[relz] Fcom Convergence and UFCOM [relz]

Post » Sat May 28, 2011 3:30 pm

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.


No we did not change it, it has been this way since MMM went to bsa ..

You can't name MMM.bsa to fcom_convergence.bsa has then it will not load it resources properly.

It has to be FCOM_Convergence_Mart'sMonsterMod.bsa with the ' in it.

You can use the DLCShiveringIsle Method has well or Oblivion.esp - but that method work best if you switching MMM config from fcom to mmmforooo to mmmforfrans etc..

No need to debate it either has both methods work once again.
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Sat May 28, 2011 12:00 pm

I was not aware that FCOM_Convergence would not load the BSA's contents properly. What happens there? I have switched the naming convention in the guides. I think I need to update the main BSA loading section, however. I will do that now, thanks.
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Jason King
 
Posts: 3382
Joined: Tue Jul 17, 2007 2:05 pm

Post » Sat May 28, 2011 8:43 pm

You can't name MMM.bsa to fcom_convergence.bsa has then it will not load it resources properly.

It has to be FCOM_Convergence_Mart'sMonsterMod.bsa with the ' in it.
Are you sure about what you write here Corepc, as that is contrary to what I've learned about bsa loading.

What I believe is correct, is that the exact name of the bsa doesn't matter. But what is necessary is that the start of the bsa's name must exactly match the complete name of an active esp (sans the .esp of course). So for the MMM.bsa to load, in a setup where you have an active FCOM_Convergence.esp file, "FCOM_Convergence.bsa", "FCOM_Convergence_MMM.bsa", "FCOM_Convergence_MartsMonsterMod.bsa" and "FCOM_Convergence_Mart'sMonsterMod.bsa" would work equally well, and have exactly the same outcome - that the bsa is correctly loaded.

Of course, it is less confusing if we agree on one name and recommends that :)
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Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Sat May 28, 2011 5:06 pm

"FCOM_Convergence" is the only part that forces the BSA to load. I would like to know why cutting the name off there would not work as well because I have had at least one user use that naming scheme and have yet to hear of any problems. The "_" is important if you want to tag something else to distinguish the BSA (i.e., "MMM" or "MartsMonserMod".) The "_" is treated the same as a space. I prefer the using space "-" space (" - ") because it looks cleaner to me. I would prefer, if using that naming scheme at all, "FCOM_Convergence - MMM.bsa" It is short, clean and does the job.
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Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Sat May 28, 2011 3:29 pm


in a setup where you have an active FCOM_Convergence.esp file, "FCOM_Convergence.bsa",

"FCOM_Convergence_MMM.bsa", "FCOM_Convergence_MartsMonsterMod.bsa" and "FCOM_Convergence_Mart'sMonsterMod.bsa" would work equally well, and have exactly the same outcome - that the bsa is correctly loaded.

Of course, it is less confusing if we agree on one name and recommends that :)


There are different method once again to get BSA to load. And all of those work

but I do not suggest fcom_convergence.bsa

fcom_convergence_Mart's Monster Mod.bsa - Should be the standard Name in case of the below..[/b]

from tes4edit


[00:53] Background Loader: [FCOM_Convergence.bsa] Loading Resources.
[00:53] Background Loader: [FCOM_Convergence_Francesco's Leveled Creatures-Items Mod.bsa] Loading Resources.
[00:53] Background Loader: [FCOM_Convergence_Mart's Monster Mod.bsa] Loading Resources.



my fcom bsa is realswords stuff put into bsa,

frans bsa is francesco new item addon.bsa renamed, and always get loaded this way has well. even if I just load fcom_convergence.esp in tes4edit all those bsa still get loaded..

Has I stated different methods for everyone..but FCOM_Convergence_Mart's Monster Mod.bsa will always work the best.
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Stu Clarke
 
Posts: 3326
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Post » Sat May 28, 2011 9:04 pm

I assume that that quote is supposed to show that BSAs are loaded in alphabetical order and has nothing to do with their modified dates. Is that correct? In that case, that depends on the user using that specific naming scheme for Fran's mod as well. I have been recommending that the Fran BSA is loaded with "FCOM_Francescos.bsa". Therefore, naming the MMM BSA "FCOM_Convergence.bsa" works. I prefer having "MMM" or some other identifier in the MMM BSA's name though.

Edit: Actually, I started recommending a different name for the Fran BSA, but now I am going to switch it again to recommending "FCOM_Convergence - Fran.bsa" and "FCOM_Convergence - MMM.bsa" for consistency. I was unaware of the alphabetical bit, so I need to update with comments about that.
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neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Sat May 28, 2011 4:46 pm

Edit: Actually, I started recommending a different name for the Fran BSA, but now I am going to switch it again to recommending "FCOM_Convergence - Fran.bsa" and "FCOM_Convergence - MMM.bsa" for consistency. I was unaware of the alphabetical bit, so I need to update with comments about that.


Why bother with this? The Frans installer automatically adds the bsa entry to the ini, unless someone messed up their install, and didn't do a clean install i see no reason for this, just more work.
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Grace Francis
 
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Post » Sat May 28, 2011 4:11 pm

Registering BSAs to the INI does not always work, even the FCOM Convergence page says that, specifically with regard to the Fran BSA.

Edit: I guess you missed that Corepc had had the Fran BSA renamed in his last post as well...
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Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Sat May 28, 2011 10:19 pm

I finished installing for my first attempt. I have not done load order or any Bash patches yet. How does this look for correct mod list in avoiding duplications or missing .esps?

Active Mod Files:
00 Oblivion.esm
01 Cobl Main.esm [Version 1.72]
02 Armamentarium.esm [Version 1.35]
03 FCOM_Convergence.esm [Version 0.9.9MB3]
04 Francesco's Optional New Items Add-On.esm
----> Delinquent MASTER: Francesco's leveled creatures-items mod.esm
05 Francesco's leveled creatures-items mod.esm
06 Francesco's Optional New Creatures Add-On.esm
07 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
08 Mart's Monster Mod.esm [Version 3.7b3p3]
09 Artifacts.esm [Version 1.1]
0A All Natural Base.esm [Version 0.9.9]
0B Jog_X_Mod.esm
0C Unofficial Oblivion Patch.esp [Version 3.2.5]
0D FrostcragRebornCobl.esp
----> Delinquent MASTER: DLCFrostcrag.esp
0E EVE_StockEquipmentReplacer4FCOM.esp
0F UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
10 Oblivion Citadel Door Fix.esp
11 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
12 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
----> Delinquent MASTER: DLCVileLair.esp
13 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
----> Delinquent MASTER: DLCMehrunesRazor.esp
14 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
----> Delinquent MASTER: DLCThievesDen.esp
15 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
----> MISSING MASTER: DLCBattlehornCastle.esp
16 Knights - Unofficial Patch.esp [Version 1.0.9]
----> Delinquent MASTER: Knights.esp
17 All Natural - Real Lights.esp [Version 0.9.9]
18 Bashed Patch, 0.esp
19 All Natural - SI.esp [Version 0.9.9]
1A Cobl Glue.esp [Version 1.72]
1B Cobl Si.esp [Version 1.63]
1C Cobl Tweaks.esp [Version 1.44]
1D DLCHorseArmor.esp
1E DLCOrrery.esp
1F blink.esp
20 Cobl Races.esp [Version 1.52]
21 Cobl Races TNR.esp [Version 1.53]
22 Cobl Races TNR SI.esp [Version 1.53]
23 bnmDLTIC-1-6.esp [Version 1.6]
24 _Ren_BeautyPack_onlyhairs.esp
25 DLCThievesDen.esp
26 DLCVileLair.esp
27 [GFX]_Initial_Glow-all.esp
28 MMM-Cobl.esp [Version 1.69]
29 OOO 1.32-Cobl.esp [Version 1.72]
2A DLCMehrunesRazor.esp
2B Spell Delete.esp
2C DLCSpellTomes.esp
2D StealthOverhaul.esp
2E Salmo the Baker, Cobl.esp [Version 3.08]
2F thievery.esp
30 Knights.esp
31 ExnemRuneskulls.esp
32 DLCShiveringIsles.esp
33 Enhanced Water v2.0 HD.esp
34 Enhanced Water v2.0 ND.esp
35 Bag of Holding.esp [Version 1.5.0]
36 Francesco's 10 days respawn time - 1-16 day lenght rescale.esp
37 Oblivion WarCry EV.esp
38 Oblivion WarCry.esp [Version 1.085a]
39 Francesco's Optional Chance of Stronger Bosses.esp
3A Francesco's Optional Chance of Stronger Enemies.esp
3B Francesco's Optional Dungeon Chest Locks.esp
3C Francesco's Optional Dungeon Chest Loot.esp
3D Francesco's Optional Leveled Guards.esp
3E Akatosh Mount By Saiden Storm.esp
3F Francesco's Optional House Chest Loot.esp
40 Francesco's Optional New Adventurers.esp
41 Francesco's Optional Chance of More Enemies.esp
42 Francesco's Optional Leveled Quests-SI only.esp
43 Francesco's Optional Leveled Quests.esp
44 Francesco's Optional Leveled Arena.esp
45 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
46 bgMagicEV.esp [Version 1.7EV]
47 bgMagicEVStartspells.esp [Version 1.68EV]
48 bgMagicItemSigil.esp [Version 1.68EV]
49 bgMagicBonus.esp [Version 1.7EV]
4A bgMagicEVShader.esp [Version 1.7EV]
4B bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
4C bgMagicShaderLifeDetect.esp [Version 1.68]
4D bgMagicEVPaperChase.esp [Version 1.68EV]
4E bgMagicAlchemy.esp [Version 1.57]
4F bgMagicEVAddEnVar.esp [Version 1.68EV]
50 bgMagicLightningbolt.esp
51 bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
52 KDCircletsOOOOptimized - Loot Only.esp [Version 1.2]
53 FranDarkSeducerWeapFix.esp
54 Midas OscuroGems.esp
----> Delinquent MASTER: MidasSpells.esp
55 TNR ALL RACES FINAL.esp
56 Oscuro's_Oblivion_Overhaul.esp [Version 1.33]
57 OOO-Level_Stock.esp [Version 1.33]
58 OOO-Respawn_Year.esp [Version 1.33]
59 OOO-Respawn_Week.esp [Version 1.33]
5A OOO-Respawn_Two_Week.esp [Version 1.33]
5B OOO-Respawn_Month.esp [Version 1.33]
5C OOO-Magic_Script_Effect_Fix.esp [Version 1.33]
5D OOO-Level_Slow.esp [Version 1.33]
5E OOO-Level_Normal.esp [Version 1.33]
5F OOO-DLT_Remover.esp [Version 1.33]
60 OOO-Container_Trap_Instant_Effects.esp [Version 1.33]
61 OOO-DLT_Immersion.esp [Version 1.33]
62 OOO-Magic_Effects+Enchantments.esp [Version 1.33]
63 OOO-Magic_Effects+Spells.esp [Version 1.33]
64 OOO-Magic_Game_Settings.esp [Version 1.33]
65 OOO-Map_Markers_Stock.esp [Version 1.33]
66 OOO-No_Guild_Ownership.esp [Version 1.33]
67 OOO-Potions.esp [Version 1.33]
68 OOO-ThiefGuild_Difficult.esp [Version 1.33]
69 OOO-Water_Weeds.esp [Version 1.33]
6A OOO-Armor_Perks_WearRate_Repair.esp [Version 1.33]
6B OOO-BirthSigns.esp [Version 1.33]
6C OOO-Combat_Skills_Perks_Marksmanship.esp [Version 1.33]
6D OOO-DaedraLord_Quests.esp [Version 1.33]
6E OOO-Dangerous_Traps.esp [Version 1.33]
6F OOO-Deadly_Combat.esp [Version 1.33]
70 TNR - ShiveringIsles.esp
71 FCOM_Francescos.esp [Version 0.9.9]
72 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
73 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
74 FCOM_Cobl.esp [Version 0.9.9]
75 FCOM_DiverseGuardUnity.esp [Version 0.9.9]
76 FCOM_DulanCult.esp [Version 0.9.9]
----> MISSING MASTER: The Mystery of the Dulan cult.esp
77 FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9]
----> MISSING MASTER: Enhanced Daedric Invasion.esm
78 FCOM_ExnemRuneskulls.esp [Version 0.9.9]
79 FCOM_FriendlierFactions.esp [Version 0.9.9]
7A FCOM_HungersUnitySI.esp [Version 0.9.9]
7B FCOM_KDCircletsOOOOptimizedNPCEquip.esp [Version 0.9.9]
----> MISSING MASTER: KDCircletsOOOOptimized - NPC Equip.esp
7C FCOM_LessRats.esp [Version 0.9.9]
7D FCOM_LessReaversInGates.esp [Version 0.9.9]
7E FCOM_MightyUmbra.esp [Version 0.9.9]
----> MISSING MASTER: Mighty Umbra.esp
7F FCOM_MoreRandomItems.esp [Version 0.9.9]
80 FCOM_MoreRandomSpawns.esp [Version 0.9.9]
81 FCOM_NoAdventurersInGates.esp [Version 0.9.9]
82 FCOM_NoReaversInGates.esp [Version 0.9.9]
83 FCOM_NoSpiders.esp [Version 0.9.9]
----> Delinquent MASTER: FCOM_Convergence.esp
84 FCOM_NoWyverns.esp [Version 0.9.9]
85 FCOM_OMG.esp [Version 0.9.9]
----> MISSING MASTER: Origin of the Mages Guild.esp
86 FCOM_OMGSRT.esp [Version 0.9.9]
----> MISSING MASTER: Slof's Oblivion Robe Trader.esp
----> MISSING MASTER: Origin of the Mages Guild.esp
87 FCOM_Ruin.esp [Version 0.9.9]
88 FCOM_SaferRoads.esp [Version 0.9.9]
89 FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
----> MISSING MASTER: Fran Armor Add-on.esp
8A DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
8B DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
----> Delinquent MASTER: DLCFrostcrag.esp
8C DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
8D DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
8E FCOM_WarCry.esp [Version 0.9.9MB3]
8F FCOM_Convergence.esp [Version 0.9.9Mb3]
90 DLCFrostcrag.esp
91 FCOM_SpawnRatesStronger.esp [Version 0.9.9Mb3]
92 FCOM_Knights.esp [Version 0.9.9Mb3]
93 Artifacts - ArmaCompleteAddon.esp [Version 1.0]
94 Temp_OMOBS_BattleAxe.esp
95 Temp_OMOBS_Bow.esp
96 Temp_OMOBS_Claymore.esp
97 Temp_OMOBS_Dagger.esp
98 Temp_OMOBS_Longsword.esp
99 Temp_OMOBS_Mace.esp
9A Temp_OMOBS_Shortsword.esp
9B Temp_OMOBS_WarAxe.esp
9C EVE_KhajiitFix.esp
9D EVE_KnightsoftheNine.esp
9E EVE_ShiveringIslesEasterEggs.esp
9F EVE_StockEquipmentReplacer.esp
A0 EVE_StockEquipmentReplacer4MMM.esp
A1 Armamentium female.esp
A2 Fransfemale.esp
A3 EVE_StockEquipmentReplacer for OOO.esp
A4 Item interchange - Extraction.esp [Version 0.76]
----> MISSING MASTER: Qarls_Harvest.esm
----> MISSING MASTER: Ulrim's Horses.esm
----> MISSING MASTER: Diverse Wisps - Base.esm
----> MISSING MASTER: Better Cities Resources.esm
----> MISSING MASTER: AliveWaters.esp
----> MISSING MASTER: advlt Books.esp
----> MISSING MASTER: CT-Com's Torch Compendium.esp
----> MISSING MASTER: Elder Scrolls Book Club - Oblivion.esp
----> MISSING MASTER: Happyhannah's Wines.esp
----> MISSING MASTER: More_Animals.esp
----> MISSING MASTER: More_Vegetables.esp
----> MISSING MASTER: Oblivion Collectible Cards.esp
----> MISSING MASTER: Q - More and Moldy Ingredients v1.1.esp
----> MISSING MASTER: Qarls_Harvest addon.esp
----> MISSING MASTER: FF_Real_Thirst.esp
----> MISSING MASTER: Jade Dishes.esp
----> MISSING MASTER: Mart's Monster Mod - Diverse Runeskulls.esp
----> MISSING MASTER: Mart's Monster Mod - Gems & Gem Dust.esp
----> MISSING MASTER: TIE.esp
----> MISSING MASTER: T.I.E4MODS.esp
----> MISSING MASTER: Qarls_Harvest addon_MMM.esp
----> MISSING MASTER: zCats & Rats.esp
----> MISSING MASTER: Jagnot- Imperial City Library V1.3.esp
----> MISSING MASTER: Lost Paladins of the Divines.esp
----> MISSING MASTER: PitcherPlantHarvestable.esp
----> MISSING MASTER: Lily of the Valley Nectar.esp
----> MISSING MASTER: Pitcher Plant and Lily Ingredients.esp
A5 Item interchange - Option, Ingredients in Bulk, reduced.esp [Version 0.76]
----> MISSING MASTER: More_Vegetables.esp
----> MISSING MASTER: TIE.esp
A6 Item interchange - Option, Ingredients in Bulk.esp [Version 0.76]
----> MISSING MASTER: More_Vegetables.esp
----> MISSING MASTER: TIE.esp
A7 Item interchange - Placement for FCOM.esp [Version 0.76]
----> MISSING MASTER: Cybiades.esm
----> MISSING MASTER: Qarls_Harvest.esm
----> MISSING MASTER: Enhanced Daedric Invasion.esm
----> MISSING MASTER: TamrielTravellers.esm
----> MISSING MASTER: DremoraCompanion.esm
----> MISSING MASTER: Better Cities Resources.esm
----> MISSING MASTER: More_Animals.esp
----> MISSING MASTER: More_Vegetables.esp
----> MISSING MASTER: Q - More and Moldy Ingredients v1.1.esp
----> MISSING MASTER: Wogs!.esp
----> MISSING MASTER: Crowded Cities 15.esp
----> MISSING MASTER: Crowded Cities 30.esp
----> MISSING MASTER: Crowded Roads.esp
----> MISSING MASTER: Crowded Roads Advanced.esp
----> MISSING MASTER: Crowded Roads Advanced less crowded.esp
----> MISSING MASTER: Choices and Consequences.esp
----> MISSING MASTER: C&C - The Blackwood Company.esp
----> MISSING MASTER: Adonnays Classical Weaponry.esp
----> MISSING MASTER: PersuasionOverhaul.esp
----> MISSING MASTER: Thieves Arsenal.esp
----> Delinquent MASTER: ArmamentariumArtifacts.esp
----> Delinquent MASTER: Mart's Monster Mod - Additional Enemy NPC Vars.esp
----> MISSING MASTER: TIE.esp
----> MISSING MASTER: T.I.E4MODS.esp
----> MISSING MASTER: ClocksOfCyrodiil.esp
----> MISSING MASTER: ClocksOfCyrodiilBC.esp
----> MISSING MASTER: ClocksOfCyrodiilOBC.esp
----> MISSING MASTER: ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp
----> MISSING MASTER: Ivellon.esp
----> MISSING MASTER: Ancient_Goblin_City-4843.esp
----> MISSING MASTER: Blackrock_Mountain-4489.esp
----> MISSING MASTER: Lair_of_the_Hydra-4490.esp
----> MISSING MASTER: MiniCyrodiil.esp
----> MISSING MASTER: snowglobe.esp
----> MISSING MASTER: The Ayleid Steps.esp
----> MISSING MASTER: The_Dragon_Citadel-6178.esp
----> MISSING MASTER: The_Tower_of_the_Lich_King-4492.esp
----> MISSING MASTER: Unique Dungeons - Lichs Lair.esp
----> MISSING MASTER: Unique Dungeons - Lost Glory.esp
----> MISSING MASTER: DLCBattlehornCastle.esp
----> MISSING MASTER: CybiadesDungeon.esp
----> MISSING MASTER: The Lost Spires.esp
----> MISSING MASTER: TOTF.esp
----> MISSING MASTER: Blood&Mud.esp
----> MISSING MASTER: Lost Paladins of the Divines.esp
----> MISSING MASTER: xulStendarrValley.esp
----> MISSING MASTER: xulChorrolHinterland.esp
----> MISSING MASTER: xulAncientRedwoods.esp
----> MISSING MASTER: xulArriusCreek.esp
----> MISSING MASTER: xulRollingHills_EV.esp
----> MISSING MASTER: xulBrenaRiverRavine.esp
----> MISSING MASTER: xulImperialIsle.esp
----> MISSING MASTER: bartholm.esp
----> MISSING MASTER: Slof's Dogs.esp
----> Delinquent MASTER: MidasSpells.esp
----> MISSING MASTER: Grandmaster of Alchemy.esp
A8 Item interchange - Placement for Frostcrag Reborn.esp [Version 0.76]
A9 Item interchange - Placement.esp [Version 0.76]
----> MISSING MASTER: Cybiades.esm
----> MISSING MASTER: Qarls_Harvest.esm
----> MISSING MASTER: Enhanced Daedric Invasion.esm
----> MISSING MASTER: TamrielTravellers.esm
----> MISSING MASTER: DremoraCompanion.esm
----> MISSING MASTER: Better Cities Resources.esm
----> MISSING MASTER: More_Animals.esp
----> MISSING MASTER: More_Vegetables.esp
----> MISSING MASTER: Q - More and Moldy Ingredients v1.1.esp
----> MISSING MASTER: Wogs!.esp
----> MISSING MASTER: Crowded Cities 15.esp
----> MISSING MASTER: Crowded Cities 30.esp
----> MISSING MASTER: Crowded Roads.esp
----> MISSING MASTER: Crowded Roads Advanced.esp
----> MISSING MASTER: Crowded Roads Advanced less crowded.esp
----> MISSING MASTER: Choices and Consequences.esp
----> MISSING MASTER: C&C - The Blackwood Company.esp
----> MISSING MASTER: Adonnays Classical Weaponry.esp
----> MISSING MASTER: PersuasionOverhaul.esp
----> MISSING MASTER: Thieves Arsenal.esp
----> Delinquent MASTER: ArmamentariumArtifacts.esp
----> Delinquent MASTER: Mart's Monster Mod - Additional Enemy NPC Vars.esp
----> MISSING MASTER: TIE.esp
----> MISSING MASTER: T.I.E4MODS.esp
----> MISSING MASTER: ClocksOfCyrodiil.esp
----> MISSING MASTER: ClocksOfCyrodiilBC.esp
----> MISSING MASTER: ClocksOfCyrodiilOBC.esp
----> MISSING MASTER: ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp
----> MISSING MASTER: Ivellon.esp
----> MISSING MASTER: Ancient_Goblin_City-4843.esp
----> MISSING MASTER: Blackrock_Mountain-4489.esp
----> MISSING MASTER: Lair_of_the_Hydra-4490.esp
----> MISSING MASTER: MiniCyrodiil.esp
----> MISSING MASTER: snowglobe.esp
----> MISSING MASTER: The Ayleid Steps.esp
----> MISSING MASTER: The_Dragon_Citadel-6178.esp
----> MISSING MASTER: The_Tower_of_the_Lich_King-4492.esp
----> MISSING MASTER: Unique Dungeons - Lichs Lair.esp
----> MISSING MASTER: Unique Dungeons - Lost Glory.esp
----> MISSING MASTER: DLCBattlehornCastle.esp
----> MISSING MASTER: CybiadesDungeon.esp
----> MISSING MASTER: The Lost Spires.esp
----> MISSING MASTER: TOTF.esp
----> MISSING MASTER: Blood&Mud.esp
----> MISSING MASTER: Lost Paladins of the Divines.esp
----> MISSING MASTER: xulStendarrValley.esp
----> MISSING MASTER: xulChorrolHinterland.esp
----> MISSING MASTER: xulAncientRedwoods.esp
----> MISSING MASTER: xulArriusCreek.esp
----> MISSING MASTER: xulRollingHills_EV.esp
----> MISSING MASTER: xulBrenaRiverRavine.esp
----> MISSING MASTER: xulImperialIsle.esp
----> MISSING MASTER: bartholm.esp
----> MISSING MASTER: Slof's Dogs.esp
----> Delinquent MASTER: MidasSpells.esp
----> MISSING MASTER: Grandmaster of Alchemy.esp
AA Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
AB Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
AC Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
AD Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3]
AE Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
AF Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]
B0 Mart's Monster Mod - Fran's leveled quests.esp [Version 3.7b3p3]
B1 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]
B2 Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
B3 Mart's Monster Mod - Less Rats.esp [Version 3.7b3p3]
B4 Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]
B5 Mart's Monster Mod - Safer Roads.esp [Version 3.7b3p3]
B6 Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
B7 Mart's Monster Mod - No Balrogs.esp [Version 3.7b3p3]
B8 Mart's Monster Mod - No Fiends.esp [Version 3.7b3p3]
B9 Mart's Monster Mod - No Giants.esp [Version 3.7b3p3]
BA Mart's Monster Mod - No Pests.esp [Version 3.7b3p3]
BB Mart's Monster Mod - No Swarms.esp [Version 3.7b3p3]
BC Mart's Monster Mod - No Beholdens.esp [Version 3.7b3p3]
BD Mart's Monster Mod - No Reavers.esp [Version 3.7b3p3]
BE Mart's Monster Mod - No Uberhulks.esp [Version 3.7b3p3]
BF Mart's Monster Mod - No Slimes.esp [Version 3.7b3p3]
C0 Mart's Monster Mod - No Spiders.esp [Version 3.7b3p3]
C1 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
C2 Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
C3 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
C4 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
C5 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
C6 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
C7 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
C8 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
C9 OMOBS.esp [Version 1.0]
CA OMOBS_SI.esp [Version 1.0]
CB OMOBS Optional Combat Settings.esp [Version 1.0]
CC sr_super_hotkeys.esp
CD ArmamentariumLLMagic.esp [Version 1.35]
CE ArmamentariumLL4OOO.esp [Version 2.01]
CF ArmamentariumLLMagicOOO.esp [Version 1.35]
D0 ArmamentariumArtifacts.esp [Version 1.35]
D1 ArtifactsFemaleArmor.esp
D2 Artifacts.esp [Version 1.1]
D3 WindowLightingSystem.esp
D4 MidasSpells.esp
D5 All Natural.esp [Version 0.9.9]
D6 All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
----> MISSING MASTER: Open Cities Resources.esm
----> MISSING MASTER: Better Cities Resources.esm
----> MISSING MASTER: ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp
----> MISSING MASTER: TIE.esp
----> MISSING MASTER: TOTF.esp
----> MISSING MASTER: WeynonRetreat.esp
----> MISSING MASTER: The Lost Spires.esp
----> MISSING MASTER: Blood&Mud.esp
----> MISSING MASTER: OldCrowInn.esp
----> MISSING MASTER: LetThePeopleDrink.esp
----> MISSING MASTER: EaglesRest.esp
----> MISSING MASTER: Snow Line Lodge.esp
----> MISSING MASTER: Valley_View_Estate.esp
----> MISSING MASTER: Shadowcrest_Vineyard.esp
----> MISSING MASTER: InnsOfCyrodill.esp
----> MISSING MASTER: Shezrie's Villages.esp
----> MISSING MASTER: TR_Stirk.esp
----> MISSING MASTER: To Feed an Empire - Wickmere Farm.esp
----> MISSING MASTER: OTEP - Aleswell.esp
----> MISSING MASTER: Region Revive - Lake Rumare.esp
----> MISSING MASTER: VHBloodlines 1.2.esp
----> MISSING MASTER: AFK_Weye.esp
----> MISSING MASTER: road+bridges.esp
----> MISSING MASTER: Vergayun.esp
----> MISSING MASTER: Faregyl.esp
----> MISSING MASTER: xulImperialIsle.esp
----> MISSING MASTER: xulChorrolHinterland.esp
----> MISSING MASTER: xulBrenaRiverRavine.esp
----> MISSING MASTER: Verwen Brewery.esp
----> MISSING MASTER: bartholm.esp
----> MISSING MASTER: DLCBattlehornCastle.esp
----> MISSING MASTER: EiAmod.esp
----> MISSING MASTER: Kragenir's Death Quest.esp
----> MISSING MASTER: SoT_TheOrderofNibenay.esp
----> MISSING MASTER: xulBravilBarrowfields.esp
----> MISSING MASTER: Kvatch Rebuilt.esm
----> MISSING MASTER: Feldscar.esp
D7 Cobl Filter Late MERGE ONLY.esp [Version 1.53]
----> MISSING MASTER: Qarls_Harvest.esm
----> MISSING MASTER: Better Cities Resources.esm
----> MISSING MASTER: Waalx Animals & Creatures.esm
----> MISSING MASTER: ICEXPAND.esp
----> MISSING MASTER: Imperial City Waterfront Tunnel Entrance.esp
----> MISSING MASTER: Better Imperial City.esp
----> MISSING MASTER: morerunes' food collection.esm
----> MISSING MASTER: The Clean Plate.esp
----> MISSING MASTER: BrewHouse.esp
----> MISSING MASTER: Bosmer Meat Mandate.esp
----> MISSING MASTER: eek's Cooking Mod - Demo.esp
----> MISSING MASTER: XiaValentinesDayGift07.esp
----> MISSING MASTER: AliveWaters.esp
----> MISSING MASTER: Cooking Mod v1.1 - Nuhmbuh1.esp
----> MISSING MASTER: More_Vegetables.esp
----> MISSING MASTER: CMOvens.esp
----> MISSING MASTER: Mud Crabs!.esp
----> MISSING MASTER: Mud Crabs!_MMM.esp
----> MISSING MASTER: Soup01b.esp
----> MISSING MASTER: D3Y_CulinaryMod_v1.esp
----> MISSING MASTER: Rays Hunting System v1.esp
----> MISSING MASTER: OMP-NewFood.esp
----> MISSING MASTER: Shads Hunting & Fauna.esp
----> MISSING MASTER: coffeeshop.esp
----> MISSING MASTER: Cannibalism.esp
----> MISSING MASTER: JQ-PizzaShop.esp
----> MISSING MASTER: OblivionFarmer'sMarket3.esp
----> MISSING MASTER: OblivionFarmer'sMarket3NoHungry.esp
----> MISSING MASTER: More_Animals.esp
----> MISSING MASTER: TamrielSnacks11-DV.esp
----> MISSING MASTER: TamrielSnacks11-EV.esp
----> MISSING MASTER: tchos' breakfast food.esp
----> MISSING MASTER: GreatForestMarket.esp
----> MISSING MASTER: Obicos_Ingredient_Increaser_v11-5131.esp
----> MISSING MASTER: TSPPies_in_Cyrodiil.esp
----> MISSING MASTER: lumi_alchemyexpanded.esp
----> MISSING MASTER: sixlivion.esp
----> MISSING MASTER: Shads Coffee.esp
----> MISSING MASTER: MrPwners Cooking v0.1.esp
----> MISSING MASTER: hunters_bounty.esp
----> MISSING MASTER: Duke Patricks - Basic Exhaustion Plus Encumbrance And Sleep.esp
----> MISSING MASTER: CDM-The Necromantic Experience.esp
----> MISSING MASTER: LadyLis_dainties.esp
----> MISSING MASTER: LadyLis_Leckerli.esp
----> MISSING MASTER: CDM-Scavenge Corpse.esp
----> MISSING MASTER: Bakery_Brewery01.esp
----> MISSING MASTER: Cybiades.esm
----> MISSING MASTER: npc with jobs.esm
----> MISSING MASTER: CyrodiilUpgradeResourcePack.esm
----> MISSING MASTER: CLS-Craftybits.esm
----> MISSING MASTER: ElsweyrRiverhold.esp
D8 Cobl Races - Balanced.esp [Version 1.52]
D9 Enhanced Water v2.0 HD - SI Addon.esp [Version 0.1]
DA Cobl Silent Equip Misc.esp [Version 01]


I don't know what the deal is with those missing master refs as I'm not using most of those mods.
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Sat May 28, 2011 11:19 pm

You are not supposed to check (activate) the AN filter plugin. The plugin's description says that, the docs say that, a number of threads where users keep making this same mistake all say that as well.

Read http://sites.google.com/site/oblivionpoinfo/finishinstall, and pay special attention to the bashed patch part.


Edit: I did not scroll up all the way to the top of your post (and still haven't) but you have checked multiple plugins that should not be active.

Edit: You have also incorrectly installed quite a few mods outside of activating the wrong plugins. Please read that section closely, and I will get to your other installation errors when after taking a step back for a bit. This is not an FCOM-specific issue. You just improperly installed a bunch of mods...
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Sat May 28, 2011 2:44 pm

I finished installing for my first attempt. I have not done load order or any Bash patches yet. How does this look for correct mod list in avoiding duplications or missing .esps?



I don't know what the deal is with those missing master refs as I'm not using most of those mods.


You need to read up on how mods like Item Interchange work you do not activate it load order, you use bash..

Also is this your first time installing fcom, it should be a clean install no other mods, then slowly adds mods back in.

Also you do not use Francesco New Creatures Addon, has MMM Cover's all Creatures..

You just dropped Files without even reading it look like..All of those OOO files are from the lite OOO version and lite version of OOO is not supported with UFCOM you must use the full Version and version 1.34beta5 has well..

You should have used the MMM OMOD and FCOM OMOD installer which if you would have it would have only allowed you what plugin are needed for a FCOM config..

Once again you need to read the install very carefully..
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Sat May 28, 2011 12:53 pm

You are not supposed to check (activate) the AN filter plugin. The plugin's description says that, the docs say that, a number of threads where users keep making this same mistake all say that as well.

Read http://sites.google.com/site/oblivionpoinfo/finishinstall, and pay special attention to the bashed patch part.


Edit: I did not scroll up all the way to the top of your post (and still haven't) but you have checked multiple plugins that should not be active.

Edit: You have also incorrectly installed quite a few mods outside of activating the wrong plugins. Please read that section closely, and I will get to your other installation errors when after taking a step back for a bit. This is not an FCOM-specific issue. You just improperly installed a bunch of mods...


I didn't check those mods because I intended to use them. I know the next step is Bashing. I just wanted a heads up on how my mod selection looked. I installed the mods and was just looking to see how my selection looked before I moved to the next step.

You need to read up on how mods like Item Interchange work you do not activate it load order, you use bash..

Also is this your first time installing fcom, it should be a clean install no other mods, then slowly adds mods back in.

Also you do not use Francesco New Creatures Addon, has MMM Cover's all Creatures..

You just dropped Files without even reading it look like..All of those OOO files are from the lite OOO version and lite version of OOO is not supported with UFCOM you must use the full Version and version 1.34beta5 has well..

You should have used the MMM OMOD and FCOM OMOD installer which if you would have it would have only allowed you what plugin are needed for a FCOM config..

Once again you need to read the install very carefully..


I know that I need to Bash next. I just wanted people to see my mod list before I Bashed and I (presumably) changed the mod list. Thanks for the tip about Francesco's New Creatures Addon. I erred there. I checked my BAIN and it says I selected the FULL folder. I don't know what's up there. I just double checked and BAIN does show FULL.

I agree I seem to have erred on loading non-FCOM mods now. I mistook Tomlong75210's information about being able to install all mods at once. Maybe I'll just wipe my Oblivion and start over. I have all of my FCOM mods in a special section of my BAIN installation tab.
User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Sat May 28, 2011 3:42 pm

You need to read up on how mods like Item Interchange work you do not activate it load order, you use bash..

Also is this your first time installing fcom, it should be a clean install no other mods, then slowly adds mods back in.

Also you do not use Francesco New Creatures Addon, has MMM Cover's all Creatures..

You just dropped Files without even reading it look like..All of those OOO files are from the lite OOO version and lite version of OOO is not supported with UFCOM you must use the full Version and version 1.34beta5 has well..

You should have used the MMM OMOD and FCOM OMOD installer which if you would have it would have only allowed you what plugin are needed for a FCOM config..

Once again you need to read the install very carefully..

Also, the guide I pointed out to you is very straightforward for the FCOM installation, but I noticed you were asking questions in many different threads about individual components and that probably sidetracked you from actually following the guide closely. That guide is intended to be all-inclusive. If extra resources need to be referenced, they are linked at the appropriate step. I think I said this to you before, but you should follow FCOM-specific installation instructions to install FCOM's components. The ReadMes belonging to the individual parts are not written for FCOM, even if they include an FCOM-related section. You should stick to that guide from start to finish if you want to follow it and install FCOM correctly. The same applies to the standard guides, the FCOM Convergence homepage and the first-time user's install guide. The TESIV:POSItive guide is has more details for the newer user, so you should not have to go far beyond what is written there to correctly install FCOM. However, if you follow the FCOM Convergence homepage, you cannot take everything at face value. It is not updated everyday, so you may find a plugin or two not mentioned. You have to do a little thinking for yourself in that case, but all of the major information is there already.

Edit: I was going to add comments about what in your load order needs to be reinstalled, but that basically applies to 80% of it. You missed this section of the Installing Mods page:
Choosing the Right Plugins...guidelines for what you should do...read, read, read....

* Read ReadMes (may want to check the Online ReadMes page)
==Heads up! Examples==
* Vanilla OR SI and FULL OR Part (Choose one or the other!)
Ren's Beauty Pack || Ren's Beauty Pack Hair's Only
mz_Shields || mz_shields-SI
Dark Dungeons || Dark Dungeons - SI
* Vanilla + SI (Install BOTH if you want the SI component)
Harvest Flora + Harvest Flora SI
* SI - Vanilla (Install the non-SI option if you do NOT HAVE SI)
RBP: add RBPNoSI
* SI ONLY (Do not install if you do NOT HAVE SI)
Enhanced Water HDMI: use Enhanced Water HD instead
* Replacers with different names (Uninstall the original plugins, not the entire mod! they do not overwrite the original plugins!)
BC: Clocks of Cyrodiiil BC patch, Vaults of Cyrodiil BC patch
==End Examples==
* Make sure you install all dependencies. If you do not, the plugin will have red check box next to plugins in Wrye Bash. (The only exceptions are plugins with the "Filter" Bash tag, as you are not expected to have all of the dependencies.)
>> notes: many UL patches can be found here: Unique Landscapes Patches@TESNexus
* DO NOT leave unused plugins in your data folder. If you have extra bashed patches for use with other profiles, fine.
* Do not install a bunch of custom race mods that your PC or companions are not using. Installing many custom race mods often leads to conflicts among them and with various quest mods, and they are not the easiest conflicts to pick up on either.
* OBMM users should add scripts to any mod that has multiple configurations (multiple main plugins or options) that does not already have an OMOD script. It should help prevent common installation errors, if the scripts do not allow you to make certain mistakes. See the OMOD scripts library for templates as well as links to other OMOD scripts, a number of which can be found on TESNexus.


The Installing Mods paged is linked in multiple places in the guide
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Sat May 28, 2011 8:53 am

Okay. Starting from scratch is not such a big deal with BAIN. I can wipe my Oblivion install and start again using only my FCOM mods. How far do I need to go when playtesting to be sure FCOM works right before I install the rest of my mods? If the game launches clean? Do I need to do the whole tutorial?
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Sat May 28, 2011 11:29 pm

I think FCOM still comes with a file called 300 Test, or something, that will allow you to check things in the Testing Hall.
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Sat May 28, 2011 9:49 am

For now, follow the http://sites.google.com/site/oblivionpoinfo/walkthroughs/fcomguide from start to finish, and before you go on to the First Run Guide (the "Next Step" after the last step of the FCOM-specific guide), post your load order here so that we can check it.

Edit: Before you get to the issue of whether or not the game is running properly, you need to be able to properly install mods. You are not there yet. In fact, read the http://sites.google.com/site/oblivionpoinfo/installmods page before you follow the FCOM Installation Guide because you are clearly not understanding many of the basics of the mod installation process.
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Sat May 28, 2011 5:01 pm

Registering BSAs to the INI does not always work, even the FCOM Convergence page says that, specifically with regard to the Fran BSA.

Edit: I guess you missed that Corepc had had the Fran BSA renamed in his last post as well...



What convergence have you been reading, I've never heard of a bsa failing to load when written in ini, except when overloading the char limit.

And no I didn't miss it, but it wasn't germane to my post, either way works, but it just seem redundant. I prefer to load from the ini and shorten the bsa names, as I stripe them across multiple hard drives.
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Sat May 28, 2011 9:31 am

Loading from the ini gives you freedom to stripe and to play other performance games, but that's for "power users".

For the average user, registering in the ini has two huge flaws. A character limit for the line length, which is particularly hard for newbies or normal gamers to diagnose since they probably won't be aware of the limit and may not even be aware that such registration was done automatically. The other major flaw, and the more common one, is that as soon as someone tells them to "rename your Oblivion.ini to Oblivion.bak and re-run the OblivionLauncher.exe to generate a new one" as a troubleshooting tool, they lose their registration and it creates a new problem for them while possibly fixing their original problem.

For the average user, the renaming scheme is the easiest and safest method of loading resources.
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Sat May 28, 2011 10:11 am

What convergence have you been reading, I've never heard of a bsa failing to load when written in ini, except when overloading the char limit.

Well I have ALL my FCOM BSA's loading from by oblivion.ini plus those from All Natural and Artifacts and renamed vanilla ones with pyfii'd meshes and retextures and ALL from a different drive, BUT when I first tried it it failed and the frans bsa's stopped all the others loading so I had purple sky and was being hit by massive exclamation marks.
I found that renaming BSA's to load from a esp, then one by one loading from the ini solved it. A bit weird but maybe the engine can't handle all thet new info in one go or there's something strange going on with the ini being read. Dunno :shrug:
User avatar
Zoe Ratcliffe
 
Posts: 3370
Joined: Mon Feb 19, 2007 12:45 am

Post » Sat May 28, 2011 5:55 pm

What convergence have you been reading, I've never heard of a bsa failing to load when written in ini, except when overloading the char limit.

And no I didn't miss it, but it wasn't germane to my post, either way works, but it just seem redundant. I prefer to load from the ini and shorten the bsa names, as I stripe them across multiple hard drives.

That means you have heard of that method failing. Renaming the BSAs and keeping track of adding them back after regenerating the INI is tedious, not to mention I do not use RAID.

Edit: Many users who play Oblivion are not tech buffs

From FCOM Convergence
Keeping the Fran Optional Items Add-On BSA file loaded is a very common problem, so I highly recommend taking a little extra time now to avoid this problem in the long run. Here's the simple process to avoid this problem

1. Make a copy your Shivering Isles.esp file and rename it to Oblivion.esp. Or, make a new blank esp with a single item in it and name it Oblivion.esp.
2. Change the name of FraNewItems.bsa to Oblivion - FraNewItems.bsa.
3. As long as your Oblivion.esp is active, then your renamed Oblivion - FraNewItems.bsa file will always get loaded automatically because the names match. This is the same method used by Bethesda to load BSAs for all of the DLC mods.


There is nothing redundant about the method at all. In the instructions I recommend, I have users remove the entry in the Oblivion.ini that the Fran EXE adds.

My knowledge of FCOM is nowhere near "complete," but I have been reading the FCOM Convergence homepage for over a year...


Edit: I want to clarify this matter in the BSA-specific page at TESIV:POSItive. What are the benefits of using the INI registration method? I know very little about RAID because what I read about it did not seem practical for my setup. For the regular users (i.e., those playing this game) is there a common way to implement striping outside of RAID? I have the negatives being the character limit, regenerating the INI, and the CS has its own separate INI. You have to maintain to lists (if you ever use the CS to do anything.) Also, are there any tips people have for users who opt to use the INI registration method. I presume you can use Wrye Bash's INI tweaks to save your sArchiveList or something. Can anyone confirm this. That does not help with the CS INI, but you could simply copy the list over when you need it I suppose.
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Sat May 28, 2011 10:35 pm

Here goes trying to use this page ( http://devnull.sweetdanger.net/fcomloadorder.html ) and this page ( http://sites.google.com/site/oblivionpoinfo/walkthroughs/fcomguide/bainconfigfcom ):

Active Mod Files:
00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
04 Mart's Monster Mod.esm [Version 3.7b3p3]
05 FCOM_Convergence.esm [Version 0.9.9MB3]
06 Unofficial Oblivion Patch.esp [Version 3.2.5]
07 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
08 Francesco's Optional Chance of Stronger Bosses.esp
09 Francesco's Optional Chance of Stronger Enemies.esp
0A Francesco's Optional Chance of More Enemies.esp
0B Francesco's Optional Leveled Guards.esp
0C FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
0D FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
0E FCOM_Francescos.esp [Version 0.9.9]
0F DLCShiveringIsles.esp
10 FCOM_WarCry.esp [Version 0.9.9MB3]
----> Delinquent MASTER: Oblivion WarCry EV.esp
11 Oblivion WarCry EV.esp
12 Oscuro's_Oblivion_Overhaul.esp [Version 1.33]
13 FCOM_Convergence.esp [Version 0.9.9Mb3]
14 FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
15 OMOBS.esp [Version 1.0]
16 OMOBS_SI.esp [Version 1.0]
17 OMOBS Optional Combat Settings.esp [Version 1.0]


For some reason Wrye Bash won't let me move Oblivion WarCry EV.esp before FCOM_WarCry.esp. I have no idea but I can move all the mods into the proper load order except for that one.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Sat May 28, 2011 3:19 pm

Turn off Lock Times (right-click on the File Tab) when before running BOSS. I am pretty sure some of those plugins are mergeable or can be deactivated (green, purple or italicized texts) that you have there. Those can (and some should) be deactivated. You are also missing the bashed patch. Where did it go?

That information about sorting, mergeable plugins and rebuilding the bashed patch is all on the last page of http://sites.google.com/site/oblivionpoinfo/walkthroughs/fcomguide/finishfcominstall. Adding the Bashed Patch is explained in Preparing for Mods, which is linked in the intro paragraph on the first page of the guide.
# Copy the bashed patch Oblivion\Mopy\Extras\bashed patch, 0.esp
# Paste it in Oblivion\Data


I will add this bit to that page in the event that users miss that little but important step.
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Sat May 28, 2011 5:02 pm

What are the benefits of using the INI registration method? I know very little about RAID because what I read about it did not seem practical for my setup. For the regular users (i.e., those playing this game) is there a common way to implement striping outside of RAID?
The primary benefit (perhaps the only benefit) is that it allows you to have BSA files in locations outside the DATA folder. Except for really unusual circumstances where someone may have limited room on their main hard drive (which is absurdly rare these days), the only purpose to this is load balancing.

Load balancing is not striping from RAID, but it is an attempt to get some of it's benefits. It's a known fact that both Windows, and your computer hardware are capable of transferring data from the hard drive faster than the hard drive is capable of providing that data. Load balancing is a trick where you put half your bsas on one drive, and half on a second drive (or three drives, or four drives). This ends up with the game loading meshes from drive A, and textures from drive B (for example), and can help reduce stuttering for some people. A more advanced method actually involves building entirely new BSAs designed to spread the load by dividing the meshes/textures/sounds/etc. between multiple BSAs in a manner that is most efficient.

Jaga Telesin had started a project to automate the system, but it was never finished.


For some reason Wrye Bash won't let me move Oblivion WarCry EV.esp before FCOM_WarCry.esp. I have no idea but I can move all the mods into the proper load order except for that one.
If it's not Lock Times, sometimes mods will get stuck if they share a date. Running BOSS will fix this as a side effect.




Question regarding WarCry sets: Are the benefits from a set supposed to be permanent? I got plus ten armorer and 50% disease resistance from Hazadir's Legacy and it persists even with the armor removed.
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Sat May 28, 2011 11:07 pm

The primary benefit (perhaps the only benefit) is that it allows you to have BSA files in locations outside the DATA folder. Except for really unusual circumstances where someone may have limited room on their main hard drive (which is absurdly rare these days), the only purpose to this is load balancing.

Load balancing is not striping from RAID, but it is an attempt to get some of it's benefits. It's a known fact that both Windows, and your computer hardware are capable of transferring data from the hard drive faster than the hard drive is capable of providing that data. Load balancing is a trick where you put half your bsas on one drive, and half on a second drive (or three drives, or four drives). This ends up with the game loading meshes from drive A, and textures from drive B (for example), and can help reduce stuttering for some people. A more advanced method actually involves building entirely new BSAs designed to spread the load by dividing the meshes/textures/sounds/etc. between multiple BSAs in a manner that is most efficient.

Jaga Telesin had started a project to automate the system, but it was never finished.


If it's not Lock Times, sometimes mods will get stuck if they share a date. Running BOSS will fix this as a side effect.




Question regarding WarCry sets: Are the benefits from a set supposed to be permanent? I got plus ten armorer and 50% disease resistance from Hazadir's Legacy and it persists even with the armor removed.

Showler, would you mind if I quoted you on this until I have more energy to break it down for a list format-ish thing? I am seriously tired at the moment...

Edit: What is the char limit on the archive list? I suppose the CS has the same limit.
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Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Sat May 28, 2011 8:26 pm

Question regarding WarCry sets: Are the benefits from a set supposed to be permanent? I got plus ten armorer and 50% disease resistance from Hazadir's Legacy and it persists even with the armor removed.

We're victims of yet another purged thread.
Nope, the bonus should disappear after unequipping even one piece of the set. L@zarus addressed this problem in that purged thread but I can't remember the remedy. It certainly didn't require a patch though.
L@z still regularly visits the forums so I'd imagine re posting your problem in the current WarCry thread will resolve it.

@Tomlong, what's the issue with naming the BSA's as suggested in the opening post? The mod has run without problems following those guide lines for a very long time.
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Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

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