[relz] Fcom Convergence and UFCOM [relz]

Post » Sat May 28, 2011 9:34 pm

Well i meant vanilla damage, but i dont know about omobs?

I think OMOBs would make the weapon damage higher, but reduces the speed of blunt attacks significantly
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Jon O
 
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Post » Sat May 28, 2011 2:06 pm

FCOM and OOO use the OMOBS balance system, so the wiki would not help you calculated the damage done by a blunt then. Is there an OMOBS spreadsheet available somewhere?
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oliver klosoff
 
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Post » Sat May 28, 2011 6:57 pm

Anyway, onto something else.

Sometimes i get random crashes when im just about to hit someone/them hitting me?

Was wondering if anyone had a clue.
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Farrah Lee
 
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Post » Sat May 28, 2011 10:16 pm

That sounds like a general instability problem, not FCOM. You should post your load order to get help with that type of problem.
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Louise
 
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Post » Sat May 28, 2011 10:12 am

Well i will see if the crash prevention system works on it first.
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Melissa De Thomasis
 
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Post » Sat May 28, 2011 12:57 pm

Well i will see if the crash prevention system works on it first.

I definitely do not agree with that, but if it works...If it does not work, I think you should look into making your setup more stable.
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FABIAN RUIZ
 
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Post » Sat May 28, 2011 11:01 am

Anyway, onto something else.

Sometimes i get random crashes when im just about to hit someone/them hitting me?

Was wondering if anyone had a clue.


How about you give us a little more detail , what mods you are using, have you tried disabling all other mods expect those from fcom to see if you have same issue or not. Start a new character etc. Sounds like a issue with combat mod or something is missing..

Corepc
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Jordan Moreno
 
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Post » Sat May 28, 2011 9:24 am

Im about to reinstall only Fcom, no bobs armory etc.
Will see if still occurs.
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Amanda Leis
 
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Post » Sat May 28, 2011 11:33 am

Maybe you should post your load order first. You could just be missing a plugin or have an incompatibility in your configuration somewhere too...
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James Shaw
 
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Post » Sat May 28, 2011 3:34 pm

I posted it further up before?

But if it helps,
Spoiler

00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Cobl Main.esm [Version 1.72]
04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
05 Mart's Monster Mod.esm [Version 3.7b3p3]
06 FCOM_Convergence.esm [Version 0.9.9MB3]
07 Armamentarium.esm [Version 1.35]
08 Artifacts.esm [Version 1.1]
09 nVidia Black Screen Fix.esp [Version 1.0.0]
0A Unofficial Oblivion Patch.esp [Version 3.2.5]
0B UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
0C Oblivion Citadel Door Fix.esp
0D DLCShiveringIsles.esp
0E Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0F Francesco's Optional Chance of Stronger Bosses.esp
10 Francesco's Optional Chance of Stronger Enemies.esp
11 Francesco's Optional Chance of More Enemies.esp
12 Francesco's Optional Leveled Guards.esp
13 FCOM_Francescos.esp [Version 0.9.9]
14 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
15 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
16 Fran_Lv30Item_Maltz.esp
17 OMOBS_FRAN.esp
18 NaturalHabitat.esp
19 Enhanced Water v2.0 HD.esp
1A Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1]
1B Symphony of Violence.esp
1C MIS Low Wind.esp
1D Atmospheric Oblivion.esp
1E Storms & Sound.esp
** Book Jackets Oblivion.esp
1F ImprovedSigns.esp
++ Item interchange - Extraction.esp [Version 0.78]
20 Enhanced Economy.esp [Version 3.4.3]
21 DLCHorseArmor.esp
22 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
23 DLCOrrery.esp
24 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
25 DLCVileLair.esp
26 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
27 DLCMehrunesRazor.esp
28 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
29 DLCSpellTomes.esp
2A DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
** Book Jackets DLC.esp
** GrimbotsSpellTomes.esp
2B DLCThievesDen.esp
2C DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
2D DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
2E Slof's Oblivion Robe Trader.esp
2F Cobl Glue.esp [Version 1.72]
30 Cobl Si.esp [Version 1.63]
31 OOO 1.32-Cobl.esp [Version 1.72]
32 FCOM_Cobl.esp [Version 0.9.9]
33 Bob's Armory Oblivion.esp
34 FCOM_BobsArmory.esp [Version 0.9.9]
35 Oblivion WarCry EV.esp
36 FCOM_WarCry.esp [Version 0.9.9MB3]
37 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
38 OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp
39 OMOBS_SI.esp
3A ArmamentariumLLVendors.esp [Version 1.35]
3B ArmamentariumArtifacts.esp [Version 1.35]
3C FCOM_Convergence.esp [Version 0.9.9Mb3]
3D FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
3E FCOM_RealSwords.esp [Version 0.9.9]
3F FCOM_DurabilityAndDamage.esp [Version 0.9.9]
40 FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9MB3]
41 FCOM_LessReaversInGates.esp [Version 0.9.9]
42 Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
43 Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]
44 Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
45 OMOBS_MMM.esp
46 FCOM_DiverseGuardUnity.esp [Version 0.9.9]
47 FCOM_BobsGuardUnity.esp [Version 0.9.9]
48 FCOM_HungersUnitySI.esp [Version 0.9.9]
49 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
4A ArmamentariumLL4OOO.esp [Version 2.01]
4B ArmamentariumLLMagicOOO.esp [Version 1.35]
4C Artifacts.esp [Version 1.1]
4D Artifacts - ArmaCompleteAddon.esp [Version 1.0]
4E DLCBattlehornCastle.esp
4F DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
50 DLCfrostcrag.esp
51 Knights.esp
52 Knights - Unofficial Patch.esp [Version 1.0.9]
53 FCOM_Knights.esp [Version 0.9.9Mb3]
54 FCOM_SlofsRobeTrader.esp [Version 0.9.9]
55 NaturalVegetation.esp
56 Leviathan Soulgems.esp
57 Leviathan Trophy Soulgems.esp
58 P1DkeyChain.esp [Version 5.00]
59 Salmo the Baker, Cobl.esp [Version 3.08]
5A Toggleable Quantity Prompt.esp [Version 3.1.1]
5B Quest Award Leveller.esp
5C Quest Award Leveller - Battlehorn Castle.esp
5D Quest Award Leveller - Vile Lair.esp
5E Quest Award Leveller - Mehrunes Razor.esp
5F Quest Award Leveller - Knights of the Nine.esp
60 boh_dungeonbgone.esp
61 SupremeMagicka.esp [Version 0.90]
62 SM_ShiveringIsles.esp [Version 0.86]
63 SM_DLCSpellTome.esp [Version 0.80]
64 SM_OOO.esp [Version 0.89]
65 SM_MMM.esp [Version 0.89]
66 SM_COBL.esp [Version 0.86]
67 SM_EnchantStaff.esp [Version 0.80]
68 SM_Scrolls.esp [Version 0.84]
69 SM_SigilStone.esp [Version 0.83]
6A Oblivion XP.esp [Version 4.1.5]
++ Item interchange - Placement.esp [Version 0.76]
++ Item interchange - Placement for FCOM.esp [Version 0.78]
++ Item interchange - Placement for Frostcrag Reborn.esp [Version 0.78]
++ Item interchange - Option, Ingredients in Bulk.esp [Version 0.78]
6B Better Redguard v2.esp
6C bgBalancingEVCore.esp [Version 10.52EV-D]
6D bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
6E bgMagicItemSigil.esp [Version 1.68EV]
6F bgMagicBonus.esp [Version 1.7EV]
70 bgMagicEVAddEnVar.esp [Version 1.68EV]
71 bgMagicEVPaperChase.esp [Version 1.68EV]
72 bgMagicAlchemy.esp [Version 1.57]
73 bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
74 bgBalancingEVOptionalMoreEyes.esp [Version 10]
75 bgBalancingEVOptionalBetterRedguards.esp
76 bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
77 bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
** bgMagicEVShader.esp [Version 1.7EV]
78 bgMagicShaderLifeDetect.esp [Version 1.68]
79 bgMagicLightningbolt.esp
7A MrPwner's Falling.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
7B Cobl Silent Equip Misc.esp [Version 01]
7C Bashed Patch, 0.esp
7D Streamline 3.1.esp

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Haley Cooper
 
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Post » Sat May 28, 2011 1:59 pm

I posted it further up before?


I do not see anything that stick out in load that would be causing it?

Describe what exactly is happening, crashes during combat, using any paritcular weapons, is is all npc / creatures, or only cetain ones. Please give has much detail has possible once again.

You did install everything correctly once again.

Does it happen when you start a new character ..?
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Dustin Brown
 
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Post » Sat May 28, 2011 8:19 pm

I do not see anything that stick out in load that would be causing it?

Describe what exactly is happening, crashes during combat, using any paritcular weapons, is is all npc / creatures, or only cetain ones. Please give has much detail has possible once again.

You did install everything correctly once again.

Does it happen when you start a new character ..?


Ill get back too you, but it could happen with anything "just" hitting the enemy.
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Danii Brown
 
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Post » Sat May 28, 2011 7:55 pm

Anyone have a clue which element of FCOM hits you with minus 210 to speed when trying to run backwards? If this applied to everyone, I wouldn't mind so much, but, watching NPC's dance backwards faster than I can move is hardly what I consider 'balanced'.
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GEo LIme
 
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Post » Sat May 28, 2011 6:16 pm

Frans has the reduced running backwards script.

Be careful, because several other mods do it as well, and the effect can be cumulative. The Frans options pages at TESNexus has a remover for that script if you want.
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Laura
 
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Post » Sat May 28, 2011 5:58 pm

Frans has the reduced running backwards script.

Be careful, because several other mods do it as well, and the effect can be cumulative. The Frans options pages at TESNexus has a remover for that script if you want.


Thank You. Looking now.

Unable to come up with it...... could I trouble you for a link?
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john palmer
 
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Post » Sat May 28, 2011 1:54 pm

Thank You. Looking now.

Unable to come up with it...... could I trouble you for a link?


No Mobs Run Limit is what you are looking for on this page..

http://www.tesnexus.com/downloads/file.php?id=17621
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Lynne Hinton
 
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Post » Sat May 28, 2011 9:13 pm

No Mobs Run Limit is what you are looking for on this page..

http://www.tesnexus.com/downloads/file.php?id=17621


THANK YOU!
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Harry Leon
 
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Post » Sat May 28, 2011 9:05 am

I have two questions. First:

It looks like there are many more MMM plugins than referenced here ( http://devnull.sweetdanger.net/fcomloadorderexpanded.html ). Should I not install any mod not mentioned there?

Second:

You must have the MMM 3.7b3 BSA installed and rename it FCOM_Convergence_Mart'sMonsterMod.bsa in order for meshes, textures and sounds to work with FCOM properly.
There are other methods for BSA loading - see FCOM site.


In Tomlong75210's walkthrough he mentions naming .bsa files as, for example, "DLCShiveringIsles - MMM.bsa". Is this okay or should i name it with the FCOM_Convergence method?
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Margarita Diaz
 
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Post » Sat May 28, 2011 9:24 pm

I have two questions. First:

It looks like there are many more MMM plugins than referenced here ( http://devnull.sweetdanger.net/fcomloadorderexpanded.html ). Should I not install any mod not mentioned there?

In Tomlong75210's walkthrough he mentions naming .bsa files as, for example, "DLCShiveringIsles - MMM.bsa". Is this okay or should i name it with the FCOM_Convergence method?


FCOM HOme Page is outdated once again.

Read First Page and UFCOM Section

Nearly all of the MMM 3.7b3 Plugin will work with UFCOM. There is only a handful that you should not use with FCOM and those are these in particular

MMM Gems and Gems Dust
MMM Diverse Guard Armor
MMM Diverse Runeskull Loot G&GD

Use FCOM Named Plugins aka FCOM Knights use that instead MMM Knights or MMMforOOO Knights etc..
Use FCOM Spawn Rates Plugins when possible, expect in case of MMM Spawn Rate Reduced Reduced or Vanilla.

Some of the MMM 3.7b3 No XXX Plugin's will work with UFCOM, if you have a problem with one of the FCOM No XXX then try one of the MMM one Instead.

Best to name MMM.bsa - FCOM_Convergence_Mart's Monster Mod.bsa if you do not plan on switching between MMM config once again.

Corepc
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adam holden
 
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Post » Sat May 28, 2011 11:58 pm

edit - gotta hit refresh before I hit add reply.
:wink_smile: You covered everything I was replying to Core
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Auguste Bartholdi
 
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Post » Sat May 28, 2011 9:43 am

I think using the DLCShiveringIsles - method is best because the DLCShiveringIsles plugin is the least likely in your load order to be removed. Then you will not ever have to worry about whether you switch your overhaul configuration.
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ILy- Forver
 
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Post » Sat May 28, 2011 5:43 pm

FCOM HOme Page is outdated once again.

Read First Page and UFCOM Section

Nearly all of the MMM 3.7b3 Plugin will work with UFCOM. There is only a handful that you should not use with FCOM and those are these in particular

MMM Gems and Gems Dust
MMM Diverse Guard Armor
MMM Diverse Runeskull Loot G&GD

Use FCOM Named Plugins aka FCOM Knights use that instead MMM Knights or MMMforOOO Knights etc..
Use FCOM Spawn Rates Plugins when possible, expect in case of MMM Spawn Rate Reduced Reduced or Vanilla.

Some of the MMM 3.7b3 No XXX Plugin's will work with UFCOM, if you have a problem with one of the FCOM No XXX then try one of the MMM one Instead.

Best to name MMM.bsa - FCOM_Convergence_Mart's Monster Mod.bsa if you do not plan on switching between MMM config once again.

Corepc


Thanks. I did read the whole thread. My brain gets a little fuzzy with so much technical jargon, lol. That's where I picked up the .bsa naming issue. I'll reread the UFCOM post now. Thanks for the reply.
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roxxii lenaghan
 
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Post » Sat May 28, 2011 2:22 pm

I think using the DLCShiveringIsles - method is best because the DLCShiveringIsles plugin is the least likely in your load order to be removed. Then you will not ever have to worry about whether you switch your overhaul configuration.

FCOM doesn't require the expansion and not all users of the mod even own it.
I really think then that the way it's described in the opening post is by far the most uniformed and best way, yes? :hubbahubba:
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IsAiah AkA figgy
 
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Post » Sat May 28, 2011 9:24 am

FCOM doesn't require the expansion and not all users of the mod even own it.
I really think then that the way it's described in the opening post is by far the most uniformed and best way, yes? :hubbahubba:

You guys changed it again?! I just switched to recommending FCOM_Convergence.bsa. That method is only uniform for FCOM users. SI users can use the same naming convention for every single BSA, that is a nice kind of uniformity as well. I will switch the TESIV:POSItive FCOM guide to use this convention, however.
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Big Homie
 
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Post » Sat May 28, 2011 9:22 pm

You guys changed it again?!

Changed what?
Since the release of UFCOM the recommendation is that the MMM BSA is altered to FCOM_Convergence_Mart'sMonsterMod.bsa
Exactly which other FCOM dependent BSA is there that needs to be altered?
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LuBiE LoU
 
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