantly change cells fast (run through the market district door to door for like 20 times) then fast travel around the map several times. That will test your install. Spend an hour or more each time to be thorough.

An absolute must is learning how to clean the mods (tes4edit): http://www.uesp.net/wiki/Tes4Mod:Tes4Edit#Cleaning_a_Dirty_Plugin (that whole website is invaluable for debugging). Generally the older a plugin the more it may need it.
Learn about OBSE pluggins that are very helpful: OSR, Silent Voice, Fast exit2, if you use a version of pluggy start with one pre 100 (pre HUD). Those are what I use.

Here is how I would do it:

first off no texture replacers to start off with.
1. Basic FCOM - then play test as above. No need to clean these. OR as stated below DON'T clean them!
2. Expanded FCOM (like KD circlets, New Clothes, Bobs armory, etc) clean the mods that FCOM patches. Then playtest.
3. COBL including Item Interchange and ALEX - no need to clean these already done.
4. Armamentarium & Artifacts - most likely no need to clean.
5. Environment mods: http://www.gamesas.com/bgsforums/index.php?showtopic=960829&hl some may need minimal cleaning.
6. Unique Landscapes - if you want. All are clean now.
7. Magic overhauls: http://www.gamesas.com/bgsforums/index.php?showtopic=814477 some may need minimal cleaning.
8. Stealth mods: http://www.gamesas.com/bgsforums/index.php?showtopic=872035&hl minimal cleaning
9. Realism Mods: http://www.gamesas.com/bgsforums/index.php?showtopic=983734&hl minimal cleaning
10 Combat mods: http://www.gamesas.com/bgsforums/index.php?showtopic=984091&hl minimal cleaning
12. Leveling mod - link somewhere. Cant find. Again minimal cleaning
13. Other game tweaks from persuasion to economy. Many many mods found here: http://www.gamesas.com/bgsforums/index.php?showtopic=1010109

then and only after all that is done then add quest mods ... and CLEAN them - many of the ones from the last 6 months or so are cleaner. Some of the older ones are really dirty.

Then finally after testing all that and seeing how much your rig will sweat, complain, moan, and hopefully work - then texture replacement.

As for worrying about conflicts in mods that is expected and desired (providing the conflict winner is the effect you want). Any alterations to the main game is a conflict with the alteration as the winner. Read more here: http://www.gamesas.com/bgsforums/index.php?showtopic=775917 Learning to use tes4edit to compare plugins will save you a lot of questions.

The number one thing I ever did to really get on top of conflicts with replacers and mods is to learn BAIN: http://cs.elderscrolls.com/constwiki/index.php/Bain and my take on what it can do: http://www.gamesas.com/bgsforums/index.php?showtopic=957424&hl= (I can already here other furiously tapping at their keyboards about how I shouldn't suggest bain - but my take on that is if he(?) really wants to use max mods - there is no other better way to get on top of handing large amounts of replacers). The sooner the better to learn this.

With this curriculum you should be somewhere between steps 1 and 3 and should be playtesting to see if it works (not just loading and exiting the game).

Patience - you're gonna need it.

=======================================

further on testing.

get a skip tutorial mod (there are several) so that you can get out of the start dungeon faster and to where the real testing can happen. And think about making characters you are not invested in to test things out. I dislike orcs but they have tested my game out. My first couple of times I kept thinking - this is the character - only to be frustrated that I couldn't get it all to work. I then created five or so test characters to get it all working then after there was stability - then created the character I wanted and have played with him for months.
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Philip Lyon
 
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Post » Fri May 27, 2011 10:11 am

Just some info on red/conflicts and FCOM.

FCOM is a bundle of patches that help Fran's, MMM, Warcry, OOO to work together. Without the patches, they DON"T all work together. They conflict. The FCOM files overcome a lot of the problems from the conflicts, but they do this by overwriting stuff, thus causing MORE conflicts to show up, if you go looking for them.

Shorter: FRAN+OOO+WarCry+MMM = many conflicts, results often bad. BUT, (FRAN+OOO+WarCry+MMM) + FCOM = even more conflicts, results definitely good!

gothemasticator
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Catharine Krupinski
 
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Post » Fri May 27, 2011 9:29 am

An absolute must is learning how to clean the mods (tes4edit)

Don't clean any of the FCOM components! (Fran, MMM, Warcry, ooo, or FCOM)!!!!

gtm

get a skip tutorial mod (there are several) so that you can get out of the start dungeon faster...


Also, don't do this now. Later on, when FCOM is working, you can add one of these mods (you'll probably want to, anyway, after playing the tutorial many times).

Instead, upon start, open the console (by pressing the ` key) and type: coc vilverin. This will transport you to just inside the door of Vilverin. As mentioned in the FCOM thread, Vilverin is an excellent place to see whether you are getting the proper FCOM content additions. Once in Vilverin, open console, type: tgm. (God mode) This will allow you to run around without getting killed.
After Vilverin, you can use the console to coc to Weye (that's the inn across the bridge from IC).

Yes, you can use the coc command to go anywhere, but if you just memorize "Vilverin" and "Weye" you will be able to do all the testing you like, quickly.

gothemasticator
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Cartoon
 
Posts: 3350
Joined: Mon Jun 25, 2007 4:31 pm

Post » Fri May 27, 2011 3:06 am

Ray007-

I cant stress enough the need to test these mods 'in game'. It is one thing to be able to load the game up and get to character creation than it is to run full bore across 10 worldspace cells with AI and mobs and combat and magic overhauls sweating your computer. By playtest that means go into the game world and do one of each kind of thing: Fight, rest, buy, sell, run in woods, dialogue, swim, hide, sneak, and most importantly change cells fast (run through the market district door to door for like 20 times) then fast travel around the map several times. That will test your install. Spend an hour or more each time to be thorough.

An absolute must is learning how to clean the mods (tes4edit): http://www.uesp.net/wiki/Tes4Mod:Tes4Edit#Cleaning_a_Dirty_Plugin (that whole website is invaluable for debugging). Generally the older a plugin the more it may need it.
Learn about OBSE pluggins that are very helpful: OSR, Silent Voice, Fast exit2, if you use a version of pluggy start with one pre 100 (pre HUD). Those are what I use.

Here is how I would do it:

first off no texture replacers to start off with.
1. Basic FCOM - then play test as above. No need to clean these.
2. Expanded FCOM (like KD circlets, New Clothes, Bobs armory, etc) clean the mods that FCOM patches. Then playtest.
3. COBL including Item Interchange and ALEX - no need to clean these already done.
4. Armamentarium & Artifacts
5. Environment mods: http://www.gamesas.com/bgsforums/index.php?showtopic=960829&hl some may need minimal cleaning.
6. Unique Landscapes - if you want. All are clean now.
7. Magic overahauls: http://www.gamesas.com/bgsforums/index.php?showtopic=814477 some may need minimal cleaning.
8. Stealth mods: http://www.gamesas.com/bgsforums/index.php?showtopic=872035&hl
9. Realism Mods: http://www.gamesas.com/bgsforums/index.php?showtopic=983734&hl
10 Combat mods: http://www.gamesas.com/bgsforums/index.php?showtopic=984091&hl
12. Leveling mod
13. Other game tweaks from persuasion to economy. Many many mods found here: http://www.gamesas.com/bgsforums/index.php?showtopic=1010109

then and only after all that is done then add quest mods ... and CLEAN them - many of the ones from the last 6 months or so are cleaner. Some of the older ones are really dirty.

Then finally after testing all that and seeing how much your rig will sweat, complain, moan, and hopefully work - then texture replacement.

As for worrying about conflicts in mods that is expected and desired (providing the conflict winner is the effect you want). Any alterations to the main game is a conflict with the alteration as the winner. Read more here: http://www.gamesas.com/bgsforums/index.php?showtopic=775917 Learning to use tes4edit to compare plugins will save you a lot of questions.

The number one thing I ever did to really get on top of conflicts with replacers and mods is to learn BAIN: http://cs.elderscrolls.com/constwiki/index.php/Bain and my take on what it can do: http://www.gamesas.com/bgsforums/index.php?showtopic=957424&hl= (I can already here other furiously tapping at their keyboards about how I shouldn't suggest bain - but my take on that is if he(?) really wants to use max mods - there is no other better way to get on top of handing large amounts of replacers). The sooner the better to learn this.

With this curriculum you should be somewhere between steps 1 and 3 and should be playtesting to see if it works (not just loading and exiting the game).

Patience - you're gonna need it.

=======================================

further on testing.

get a skip tutorial mod (there are several) so that you can get out of the start dungeon faster and to where the real testing can happen. And think about making characters you are not invested in to test things out. I dislike orcs but they have tested my game out. My first couple of times I kept thinking - this is the character - only to be frustrated that I couldn't get it all to work. I then created five or so test characters to get it all working then after there was stability - then created the character I wanted and have played with him for months.


One of the reasons I went the FCOM route was due to the assumption that its developers already tested things out ensuring compatibility. Everything I have installed so far is suggested by them. I understand there will always be bugs but not to the point of rendering the game unplayable etc.

I do like REG4Edit for its ability to visually show me what files will be used and which ones won't. The apprehension I have though is that IF I decide to do some tinkering around, the changes to remedy one particular red line may end up causing a reaction that results in scores more. This is where experienced players who already have load orders that are proven would be very helpful. I don't want to reinvent the wheel, I am 100% sure that some of you already have done this with a great deal of success and are happily enjoying the game - if you could only share what has worked for you - that be awesome. After all, we all have access to the same files and since I would easily conform to someone elses mod preferences to avoid lengthy testing time then that probably is the best option. From the sounds of it, my current approach will require considerable testing which isn't really in the direction I would like to go.

I have asked this before, would it not be possible just to adopt someone else's mod add ons. load order etc?
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Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Fri May 27, 2011 12:40 am

You could but you'd need to be sure that you have EVERY file that the original installer put in their own game.

If it will be of some help here's my load order of my (currently) stable game.

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.71]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34Beta3]07  Mart's Monster Mod.esm  [Version 3.6beta2]08  FCOM_Convergence.esm  [Version 0.9.9a7]09  Better Cities Resources.esm0A  EyeCandy - Content.esm0B  SC_Drow Race.esm0C  Unofficial Oblivion Patch.esp0D  DLCShiveringIsles.esp0E  Better Cities .esp0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Chance of More Enemies.esp12  FCOM_Francescos.esp  [Version 0.9.9]13  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Atmospheric Loading Screens - Original Text.esp16  Natural_Habitat_by_Max_Tael.esp17  All Natural - Real Lights.esp18  All Natural.esp19  All Natural - EW + NW.esp1A  All Natural - Enhanced Seasons.esp1B  Storms & Sound.esp1C  Rainbows.esp1D  IWR-Lights.esp1E  IWR-Windows.esp1F  IWR-Shutters.esp20  Blue_Lagoon_Water-2032.esp21  AliveWaters.esp22  AliveWaters - Koi Addon.esp23  AliveWaters - Slaughterfish Addon.esp24  Akatosh Mount By Saiden Storm.esp25  Cliff's Smokey Chimneys.esp26  Fish!.esp27  Lock Bash Omega.esp  [Version 1.3]28  Purge Cell Buffers - Loading.esp  [Version 1.0.0]29  RAEVWD New Sheoth.esp  [Version 1.5]2A  VA_BetterGold.esp2B  Crowded Roads.esp  [Version 2.0]2C  DLCOrrery.esp2D  DLCMehrunesRazor.esp2E  EyeCandy Compilation.esp2F  MaleBodyReplacerV3.esp30  EVE_StockEquipmentReplacer.esp31  KDCirclets.esp32  Nicoroshi Creations DW Light.esp33  Talon of Akatosh Claymore.esp34  Nicos  Scimitars Back.esp  [Version 1.61]35  Nicos Tabaxi Bows.esp36  Nicos Kynareth Archery.esp  [Version 1.0]37  Slof's Giger Armour.esp38  Wyrmfang.esp39  Dryxils stuff.esp3A  Nico Book Ends.esp3B  XSPipeMod.esp  [Version 1.2]3C  Slof's Horses Essential.esp3D  Shadow Steed.esp3E  Cobl Glue.esp  [Version 1.69]3F  Cobl Si.esp  [Version 1.63]40  OOO 1.32-Cobl.esp  [Version 1.69]41  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34Beta3]42  OOO-DLT_Remover.esp  [Version 1.33]43  FCOM_Convergence.esp  [Version 0.9.9]44  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]45  FCOM_RealSwords.esp  [Version 0.9.9]46  FCOM_SaferRoads.esp  [Version 0.9.9]47  FCOM_LessRats.esp  [Version 0.9.8]48  FCOM_NoWyverns.esp  [Version 0.9.9]49  FCOM_NoReaversInGates.esp  [Version 0.9.9]4A  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]4B  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta2]4C  Mart's Monster Mod - No Reavers.esp  [Version 3.6Beta2]4D  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.6Beta2]4E  Mart's Monster Mod - No Blood.esp  [Version 3.6Beta2]4F  Mart's Monster Mod - No Bone Loot.esp  [Version 3.6Beta2]50  Mart's Monster Mod - No Undead Rise.esp  [Version 3.6Beta2]51  Mart's Monster Mod - No Slimes.esp  [Version 3.6beta2]52  Mart's Monster Mod - No Adventurers.esp  [Version 3.6Beta2]53  Mart's Monster Mod - No Beholdens.esp  [Version 3.6beta2]54  Mart's Monster Mod - Less Reavers.esp  [Version 3.6Beta2]55  Mart's Monster Mod - Foxes.esp  [Version 3.6Beta2]56  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.6Beta2]57  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]58  FCOM_HungersUnitySI.esp  [Version 0.9.9]59  FCOM_Archery.esp  [Version 0.9.9]5A  FCOM_FriendlierFactions.esp  [Version 0.9.9]5B  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]5C  FCOM_MoreRandomItems.esp  [Version 0.9.9]5D  Fransfemale.esp5E  MMM-Cobl.esp  [Version 1.69]5F  EVE_StockEquipmentReplacer4FCOM.esp60  EVE_StockEquipmentReplacer for OOO.esp61  EVE_StockEquipmentReplacer4MMM.esp62  AyleidArrows.esp  [Version 1.8]63  JQ-AssassinQuest-NoMarkers.esp64  KumikoManor.esp65  TOTF.esp66  xuldarkforest.esp67  xulStendarrValley.esp68  xulTheHeath.esp69  XulEntiusGorge.esp6A  xulFallenleafEverglade.esp6B  xulColovianHighlands_EV.esp6C  xulChorrolHinterland.esp6D  xulBeachesOfCyrodiilLostCoast.esp6E  xulLushWoodlands.esp6F  xulAncientYews.esp70  xulAncientRedwoods.esp71  xulCloudtopMountains.esp72  xulArriusCreek.esp73  xulPatch_AY_AC.esp74  xulRollingHills_EV.esp75  xulRiverEthe.esp76  xulImperialIsle.esp77  Natural_Vegetation_by_Max_Tael.esp78  Harvest [Flora].esp  [Version 3.0.0]79  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]7A  EVE_ShiveringIslesEasterEggs.esp7B  P1DkeyChain.esp  [Version 4.20]7C  P1DkeyExtraMouseButton.esp7D  Slof's Dogs.esp7E  Storms & Sound - Better Cities.esp7F  SigilStoneSelector.esp80  All+5AttributeModifiers.esp81  Toaster's Legendary Skills & Stats.esp  [Version 3.44]82  Toaster's Legendary Mastery.esp  [Version 3.44]83  DMC Stylish - Specialanims.esp84  DemonRace.esp85  Tabaxi_Race_BAB_Robert.esp86  Cobl Races.esp  [Version 1.52]87  Cobl Races TNR.esp  [Version 1.53]88  Cobl Races TNR SI.esp  [Version 1.53]89  bgBalancingEVCore.esp  [Version 10.5EV-D]8A  bgBalancingEVOptionalMoreEyes.esp  [Version 10]8B  bgBalancingEVOptionalNPCDiversity, Beautification.esp  [Version 10.0EV-D]8C  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]8D  Cobl Races - Balanced.esp  [Version 1.52]8E  EVE_KhajiitFix.esp8F  SC_Drow Race Addon - Magic & Armor.esp90  SC_Drow Race Addon - Jet Black Skin.esp91  SC_Drow Race Addon - Mighty Magic.esp92  Better Cities Full.esp93  Better Cities - Full City Defences.esp94  Better Cities - Unique Landscape Chorrol Hinterland.esp95  Better Cities - Tears of the Fiend.esp96  Better Cities - No LEYAWIIN Flooding.esp97  Better Imperial City.esp98  Better Cities Full Patch.esp99  Better Imperial City Patch.esp9A  MM_NoMoreAnnoyingMessages.esp  [Version 1.2]9B  NoMerchantBarterpvssyr.esp9C  [GFX]_Initial_Glow-all.esp9D  Get Wet.esp9E  Bashed Patch, 0.esp9F  Streamline 3.1.espA0  new sword test.esp


There are a few that you will not find as they are .esps I have created which are not released but the rest is stable.

Here's a picture showing my OMODs which may not show in the load order as there isn't any .esps for the texture replacers
http://img41.imageshack.us/img41/397/obmm.jpg

EDIT: Hmmmm, Just noticed I have the Salmo the baker fix OMOD installed for COBL but do not have Salmo the Baker installed through COBL.
Guess i have some cleaning to do also :P
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Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Fri May 27, 2011 8:57 am

One of the reasons I went the FCOM route was due to the assumption that its developers already tested things out ensuring compatibility. Everything I have installed so far is suggested by them. I understand there will always be bugs but not to the point of rendering the game unplayable etc.

I just reviewed your current load order, and it looks great! And your assumption about FCOM, testing, compatibility and no unplayable bugs is right on. I'm glad to see the progress you've been able to make. Nice work keeping a stubborn and patient approach!
I have asked this before, would it not be possible just to adopt someone else's mod add ons?

Are you asking, "Now that I have FCOM working correctly, could someone with a similar setup give me a list of mods they currently use that they know work?" If so, then, the answer is: sort of. Yes, such a list can be helpful to you. But only as a list of pretty good suggestions. The myriad differences in hardware, installation procedures, etc., etc., pretty much ensure that no two setups are exactly the same.

gothemasticator

EDIT: Here's some help/info/advice on rebuilding the Bashed Patch:
Alias Mod Names: None should show up here for you. Leave main box unchecked.Merge Patches: Check all that show up on the list Check main box.Import Cells: Check all that show up on the list Check main box.Import Factions: None should show up here for you. Leave main box unchecked.Import Graphics: None should show up here for you. Leave main box unchecked.Import Inventory: Check all that show up on the list. Check main box.Import Faces: None should show up here for you. Leave main box unchecked.Import Names: Check all that show up on the list. Check main box.Import Relations: Check all that show up on the list. Check main box.Import Roads: None should show up here for you. Leave main box unchecked.Import Sounds: None should show up here for you. Leave main box unchecked.Import Stats: Check all that show up on the list. Check main box.Tweak Assorted: Check the Bow Reach Fix.  Check main box.Tweak Clothes: None should show up here for you. Leave main box unchecked.Tweak Names: Optional. Check boxes if you want inventory names changed.Tweak Settings: Optional. Check boxes that appeal to you. I would suggest checking the top three Arrow boxes.If you don't quite get what an entry seems to do, leave it unchecked.Cobl Catalogs: None should show up here for you. Leave main box unchecked.Cobl Exhaustion: Leave choices unchecked. Leave main box unchecked.Contents Checker: Leave unchecked! (I know it sounds like a great idea, but informed word on theseboards is that this feature of Wrye Bash is bugged.)Leveled Lists: Should check everything automatically by itself. Check the main box.Morph Factions: Leave everything unchecked.Power Exhaustion: Leave everything unchecked.Race Records: Check all that show up on the list. (Should be only MMM races resized for you.) Check main box.SEWorld Tests: Tell the truth, this is the one I'm uncertain about. But, I've always checked it, since I have SI installed.It's never caused me any problems whatsoever.

gtm
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Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Fri May 27, 2011 10:21 am

Thanks guys for listening to my ramblings!

Okay, so a few more questions:

1. Where can I go to find some in depth information on how to use TES4Edit?

2. I opted for Tamriel Ingredients but now think Cobl was the better choice. Will my switching cause any problems?

3. Lastly, I am in the midst of installing Tamriel Travellers - how do I use the omod conversion data? I have never learned how this works yet.
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Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Fri May 27, 2011 7:31 am

Thanks guys for listening to my ramblings!

Okay, so a few more questions:

1. Where can I go to find some in depth information on how to use TES4Edit?

http://cs.elderscrolls.com/constwiki/index.php/TES4Edit

And I'll throw in some advice: Leave cleaning mods for much later as a separate undertaking on its own.

2. I opted for Tamriel Ingredients but now think Cobl was the better choice. Will my switching cause any problems?

My advice? If you're partway through installing Tamriel Ingredients already, stick with your choice for now. It's much easier to uninstall a successfully installed mod than to abandon the procedure halfway. If you play for a while with it and don't like, come back to it then.

3. Lastly, I am in the midst of installing Tamriel Travellers - how do I use the omod conversion data? I have never learned how this works yet.

Are you creating your first Omod? If so, follow directions pertaining to OBMM (readme, etc.,).

If you are not creating an Omod, you can safely ignore that particular folder.

gothemasticator
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Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Fri May 27, 2011 7:07 am

Ray007-

If you track the MMM, OOO, and FCOM threads you will see bugs being reported. I can think of a handful off the top of my head - the point being that even now there are issues, but yes the major issues with FCOM are mostly handled.

as for skip tutorial - this is a simple mod and it allows you to go right to the end of the tutorial dungeon and in a clean way choose your birthsign and class and race.

With BAIN even if you see a conflict with replacers you can then juggle them and set the priority you want no more of this uninstalling and reinstalling OMOD packages. Nearly impossible to track with OBMM.

There are thousands of mods for all sorts of playstyles. If your looking for a greatest hits and most updated then scan the forums and use what strikes your fancy. My current load order:
Active Mod Files:00  Oblivion.esm01  piCore.esm  [Version 1.50]02  All Natural Base.esm  [Version 0.9.6]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Ulrim's Horses.esm07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b1]09  Diverse Wisps - Base.esm0A  Enhanced Daedric Invasion.esm0B  CyrodiilUpgradeResourcePack.esm0C  TamrielTravellers.esm  [Version 1.39c]0D  FCOM_Convergence.esm  [Version 0.9.9a7]0E  Armamentarium.esm  [Version 1.3]0F  Artifacts.esm10  Progress.esm  [Version 2.2]11  Fort Akatosh.esm12  MALO - MAIN.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp13  Unofficial Oblivion Patch.esp  [Version 3.2.0]14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp16  Francesco's Optional Chance of Stronger Bosses.esp17  Francesco's Optional Chance of Stronger Enemies.esp18  Francesco's Optional Chance of More Enemies.esp19  Francesco's Optional Leveled Quests-SI only.esp1A  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1C  Fran Armor Add-on.esp1D  Fran_Lv30Item_Maltz.esp1E  AliveWaters.esp1F  _Environments Mods Merged1.esp20  Enhanced Vegetation [125%].esp21  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp22  All Natural.esp  [Version 0.9.6]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]23  All Natural - Real Lights.esp  [Version 0.9.6]24  MIS.esp25  Atmospheric Oblivion.esp26  OBSE-Storms & Sound SI.esp27  WindowLightingSystem.esp28  Ayleid Loot EXtension.esp**  Book Jackets Oblivion.esp**  Book Jackets DLC.esp++  Item interchange - Extraction.esp  [Version 0.76]29  Game Tweaks Early.esp2A  Vows and Covenants.esp2B  Choices and Consequences.esp2C  Enhanced Economy.esp  [Version 2.0.2]2D  DLCHorseArmor.esp2E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2F  DLCMehrunesRazor.esp30  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]31  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]32  PersuasionOverhaul_LITE.esp  [Version 1.3]33  Slof's Horses Base.esp34  kuerteeHorseCommands.esp35  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]36  Slof's Oblivion Robe Trader.esp37  Cobl Glue.esp  [Version 1.72]38  Cobl Si.esp  [Version 1.63]39  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]3A  Bob's Armory Oblivion.esp3B  FCOM_BobsArmory.esp  [Version 0.9.9]3C  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3D  Oblivion WarCry EV.esp3E  FCOM_WarCry.esp  [Version 0.9.9]3F  MALO - Guild Tweaks.esp40  MALO - Clutter Replacer.esp41  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]42  Choices and Consequences - OOO.esp  [Version 0.2]43  MALO - Vendor Additions.esp44  MALO - Loot Tweaks.esp45  MALO - Loot Tweaks DCRP.esp++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.3]46  ArmamentariumArtifacts.esp  [Version 1.3]47  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]48  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]49  FCOM_Convergence.esp  [Version 0.9.9]4A  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]4B  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9]4C  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]4D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]4E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b2]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]4F  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b2]50  Mart's Monster Mod - Diverse WaterLife.esp++  Mart's Monster Mod - Diverse Wisps.esp  [Version 0.10]51  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]52  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]++  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp++  MMM-Cobl.esp  [Version 1.69]53  Choices and Consequences - MMM.esp  [Version 0.2]++  MALO - Clutter Replacer MMM - HUNT.esp++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]54  TamrielTravellers4OOO.esp  [Version 1.39c]55  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp56  TamrielTravellersItemsNPC.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  OMOBS_SI.esp++  OMOBS_FRAN.esp++  OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp++  OMOBS_MMM.esp++  OMOBS_MMM_H&C_Ammo.esp57  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]58  FCOM_MoreRandomItems.esp  [Version 0.9.9]59  Mart's Monster Mod - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Atmospheric Oblivion - OOO Patch.esp++  Atmospheric Oblivion - MMM Patch.esp++  Fransfemale.esp++  Armamentium female.esp++  ArtifactsFemaleArmor.esp++  EVE_StockEquipmentReplacer4FCOM.esp5A  NPC new clothes V2.6.esp++  CoreRandmonClothing4Npcs.esp5B  Enhanced Quest Roleplaying.esp++  Enhanced Quest Roleplaying - OOO.esp++  Enhanced Quest Roleplaying - FCOM.esp5C  Demonhunter.esp5D  KvatchAftermath.esp5E  Ivellon.esp  [Version 1.8]5F  kingdomofAlmar.esp60  BHC_Expanded.esp  [Version 1.2]61  Kragenir's Death Quest.esp62  KDQ - Rural Line Additions.esp63  Gift of Kynareth.esp++  Gift of Kynareth_delayer.esp64  OldCrowInn.esp  [Version 1.5]65  Region Revive - Lake Rumare.esp66  Region Revive - Lake Rumare - OOO LockBash.esp  [Version 0.2]67  ShezriesVillagesCOBL.esp68  The Ayleid Steps.esp  [Version 2.6.1]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]69  TheElderCouncil.esp6A  TheElderCouncil_TempleOfTheOne.esp6B  GuardsofCyrodiil.esp6C  GoC&RRLR_comp.esp6D  TheForgottenShields.esp++  TheForgottenShields_delayer.esp6E  VHBloodlines 1.2.esp  [Version 1.4]6F  WeaponsOfTheNine.esp  [Version 2.2]++  WeaponsOfTheNine_delayer.esp70  zDangerSense.esp71  DLCBattlehornCastle.esp72  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]73  DLCfrostcrag.esp74  FrostcragRebornCobl.esp75  Knights.esp76  Knights - Unofficial Patch.esp  [Version 1.0.9]++  KotN Wayshrine Fix.esp++  EVE_KnightsoftheNine.esp++  Ulrim's Horses - Knights patch.esp77  SM Plugin Refurbish Minus Orrery-Thieves-Vile.esp78  TOTF.esp++  TOTF Delayer.esp79  RTT.esp7A  RTT-Weye Relocation Patch.esp  [Version 2.0]7B  Lost Paladins of the Divines.esp7C  Mighty Umbra.esp7D  Blood&Mud.esp7E  The Lost Spires.esp7F  AFK_Weye.esp80  Rumare-AFK_Weye Patch.esp81  Origin of the Mages Guild.esp  [Version 6]82  TheNecromancer.esp83  MannimarcoComplete.esp84  MannimarcoRevisited.esp85  MannimarcoRevisitedOOO.esp  [Version 0.1]86  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]++  FCOM_NewNPCClothes.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]87  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9b4]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]88  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]89  Origin of the Mages Guild OOO Patch.esp  [Version 5.0.FINAL]8A  Gaelendryl.esp8B  Homes,Castles,Villages1.esp8C  DungeonPack_1.esp8D  SI_Houses&Dungeons_.esp8E  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]8F  EDI - Less Monotonous DOT.esp90  ElsweyrAnequina.esp91  road+bridges.esp  [Version 4.4.4]92  Vergayun.esp  [Version 1.0.1]93  Faregyl.esp  [Version 1.0.8]94  FortAkatosh.esp95  FortAkatosh-MannimarcoResurrection-NewRoads&Bridges patch.esp96  xulStendarrValley.esp  [Version 1.2]97  xuldarkforest.esp  [Version 1.0.3]98  LostSpires-DarkForest patch.esp99  xulTheHeath.esp9A  XulEntiusGorge.esp9B  KvatchAftermath-EntiusGorge compatibility patch.esp9C  TheNecromancer-EntiusGorge patch.esp9D  xulFallenleafEverglade.esp  [Version 1.3.1]9E  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]9F  Anequina-Fallenleaf-Patch.espA0  LostSpires-Everglade patch.esp  [Version 1.2]A1  xulColovianHighlands_EV.espA2  xulChorrolHinterland.esp  [Version 1.2.2]A3  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]A4  KragenirsDeathQuest-LostCoast patch.espA5  xulBravilBarrowfields.esp  [Version 1.3.2]A6  xulLushWoodlands.esp  [Version 1.3]A7  xulAncientYews.espA8  xulAncientRedwoods.esp  [Version 1.6]A9  xulCloudtopMountains.esp  [Version 1.0.1]AA  KragenirsDeathQuest-CloudtopMountains patch.espAB  Ravenview-Cloudtop-Patch.esp  [Version 1.0.3]AC  xulArriusCreek.espAD  xulPatch_AY_AC.esp  [Version 1.1]AE  xulRollingHills_EV.esp  [Version 1.3.2]AF  KragenirsDeathQuest-RollingHills patch.espB0  xulRiverEthe.esp  [Version 1.0.1]B1  xulPantherRiver.espB2  xulBlackwoodForest.espB3  xulBrenaRiverRavine.esp  [Version 1.0.2]B4  Gaelendryll-BrenaRiver patch.esp  [Version 1.1]B5  xulImperialIsle.esp  [Version 1.6.2]B6  NRB4+UL-II Patch.esp  [Version 4.1]B7  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 2.1.1]B8  NRB4+RR Patch.esp  [Version 1.0]B9  NakedNord.espBA  bartholm.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]BB  CNRP Bruma4OOO.esp  [Version 0.2]BC  CNRP Cheydinhal4OOO.esp  [Version 1.0]BD  CNRP Chorrol4OOO.esp  [Version 1.1]BE  CNRP FightersGuild4OOO.esp  [Version 1.0]BF  Feudal Empire 300.espC0  Ulrim's Horses.espC1  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]C2  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Mehrunes Razor.espC3  Duke Patricks The Lady said NO.espC4  Dialogue Mods Merged+.espC5  Game Tweaks Late.espC6  DropLitTorchOBSE.esp  [Version 2.1]C7  Map Marker Overhaul.esp  [Version 2.3]C8  Map Marker Overhaul - SI additions.esp  [Version 1.0]C9  Oblivifall - Let's Talk!.esp  [Version 1.1]CA  Oblivifall - Something's Not Right.esp  [Version 1.0]CB  Duke Patricks Sickness+Health Alarm.espCC  RealisticFatigue.espCD  kuerteeInventoryIsABackpack.espCE  kuerteeEatAndSleep.espCF  QZ Easy Menus+.espD0  sr_super_hotkeys.espD1  PCSoundValygar.esp  [Version 2.6]++  MaleBodyReplacerV4.espD2  bgBalancingEVCore.esp  [Version 10.52EV-D]++  GrimbotsSpellTomes.espD3  SSEE-OOO.espD4  SigilStoneSelector-SSEE-OOO.espD5  MidasSpells.espD6  Magic Tweaks.espD7  EnchantmentMastery.espD8  SupremeMagicka.esp  [Version 0.89]D9  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_OOO.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]DA  SM_EnchantStaff.esp  [Version 0.80]DB  bgMagicEV.esp  [Version 1.7EV]DC  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]DD  bgMagicEVPaperChase.esp  [Version 1.68EV]DE  bgIntegrationEV.esp  [Version 0.96]DF  AudaciousMagery.espE0  Alchemical Formulas.espE1  Stealth Overhaul.espE2  DD_ProximitySneakPenalty.espE3  ZumbsLockpickingMod - OBSE.espE4  RenGuardOverhaul.espE5  RenGuardOverhaulShiveringIsles.espE6  sycHearNoEvil.esp  [Version 1.0]E7  sycSHOUT.esp  [Version 1.02]E8  kuerteeNPCsYield.espE9  ProgressMBSP.esp  [Version 2.0]EA  ProgressArmorer.esp  [Version 1.0]EB  PureImmersion.esp  [Version 1.50]++  Jjiinx_MorrowindStyleArgonians.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  NRB4 Standard Road Record.esp++  CSR - Fine Iron.esp++  CSR - Golden Saint.esp++  ShinySeptims_Septimus.esp++  Visually Realistic Deadly Lava.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]EC  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]++  Life Detected - Venting - Small - 1.esp++  kuertee bgMagicEVShader default drain effects.esp**  All Natural - Indoor Weather Filter For Mods.esp**  LoadingScreens.espED  John 2 BASH.espEE  Duke Patricks - Bottle Shoot Archery Practice.espEF  Duke Patrick Combat AI (no tripping).espF0  Duke Patrick_SCA Combat.espF1  Duke Patricks - BASIC Script Effect Silencer BETA.espF2  kuerteeAutoFirstThirdPersonView.espF3  Streamline 3.1.esp
additionally I also use Kuertee combat and immersion mods that I'm waiting on updates for as the recent ones gave me grief. I don't use a city overhaul anymore - mostly because of EDI - which itself is proving a bit buggy. Will wait for patches to Cheydinhall falls.

And here is my list of BAIN packages - about 80% which are custom packaged - so many of them contain many other mods:
Bain Packages:000 - DarkDarn_160-BAIN.7z (4F5943F5)001 - Sky Compilation-BAIN.7z (8FEE36BE)002 - All Natural-BAIN.7z (587A1011)003 - Enhanced Weather-BAIN.7z (774735A5)004 - Environments Compilation-BAIN.7z (8BDD68DA)005 - SoundsCompilation-BAIN.7z (246CDEB1)006 - DLCOfficialMods-BAIN.7z (6195B9DE)007 - SM Plugin Refurbishes-BAIN.7z (191A12EE)008 - Unofficial Patches Compilation-BAIN.7z (9F64694B)009 - Fran 4.5X for FCOM-BAIN.7z (DCFB1BD2)010 - OOO_1.34.XForFCOM.7z (84497E2D)011 - MMM 3.7.X-BAIN.7z (36736CD4)012 - MMM_ResourcesTEMP-BAIN.7z (E87EEE3A)013 - OWC_1.085b-BAIN.7z (0C244201)014 - FCOM Supplements-BAIN.7z (E1AFDB44)015 - FCOM_Convergence_Beta9.9-BAIN.7z (BAD9768C)016 - FCOM Archery-beta-BAIN.7z (6CCC65EF)017 - Armamentarium Complete-BAIN.7z (1880054C)018 - TamrielTravellers139-BAIN.7z (19133242)019 - TNR and NPC New Clothes-BAIN.7z (714BF0F6)020 - Horse Compilation-BAIN.7z (2821621A)021 - Vanilla Redux-BAIN.7z (1B72CA71)022 - World Textures Compilation-BAIN.7z (F23CFFC7)023 - World TexturesAddendum-BAIN.7z (0D654F5B)024 - LOD Compilation-BAIN.7z (16705CA7)025 - Other Replacers-BAIN.7z (9D5C0461)026 - MALO-BAIN.7z (23D51601)027 - Cobl- BAIN.7z (24716E3B)028 - Choices and Consequences-BAIN.7z (2B0F0E22)029 - C&C Blackwood Company-BAIN.7z (7069703B)030 - Kragenirs Death Quest-BAIN.7z (5BB92BE1)031 - Black Horse Courier-BAIN.7z (9ED44D06)032 - Bartholm-BAIN.7z (76847EAC)033 - Feudal Empire-BAIN.7z (23687B46)034 - CURP-BAIN.7z (894C221E)035 - TheElderCouncil-BAIN.7z (CDA188E0)036 - Cyrodiil NPC Remodeling-BAIN.7z (7E128283)037 - Kingdom of Almar-BAIN.7z (3A7700B4)038 - Kvatch Aftermath-BAIN.7z (5BE77261)039 - Fort Akatosh + Guards of Cyrodiil-BAIN.7z (6C3D98F9)040 - AyliedSteps-BAIN.7z (D9567F9A)041 - Quest for the Elements-BAIN.7z (90247C57)042 - Mighty Umbra-BAIN.7z (FC22BAE8)043 - Verona House Bloodlines-BAIN.7z (D0BA8AB6)044 - OriginMagesGuild-BAIN.7z (750FF65F)045 - Mannimarco Compilation-BAIN.7z (6BEE1259)046 - TheNecromancer-BAIN.7z (EB1F4619)047 - Simyaz Quests-BAIN.7z (80D23E85)048 - Naked Nord-BAIN.7z (2D253EE9)049 - Dragons-BAIN.7z (45FB99C5)050 - A Saints Tale-BAIN.7z (EEA124D4)051 - CastleRavenpride-BAIN.7z (01FE2CDC)052 - Sentient Weapon II-BAIN.7z (B811FEDF)053 - PainKiller Weapon Quests-BAIN.7z (5C627271)054 - Gates of Asgard-BAIN.7z (F661675D)055 - Thieves Quests-BAIN.7z (89F3D566)056 - Heart of the Dead-BAIN.7z (5175B6C2)057 - Werewolf Compilation-BAIN.7z (437128D5)058 - Lost Paladins-BAIN.7z (FA7A0847)059 - Blood and Mud-BAIN.7z (E6D735C8)060 - Lost  Spires-BAIN.7z (AB70C310)061 - Et in Arkay Ego-BAIN.7z (2FEF71F1)062 - Enhanced Daedric Invasion-BAIN.7z (96FEEF47)063 - Quest_Delayers-25859.zip (3B56D53F)064 - Homes-BAIN.7z (272973AB)065 - Dungeons Project-BAIN.7z (3920787E)066 - Unique Landscapes Compilation-BAIN.7z (3CD12FD7)067 - Old Crow-BAIN.7z (ED905507)068 - Villages-BAIN.7z (3FA15E36)069 - Sutch Reborn-BAIN.7z (93FD8217)070 - Sutch Reborn8.1-bain.7z (F27596F4)071 - Elsweyr-Anequina-BAIN.7z (5BB2468B)072 - LOD_Compatibility_1_0-27023.7z (D5DBDE84)073 - Stirk-BAIN.7z (A2A7CA42)074 - Windfall-BAIN.7z (235FC5EB)075 - Cybiades-BAIN.7z (4738C4D4)076 - Kvatch Rebuilt-BAIN.7z (7CD6D678)077 - RAEVWD-BAIN.7z (E9DED695)078 - Frostcrag Reborn-BAIN.7z (0EF2D337)079 - Magic Compilation I-BAIN.7z (E4286CF7)080 - Mighty Magic-BAIN.7z (75287662)081 - LAME-BAIN.7z (371BAB83)082 - Supreme Magicka-BAIN.7z (048E5BC6)083 - Enchantment_Mastery_107-24915.zip (EECDCEC4)084 - Magic Compilation II-BAIN.7z (C66A92F2)085 - Dark Knight Magic-BAIN.7z (F2B7E4C5)086 - Unique Magic Compilation-BAIN.7z (B9ED6B8F)087 - Vows_and_Covenants-20736.7z (31FAA438)088 - Stealth Compilation-BAIN.7z (4E081103)089 - Region Rumare-BAIN.7z (EE91E638)090 - Better Cities Support Mods-BAIN.7z (B8EAD248)091 - City Mods-BAIN.7z (733A98DE)092 - Open Cities-BAIN.7z (79DE924C)093 - Better Cities-BAIN.7z (1A430CF4)094 - Better Cities Resources-BAIN.7z (4B82E746)095 - ExtinguishtheLights-BAIN.7z (934956ED)096 - Animated_Window_Lighting_System_-_Meshes_v5-1-5-19628.7z (04E69801)097 - AWLS_-_Brumbek_Mixed_Textures_v5-1-2-19628.7z (0D97C8A1)098 - 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DibellaTempleWillowLakeVillagev1Fixed-13285.7z (56328F96)146 - ==Last==147 - MainMenuVideoReplacements-BAIN.7z (306F12C5)148 - Evandars_Snow_Texture_Replacer-22284.7z (12D99BF5)149 - Ampols Textures-BAIN.7z (D7491239)150 - music-24160.rar (9FC93098)151 - CaveExterior_Re-PyFFI.7z (C5B475B3)152 - CyrodiilUpgradeOverhaul-BAIN.7z (01CC96F6)153 - SM_TIE4MODS-BAIN.7z (A3D5FB9B)154 - TIE_In_1_2_beta_3-18071.7z (23623475)155 - UnnecessaryViolence-BAIN.7z (832269C8)156 - Merged Maps-BAIN.7z (91C414B7)
and not all are installed. In fact several are there just to test out - and after testing them out decided not to keep.

But all that really is advanced. Focus on playtesting the Basic FCOM. If you are going for the expanded FCOM avoid the quests for now and just do the level list additions and game tweaks.

Most of the game crippling conflicts you will have will be World space edits that conflcit in bad ways. Next will be spawn corruptions, and finally AI and script problems. Mod cleaning really addresses the worldspace and cell conflcits very well.
http://www.uesp.net/wiki/Tes4Mod:Tes4Edit
http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit
history: http://www.gamesas.com/bgsforums/index.php?showtopic=897105&st=0
http://www.gamesas.com/bgsforums/index.php?showtopic=1033617

and also helpful in other areas: http://www.gamesas.com/bgsforums/index.php?showtopic=881204&st=0

I'll let others help with the OMOD conversion data - it is for making OMODs
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carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Fri May 27, 2011 7:10 am

3. Lastly, I am in the midst of installing Tamriel Travellers - how do I use the omod conversion data? I have never learned how this works yet.


This should help understanding how to make your own omod using omod conversion data.


http://lhammonds.game-host.org/obmm/tutorial_update_omod.asp
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michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Fri May 27, 2011 11:03 am

Confused about something. The Tamriel Travellers install instructions suggest putting the following files into the Data Folder:

TamrielTravellers4OOO.esp
TamrielTravellersItemsNPC.esp
FCOM_TamrielTravelers.esp

Hopefully I got those right, but the one I am uncertain about is:
TamrielTravellers.esm

There are two versions of this file - with one located in the SITravellers folder. Since I have Shivering Isles, should I be using that one? I read the install directions for both this mod as well as FCOM and neither specify which one exactly.

Can someone please help me out?
Thanks
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Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Thu May 26, 2011 11:09 pm

Ray,

I read the following:

"SI Support - Use the Travellers.esm in SI Travellers Folder, replace your tamrieltravellers.esm with this one in the SITravellers folder

So it is either SI items / or items from mod's like Frans, OOO, Armamentarium, etc...for sale from my merchant's..I wish I could have done it another way but this was not possible

you do not have to use this esm to use with shivering isle travellers but it is recommended.."

...to mean that you, unfortunately, have to choose between the two .esms, with resulting consequences. Use the non-SI one to include Fran's and OOO's items for sale from merchants added by Tamriel,

OR

...use the SI .esm to enable Shivering Isles items to be for sale by merchants added by Tamriel.

gothemasticator

PS Since I do not use Tamriel Travelers, I'm unsure about including BOTH the 4000.esp AND the FCOM-Tamriel Travelers .esps. However, BOSS should catch it either way. BOSS is actually quite good at FCOM.

gtm
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rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Thu May 26, 2011 10:02 pm

You may not want to do it this way, but I'll post the link anyway http://www.gamesas.com/bgsforums/index.php?showtopic=1004123&st=44#
Seriously though, do take your time with installation and play testing as advised by a couple of others in this thread.
As you've already experienced, troubleshooting a problem can be very discouraging, especially when relatively new to the modded game.
Good luck.
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Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Fri May 27, 2011 11:37 am

I just reviewed your current load order, and it looks great! And your assumption about FCOM, testing, compatibility and no unplayable bugs is right on. I'm glad to see the progress you've been able to make. Nice work keeping a stubborn and patient approach!

Are you asking, "Now that I have FCOM working correctly, could someone with a similar setup give me a list of mods they currently use that they know work?" If so, then, the answer is: sort of. Yes, such a list can be helpful to you. But only as a list of pretty good suggestions. The myriad differences in hardware, installation procedures, etc., etc., pretty much ensure that no two setups are exactly the same.

gothemasticator

EDIT: Here's some help/info/advice on rebuilding the Bashed Patch:
Alias Mod Names: None should show up here for you. Leave main box unchecked.Merge Patches: Check all that show up on the list Check main box.Import Cells: Check all that show up on the list Check main box.Import Factions: None should show up here for you. Leave main box unchecked.Import Graphics: None should show up here for you. Leave main box unchecked.Import Inventory: Check all that show up on the list. Check main box.Import Faces: None should show up here for you. Leave main box unchecked.Import Names: Check all that show up on the list. Check main box.Import Relations: Check all that show up on the list. Check main box.Import Roads: None should show up here for you. Leave main box unchecked.Import Sounds: None should show up here for you. Leave main box unchecked.Import Stats: Check all that show up on the list. Check main box.Tweak Assorted: Check the Bow Reach Fix.  Check main box.Tweak Clothes: None should show up here for you. Leave main box unchecked.Tweak Names: Optional. Check boxes if you want inventory names changed.Tweak Settings: Optional. Check boxes that appeal to you. I would suggest checking the top three Arrow boxes.If you don't quite get what an entry seems to do, leave it unchecked.Cobl Catalogs: None should show up here for you. Leave main box unchecked.Cobl Exhaustion: Leave choices unchecked. Leave main box unchecked.Contents Checker: Leave unchecked! (I know it sounds like a great idea, but informed word on theseboards is that this feature of Wrye Bash is bugged.)Leveled Lists: Should check everything automatically by itself. Check the main box.Morph Factions: Leave everything unchecked.Power Exhaustion: Leave everything unchecked.Race Records: Check all that show up on the list. (Should be only MMM races resized for you.) Check main box.SEWorld Tests: Tell the truth, this is the one I'm uncertain about. But, I've always checked it, since I have SI installed.It's never caused me any problems whatsoever.

gtm


  • Import Scripts: I have some under this, could you advise?
  • Spell Stats: Just for future reference, what should I do for Spell Stats?
  • Tweak Assorted: How about the others aside from Bow Reach Fix?
  • Tweak Clothes: I actually have a number listed under this one?
  • Tweak Names: What advantage or disadvantage changing names?
  • Morphed Factions: I did not check this but already under it 'Bash_MFact.csv is checked. Is this a problem? Should I toggle it off as you advised?


I checked TES4Edit to see the state of things and more red than ever. Especially strange are the final names selected in the batch column. I was under the impression the batch file selected the last ESP to determine what information it contained. However, when looking at the batch column it has come up with names that is in none of the prior columns? (hope this is making sense)


Anyways, I will leave it at that - calling it a day. Already well past my bed time. Again, thanks to everyone for their advice. I can't follow what everyone says (since not everyone says the same things) but I do appreciate it. Tomorrow, I will be looking to install the remaining FCOM suggested add ons. Once that is done, I will do some testing as many have advocated. Cheers!
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Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Fri May 27, 2011 3:47 am

Import Scripts: I have some under this, could you advise?

That option does not exist for me when rebuilding the bashed patch. Neither do I see it on the Wrye Bash help page. When are you encountering this?
Spell Stats: Just for future reference, what should I do for Spell Stats?

Where are you seeing Spell Stats?
Tweak Assorted: How about the others aside from Bow Reach Fix?

Check "darnified books" if and when you install a DarnUI HUD and menu interface mod.
Check the various "rings and amulets" if they appeal to you.
I check the no light flicker, because I like to.
The reweigh potions can be handy, except that it doesn't work dynamically in-game. Meaning, any time you increase your Alchemy skill, the game recalculates the weight of new potions according to its own devices. Then, next time you load up a save game, you have to visit the Saves tab in Wrye Bash, select your game, right-click and select "reweigh potions." And then the whole process repeats.
Reweighing staffs is more straightforward. Check the box if you like light staffs. (er, staves)
The NVidia fog fix is supposed to be included in the UOP now.
Tweak Clothes: I actually have a number listed under this one?

Woops! I copied and pasted the wrong line of text. That one is entirely up to your own preference.
Tweak Names: What advantage or disadvantage changing names?

The advantage is that it helps the menu sort weapon, armor and clothing according to body-placement. The disadvantage is the resulting names are a little awkward and code-like. I check every box, but then I'm not worried about naturalism.
Morphed Factions: I did not check this but already under it 'Bash_MFact.csv is checked. Is this a problem? Should I toggle it off as you advised?

I would toggle it off to be on the safe side. It just refers to functions that normal gamers never use. Search some of Wrye's threads to find out more about 'morphing.' But it's really an option for another time, much farther down the road.

gothemasticator
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Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Fri May 27, 2011 1:55 pm

So far I'm unaware of any use of Spell stats yet - that is really a new feature.

Importing scripts was recently recommended by tagging MMM hunting and crafting with scripts.

Tweaking names - I tweak spell names, potions, and scrolls that helps when using LAME and Supreme Magicka to organize. But I avoid tweaking clothes, weapons, and armor as that makes recognizing what items come from what mods more difficult.

Only use morph factions if using Wrye Morph (don't use Wrye Morph now ... your way too new at this).

Basically you need not worry too much about any of these - you can try with them checked then rebash and try a different way. The only one that sticks I think is Guard Names and Rational Names - I use Guard Names and it was intended for OOO use. Rational names I don't.

Somewhere is a link for a thread called bash tags for everyone (or something) which has much discussion on this topic. Can't find the link.
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Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Fri May 27, 2011 11:27 am

http://www.gamesas.com/bgsforums/index.php?showtopic=966640&hl=everyone%20tags
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Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Fri May 27, 2011 4:02 am

Regarding Tamriel Travelers, SI, and FCOM:

It doesn't matter which one you pick because it only affects NPCs added by Tamriel Travelers. If you pick the SI version those NPCs won't sell FCOM items, if you pick the non-SI version those NPCs will but they won't show up in Shivering Isles, nor will any other NPCs from this mod. I recommend sticking with the SI version of the mod and buying your additional armor pieces from the stock game NPCs that OOO and Frans already altered to carry them.
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Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Fri May 27, 2011 5:43 am

Updated Load order & Boss on first page. Tested things out a bit in-game... it started fine, seemed to be working good too but when I went to exit, the game crashed. Thats somewhat strange no?
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Luna Lovegood
 
Posts: 3325
Joined: Thu Sep 14, 2006 6:45 pm

Post » Fri May 27, 2011 12:46 pm

it started fine, seemed to be working good too but when I went to exit, the game crashed. Thats somewhat strange no?


Not at all. That's actually fairly normal with an extended mod list. If that is the only time you ever CTD (when you exit the game), you are doing good. There is a way around that 95% of the time. Download and install http://www.tesnexus.com/downloads/file.php?id=22282 and you are set.
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Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Fri May 27, 2011 10:22 am

NO the game crashing on exit is a part of life that we all have dealt with (especially those who use FCOM). Basically even with well tended to overhauls it is still pushing things and there are records altered that causes the game to crash on exit. It is not harmful to game saves though just very annoying.

Cleaning all mods that you can (again not the FCOM, OOO, FRANS, Warycry, COBL mods) - mods like Blood and Mud and other quest mods - and especially the DLC mods like Thieves Den and Mehrunes Razor (not SI though - it is just a dummy anyway). Those are dirty even though they are official. I've been able to have clean exits with up to 180 mods installed - after that threshold even the cleaning doesn't prevent this. Somewhere there is a thread (might have to search it out) that lists what mods are ok to clean, not OK, and already cleaned.

Skyranger~1 brought us a gift though in the form of FastExit2: http://www.tesnexus.com/downloads/file.php?id=22410 - it circumvents this issue. You will need OBSE and learn how to install OBSE pluggins though (which is a good thing). You should really also look at his Stutter Remover OBSE plugin: http://www.tesnexus.com/downloads/file.php?id=23208 for improved performance. I don't recommend crash prevention as much as ripple does - I've used it but it also masked issues.

Looking at your list though I'd ditch OOO fish in favor of MMM diverse fish.

Oh and MMM just updated 2 days ago - frustrating I know but doesn't happen all that often. I can see you didn't update it - not crucial most likely will be worth the hassle now.

Before the ext round of new mods I'd update MMM, Get on top of OBSE and those pluggins, then play for a day or two. THEN update the next round - slowly. Take notes about what seems wrong. Get a list then post about it.

[edited for clarity]
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Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Fri May 27, 2011 7:53 am

Hey! You seem to have made it.

I recommend playing the game for a good while before adding/updating/changing mods. Enjoy the fruits of your labor.

(The one exception, I guess, is that installing OBSE + Fast Exit 2 will make quitting the game less frustrating. Luckily, neither is a mod per se, and installing them will not affect your load order at all.)

gothemasticator
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josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Fri May 27, 2011 9:03 am

Looking at your list though I'd ditch OOO fish in favor of MMM diverse fish.

-I was unable to find 'MMM Diverse Fish' within Mart's mod? (or is it in the recently updated one?)

Also, I could use some help on the following:
1. I installed MMM resized races cause I felt it added realism.
2. I installed Cobl but not all its features. I noticed it also deals with races etc.
3. I am wanting to install Race Balancing Project because was advised its suppose to be very good.
4. I like the idea of adding the CM partners mod because the whole 'group' quest feel
5. I am a svcker for eye candy, the more beautiful babes in the game the better but not sure which mod to choose.

So factoring in these, what route should I go to get the best eye candy, variety of well developed races, and not have compatibility problems?
It seems to me so far from what I know, Cobl, RBP, MMM Resized Races do similar things and so the chance of conflicts is considerable. I have better experience with Bash now but I am no Guru.

If anyone can offer help on how I can have a nice selection of races, ability to add companions, and naked women everywhere (did I say naked?) lol! 'beautiful' women everywhere is what I meant (really :hubbahubba: ) - it would be appreciated
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louise fortin
 
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