[relz] Fcom Convergence and UFCOM [relz]

Post » Sat May 28, 2011 12:00 pm

That is what I wanted to hear. I have the Oblivion - BSAName.esp method pinned and fully explained already, making the empty plugin and everything. Someone also recommended making the empty plugin with TES4Edit, but I do not know how to do that off the top of my head. I will just put the same emphasis on the Oblivion - BSAName.esp in the Fran section so that people do not come here and thing they did something wrong. If this is your final decision, I do not want to add to the confusion.


I really appreciate these replies Corepc, thank you.
- Tomlong75210

Edit: ...still a little confused about mass AI.
MassAI is already included in both MMM and OOO and FCOM.

The bash settings max is 50 which is what OOO uses , MMM max is 40.. MMMforOOO/FCOM is 50, actors loaded in cells and active,

and max npc allowed during combat are 30 for MMM and 40 for MMMforOOO/FCOM.

MassAI plugin has a plugin for up to 100..But you got have one hell of a computer once again to run that ..

The bash tweak raises the limit on the number of actors allowed during combat, right? Does it also raise the cap on the other setting to 50, which does not actually help MMMforOOO, OOO or FCOM? I did not look closely enough at the MassAI plugin to see exactly which settings it changes. Does OOO also have a limit of 40 for the latter? ...no wonder the fish plugins kill some people's performance, haha.
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Alex Vincent
 
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Post » Sat May 28, 2011 11:18 pm

Ideally, we want to explain to the user why they are renaming it and why it works. Then they can make their own decision about the name.
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Robert Devlin
 
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Post » Sat May 28, 2011 3:02 pm




And why are you cross threading subject .. :shakehead:

I am going to answer in mmm thread ..
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Bad News Rogers
 
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Post » Sat May 28, 2011 8:23 pm

Ideally, we want to explain to the user why they are renaming it and why it works. Then they can make their own decision about the name.

I have put up information about how the process works and the recommended names. I do not know what else to do. I know you guys are busy with other things than thinking about updating the readme that you do not have access to. We'll just have to wait until Dev_Akm gets back. However, the FCOM Convergence homepage does explain how BSA loading works in some detail, not to mention it has those pages on Archive Invalidation. Users probably just skip it or settle for the name given in the example, which is expected.

Edit: wording

Edit: I will put my question in the MMM thread (again).
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Lindsay Dunn
 
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Post » Sat May 28, 2011 4:45 pm

I have put up information about how the process works and the recommended names. I do not know what else to do. I know you guys are busy with other things than thinking about updating the readme that you do not have access to. We'll just have to wait until Dev_Akm gets back. However, the FCOM Convergence homepage does explain how BSA loading works in some detail, not to mention it has those pages on Archive Invalidation. Users probably just skip it or settle for the name given in the example, which is expected.


I'd hate to backtrack the last 3/4 pages of this thread to see how many times you've questioned the FCOM method of naming BSA's - which I feel has been more than adequately explained as to the why's.
It's never before been an issue or anything more than a minor inconvenience on the odd occasion when something does go astray.
I therefore suggest the topic is dropped and we concentrate on the functionality of the mod instead of looking for problems that don't exist.
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Ron
 
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Post » Sat May 28, 2011 10:00 pm

There has got to be a simpler version of this because all of that sounds rediculouse.
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Sarah Kim
 
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Post » Sat May 28, 2011 10:59 am

This is the simplified version, and it works very well if you follow the instructions (the updated ones from this thread).

This is not a simple mod. It is very complex and has to do a lot of special things to account for WarCry and Frans being no longer worked on, and to integrate as much as possible.

If it seems to daunting for you, that's why there's a warning about it not being for beginners to mod installation and use.
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JR Cash
 
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Post » Sat May 28, 2011 8:39 am

This is the simplified version, and it works very well if you follow the instructions (the updated ones from this thread).

This is not a simple mod. It is very complex and has to do a lot of special things to account for WarCry and Frans being no longer worked on, and to integrate as much as possible.

If it seems to daunting for you, that's why there's a warning about it not being for beginners to mod installation and use.


Im not a beginner I have been using mods since morrowind, I meant since i never used this mod before that this is not a good starting point. I never cared to use it because i enjoyed the original game just fine. But now im curiouse and decided to finally give it a try. So i will just start with fcom for now or maybe just OOO idk.
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Calum Campbell
 
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Post » Sat May 28, 2011 7:40 am

Im not a beginner I have been using mods since morrowind, I meant since i never used this mod before that this is not a good starting point. I never cared to use it because i enjoyed the original game just fine. But now im curiouse and decided to finally give it a try. So i will just start with fcom for now or maybe just OOO idk.


I'd recommend starting with OOO. It's the backbone of FCOM so you'll know if you like the changes overall or not. If you like it, add MMM. After that, switching to FCOM is not such a huge step.
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SaVino GοΜ
 
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Post » Sat May 28, 2011 4:38 pm

I had my first brush with the Entropic Order today. Nasty. The first one I managed to deal with quickly. The second guy summoned up liches and came at me with a wicked looking, very unique flaming sword. I fought him for about 20 minutes in an epic battle, but when I finally managed to defeat him, his sword had disappeared! Vanished, just like other items I had picked up from fallen members of the Entropic Order. Well, after one of the hardest fights in my recent memories of Oblivion, needless to say I was pretty frustrated at not being able to claim his sword (or any reward for that matter). I would like to know the item code for this weapon so I can claim what is rightfully mine.
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Rach B
 
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Post » Sat May 28, 2011 8:26 pm

I had my first brush with the Entropic Order today. Nasty. The first one I managed to deal with quickly. The second guy summoned up liches and came at me with a wicked looking, very unique flaming sword. I fought him for about 20 minutes in an epic battle, but when I finally managed to defeat him, his sword had disappeared! Vanished, just like other items I had picked up from fallen members of the Entropic Order. Well, after one of the hardest fights in my recent memories of Oblivion, needless to say I was pretty frustrated at not being able to claim his sword (or any reward for that matter). I would like to know the item code for this weapon so I can claim what is rightfully mine.

I'm very surprised that they dropped anything at all, never mind the fact that you managed to pick 'em up. :huh:
From my understanding from the script, items they carry are unique to the Entropic Order and should disintegrate on death.
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Big mike
 
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Post » Sat May 28, 2011 8:44 am

I'm very surprised that they dropped anything at all, never mind the fact that you managed to pick 'em up. :huh:
From my understanding from the script, items they carry are unique to the Entropic Order and should disintegrate on death.


Well, the first guy dropped a powerful sword and shield, which I picked up, but when I looked at my inventory they were gone. The second guy's stuff just disappeared. I used my best poisons, daedric and magical arrows, and scrolls on this jerk and ended up with nothing to show for it. I'm just going to kill them with the console from now on.
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Cassie Boyle
 
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Post » Sat May 28, 2011 8:41 pm

We'll have another look at the drops.
They do have a "loot list", but it seems pointless if you can't actually acquire the item.
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Nathan Barker
 
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Post » Sat May 28, 2011 11:53 am

lol..and they say you can't take it with you.
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Phoenix Draven
 
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Post » Sat May 28, 2011 8:29 am

FCOM team is need your assitance in get some testing done.

UFCOM BSA and Oblivion Warcry.bsa

Required: You need to uninstall all resources from fcom_convergence itself and Warcry before using these bsa. - Do not Uninstall Frans, OOO, MMM, Or Bob's only FCOM_Convergence and WarCry Resources once again use either BAIN or make a omod with just the meshes, textures, sounds from those mods, and install overwrite and uninstall and replace with bsa

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

http://www.megaupload.com/?d=0IGOWXL4 -

- FCOM Resources Packaged in single Uncompressed BSA
- It has been pyfii but it was a older version
- textures have been checked for mip map has well.

But a few could have been missed so report any purple objects, flat black looking , or missing mesh - wtf problems.

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

http://www.megaupload.com/?d=LNG7LWO1 -

- Oblivion Warcry Resources packed into single Uncompress BSA
- Has not been pyfii, warcry has some weird stuff once again
- textures have been checked for mip map well

But a few could have been missed so report any purple objects, flat black looking , or missing mesh - wtf problems.

Required: You need to uninstall all resources from fcom_convergence itself and Warcry before using these bsa. -

BSA Loading and BSA File Date

-Do not rename the bsa,
-They are named correctly and will load has needed

FCOM Realswords and Warcry do not overwrite any other mod resources, so file date on bsa is not of importance, unless you have textures replacer or meshes replacers for their resources. Which you need to reinstall after these.

Remember report any problems that you have with them

Enjoy

TEAM FCOM


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

and these has well

from Arthmoor

Awhile back in either an FCOM thread or on a Frans thread I had mentioned that I'd gone through and cleaned up a lot of broken meshes and done PyFFI on those that could be. Ive had the files sitting around for awhile now, and have been unable to get ahold of Dewshine. Hardly a surprise I guess as she's not been here in eons.

Anyway, someone asked me about it today and I just uploaded the files:

Hopefully someone somewhere can get these to where they need to go to be distributed as needed.

http://www.megaupload.com/?d=ZAENT2I2
http://www.megaupload.com/?d=NB1V4HTS
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Max Van Morrison
 
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Post » Sat May 28, 2011 9:10 pm

Whaddaya know? Megaupload can be used for other things than dl'ing porm?
I'll definitely try the FCOM BSA. I don't use WarCry, but will probably test it anyway.
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natalie mccormick
 
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Post » Sat May 28, 2011 4:44 pm

I'll definitely try the FCOM BSA. I don't use WarCry, but will probably test it anyway.


So far no one from the team has reported having any problems with either one of them. So that is why they are open for public testing now. So report any problem that you may have with either one.
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Lucy
 
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Post » Sat May 28, 2011 8:46 pm

Will defiantly give them a try, I presume this to replace "UFCOM" as well??
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Victor Oropeza
 
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Post » Sat May 28, 2011 3:16 pm

FCOM team is need your assitance in get some testing done.

UFCOM BSA and Oblivion Warcry.bsa

Required: You need to uninstall all resources from fcom_convergence itself and Warcry before using these bsa. - Do not Uninstall Frans, OOO, MMM, Or Bob's only FCOM_Convergence and WarCry Resources once again use either BAIN or make a omod with just the meshes, textures, sounds from those mods, and install overwrite and uninstall and replace with bsa

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

http://www.megaupload.com/?d=0IGOWXL4 -

- FCOM Resources Packaged in single Uncompressed BSA
- It has been pyfii but it was a older version
- textures have been checked for mip map has well.

But a few could have been missed so report any purple objects, flat black looking , or missing mesh - wtf problems.

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

http://www.megaupload.com/?d=LNG7LWO1 -

- Oblivion Warcry Resources packed into single Uncompress BSA
- Has not been pyfii, warcry has some weird stuff once again
- textures have been checked for mip map well

But a few could have been missed so report any purple objects, flat black looking , or missing mesh - wtf problems.

Required: You need to uninstall all resources from fcom_convergence itself and Warcry before using these bsa. -

BSA Loading and BSA File Date

-Do not rename the bsa,
-They are named correctly and will load has needed

FCOM Realswords and Warcry do not overwrite any other mod resources, so file date on bsa is not of importance, unless you have textures replacer or meshes replacers for their resources. Which you need to reinstall after these.

Remember report any problems that you have with them

Enjoy

TEAM FCOM


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

and these has well

This is awesome! Thanks for the updated! If this had been released three weeks later, I would have loved to help with the testing.
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Emilie M
 
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Post » Sat May 28, 2011 9:26 pm

Will defiantly give them a try, I presume this to replace "UFCOM" as well??


No, this is not a UFCOM update..

This is FCOM Convergence meshes and textures or Warcry packed into BSA, does not have esm / esp that is required. Once again read above.

This is awesome! Thanks for the updated! If this had been released three weeks later, I would have loved to help with the testing.


Report any problems once again.
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Mario Alcantar
 
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Post » Sat May 28, 2011 3:06 pm

Bump for Late Night Crowd, Some BSA posted above or bottom of first post
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Sophie Louise Edge
 
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Post » Sat May 28, 2011 2:39 pm

does the FCOM implementation of RealSwords include the extra buildings and funny looking NPCs that come with regular RealSwords (specifically Nord, Goblin, and Breton) ?

If they don't, is there any way to use the FCOM implementation of RealSwords in my non-FCOM game?

Edit: also, are their stats balanced, or at least their appearance in-game restricted by leveled list? Regular RealSwords always seem too light and too damaging.


Edit 2: I've answered most of my own questions by looking over the FCOM website, but is it possible to just use that chunk of FCOM without using all of the rest? (assuming that i load all of the proper model and texture files)?
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JaNnatul Naimah
 
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Post » Sat May 28, 2011 10:32 pm

does the FCOM implementation of RealSwords include the extra buildings and funny looking NPCs that come with regular RealSwords (specifically Nord, Goblin, and Breton) ?

If they don't, is there any way to use the FCOM implementation of RealSwords in my non-FCOM game?


No that would be WAC itself with it funny looking goblins, bretons, etc, and FCOM Realswords are not to be used outside of FCOM either and will not work outside of FCOM either. Requires OOO and MMM and FCOM..

If you want to use Realswords in your non - fcom game use the originial or contact Waalx.
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Daniel Lozano
 
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Post » Sat May 28, 2011 10:06 am

so even with OOO and Frans, and the models and textures from the RealSwords packs, there's no way to bash this version into my game?
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GPMG
 
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Post » Sat May 28, 2011 10:03 am

FCOM does not have to be as big as it is in some people's load orders. If you read FCOM Convergence, even some of the components that are in the "Basic" load order are optional. I cannot say off the top of my head how small you can make it--"small" is funny word to use with respect to FCOM--but you can certainly reduce it somewhat from the configuration you may be imagining. What do you not want with it? MMM? You do not have to install any of its optional modules, or you could use as many as the "no" options (not also included in FCOM) as you want.
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Zosia Cetnar
 
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