[relz] Fcom Convergence and UFCOM [relz]

Post » Sat May 28, 2011 5:01 pm

http://www.gamesas.com/index.php?/topic/995334-mmm-and-fcom-omod-installers

http://www.gamesas.com/index.php?/topic/1079991-relz-fcomconvergance/

FCOM: Convergence

Francesco + WarCry + Oscuro + Martigen

(aka Cry FranOOOMMM)

Currently the FCOM Homepage does not hold up to the minute information and links.
Hopefully this situation will be updated in the near future.
In the interim please use this post in unison with the FCOM Homepage.



WARNING: FCOM is not for the faint of heart. It may chew your game up into tiny bits and spit it back in your face! Yes, Wrye Bash really is required.

There's no readme included with the download. Just this post, the website and the files. These explain everything extensively. Please read everything before posting to ask for help since it's very likely your question has already been answered. If you really do need help, feel free to post your questions, but be prepared to include a copy of your load order. To find this in Wrye Bash, simply right-click on the column header in the Mods tab, then select "List Mods". See http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Asking_for_Help for more details.

=============
KABOOM!
=============


FCOM: Convergence started as an experiment in compatibility and has grown into something more than the sum of its parts.

FCOM shatters previous barriers in the Oblivion mod community by letting you play four of the largest Oblivion "overhaul" mods at the same time -- Oscuro's Oblivion Overhaul, Martigen's Monster Mod, Oblivion WarCry, and Francesco's Leveled Creatures-Items. It also seeks to show how new item and/or creature expansion mods can be added directly to this environment, and thus includes direct support for Bob's Armory, Loth's Blunt Weapons, Exnem Runeskulls, Cobl, Tamrielic Ingredients, Knights of the Nine, Tamriel Travelers, and many other popular mods.


http://devnull.sweetdanger.net/convergence.html (with sreenshots}


FCOM provides complete unification of Mart's Monster Mod and Oscuro's Oblivion Overhaul. It brings all of the numerous new creatures, NPCs, and items added by MMM and OOO into a consistent and balanced structure. In addition, it integrates Francesco's vast collection of new items and named NPC bosses along with new creatures and items from Oblivion WarCry.

To make all these great mods work together, FCOM provides a common infrastructure for a series of patches, rebalancers, and relevelers that work with the Bashed Patch feature of http://tesnexus.com/downloads/file.php?id=22368. FCOM also provides a bunch of http://devnull.sweetdanger.net/fcomoptions.html to let you further customize your experience. These options tweak various gameplay aspects and improve compatibility for a wide range of popular mods.

If you're looking for extensive compatibility guidelines, patches, more great OMOBS-balanced weapon mods, etc., then check out the http://www.uesp.net/wiki/Tes4Mod:FCOM pages on UESP!


Under development for the next release FCOM 0.9.9.5 will include:
[*] Completely new Integrated AddOn Loot System. Provides vastly improved integration of custom items from all source mods (i.e., OOO/Fran/Bob/WarCry/etc.).
[*] AddOn Loot Drop Rate options to reduce or increase the frequency of custom items you find. If you prefer the game to be dominated by new items, then use the Increased option. If you want vanilla items to be common and custom items to be a rare treat, then use the Reduced option. The default ratio is 50/50.
Optional Diverse Dremora Armor to give visual ranking to each Dremora type (Churl, Caitiff, Kynval, etc.). Includes visual ranking for both armor and robes. Lets you know at a glance whether you can thrash that foolish wimp in your sleep or need to retreat as fast as you can.
[*] Improved experience in Oblivion gate realms with more interesting Dremora enemies. Each Dremora will now have a small chance to drop one piece of wearable Dremora armor appropriate to their rank (includes robes for Dremora Mages) . If you also use Diverse Dremora Armor, then the wearable armor and robe drops will have the same visual rank distinction as the Dremora who dropped it. If you don't use Diverse Dremora Armor, then Churl armor will look just like Valkynaz armor even though the stats are vastly different (as in vanilla Oblivion). Each Dremora armor type will be more durable and more protective than other armor you might find at your level, but it's also far heavier to carry, so there's a penalty for all that extra protection. Full Daedric Armor drops will now be rare even at the highest levels, making the search for this elite gear much more interesting.
[*] Named Dremora Bosses for increased variety, challenge and reward. These bosses will wear Diverse Dremora Armor (and robes) even if you don't use the Diverse Dremora Armor option, so you can still see the new armor and get a chance to collect the wearable versions even if you don't want to see all Dremora using the new armor. At the highest levels, some of these bosses will wear Daedric Lord Armor, giving you a chance to collect a complete set if you raid enough Oblivion gate realms.
[*] Improved support for Shivering Isles expansion. Includes complete integration of Cursed and Durable items. Integrates Francesco's Shivering Isles overhaul with the new enemies from MMM SI.
[*] Support for Armamentarium Enchanted Complete. Complete OMOBS rebalance for all items with Armamentarium Complete 1.35 Update via LL4OOO and LLMagicOOO esp
[*] Support for LAME/RBP Additional Enemies.
[*] Support for MMM Additional Enemy Variants.
[*] New Spawn Rate options (Increased, Insane, Reduced, and Stronger). This probably deserves some explanation, so here's more than you probably wanted to know. The current FCOM 099 spawn rate default is somewhat similar to MMM Spawn Rates Increased, but with the highest possible counts missing in most cases and without the "chance of none" that MMM adds to most spawns (due to a quirk in the way Oblivion processes random calculations, having any "chance of none" can result in large areas of the wilderness seeming very empty at times and/or quests being too easy because all the enemies fail to appear). The upcoming FCOM 0995 changes the default spawn rate to be much more like FCOM_SpawnRatesReduced, but without the "chance of none" that Reduced currently adds. The old default rate will still be available via a new plugin called FCOM_SpawnRatesIncreased. A new version of FCOM_SpawnRatesReduced brings further reduction from FCOM 0995 default, plus adding the "chance of none" that it currently offers. Another new plugin, FCOM_SpawnRatesInsane, will give you the same rate as MMM Spawn Rates Increased, including the "chance of none". I think these options should probably cover almost all the bases. I might also add a FCOM_SpawnRatesVanilla for people who don't want to find any extra enemies at all.
[*] Increased difficulty for WarCry enemies.
[*] Many small tweaks, bug fixes, and more that I've probably forgotten.

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

Submit your FCOM screenshots! I'm hoping to improve the collection of screenshots for the FCOM 1.0 release, so I've created a http://photobucket.com/FCOM

Now I need help from the FCOM fans out there! Please post your (good) FCOM screenshots to the Photobucket group for FCOM. I'll review and approve the best. All credit will be given to the uploaders, of course.

I've created a separate thread for http://www.gamesas.com/bgsforums/index.php?showtopic=798556". Please report any verified solutions there.


==========================================================
Unofficial FCOM Update for MMM 3.7b3
==========================================================
Requires a clean install of both OOO and MMM

by Corepc
http://www.4shared.com/file/144608444/c47efc89/ufcom.htmll

This is a Unofficial update to FCOM to hold everyone over until dev_akm returns.
It is not an FCOM 9.9.5 version release.

This will bring FCOM into line with the MMM 3.7b3 update.
It should also be considered as a major update.

Oscuro's and Marts no longer share the same resource files.

If updating from any previous version of FCOM in order to use this version you must follow the MMM 3.7b3 rules

A clean reinstall of both OOO and MMM is required followed by FCOM 9.9 beta
Install UFCOM overwriting all current files and check your load order, rebuild the bashed patch, and wait x number of days for re-spawn to take effect and alterations to work.

Issues will most certainly occur if the above steps are not followed.

Please read the MMM thread for installation instructions for OOO/MMM/COBL/FCOM

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.


Leveled list Creatures Fixes

*checked every single leveled list for creatures and npc's and fixed as needed for MMM compatibility <-Tons of lists checked
*checked every single creature entry and updated those as needed <- Butt load of creatures fixed
*checked all factions and adjusted as needed
*Updated Lichs to have undead faction added to them <-Beware Liches and Undead are allies now, so undead groups are back in effect
*Reavers no longer spawn in undead locations. Liches and Undead types have been increased instead.
*Both types of Balrog have been rebalanced in the leveled lists. You will encounter them a little less than before. MMM now controls how they are placed in the leveled lists, which will make them rare - meaning you should no longer encounter them at level 1. They will now start to appear at level 10.
*Balrogs are Boss type creatures once again.

MMM Creatures Additions to FCOM

*Lesser Hill Giants,lvl 1-6
*Lesser and Ancient TreeSprite,
*Lesser Balrogs, and tweaks so they do not appear as often
*Lesser and Greater Elemental and Golem Types,
*Diverse Will O Wisp
*Slof Horses and Spiders
*Adds many new Undead Skeletons with helmet variations

*Updated FCOM_Knights Plug-in - for better bash compatibility, merge option

*Updated ALL FCOM Spawn Rate Plug-ins for MMM 3.7b3 creatures and tweaks

*Updated FCOM_WarCry so that Staada does not appear until lvl 25.

*The MMM No XXX Plug-ins will now work with FCOM - in particular Balrogs, Uberhulks and Skeep.

*Diverse Runeskulls - you no longer require the Runeskulls.esp or FCOM_Runeskulls add-on with FCOM. Also check out Diverse Runeskulls re-balance.

Many more tweaks and fixes most likely that I have forgotten.


For compatibility reasons with the MMM BSA it's now important in which order some mods are installed:
Recommended order:

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1417
http://www.tesnexus.com/downloads/file.php?id=10739 (if applicable)
DLC's + Patches (if applicable)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=268
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953 patched to http://tesnexus.com/downloads/file.php?id=15256
http://www.worldofelderscrolls.de/?go=dlfile&fileid=12 patched to http://rapidshare.com/files/57753891/OWC_Patch_1.08b_1.085b.7z.html
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860
http://www.tesnexus.com/downloads/file.php?id=18417 and http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5653
(optional)
http://pages.suddenlink.net/corepc/
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3508 (optional)
COBL Races (optional)
http://www.tesnexus.com/downloads/file.php?id=12249 + supported add-ons (add-ons optional)
Body Replacement mods (Roberts, Exnem. EVE etc)(optional)
Texture replacers (optional)

To complete FCOM, install the http://www.4shared.com/file/144608444/c47efc89/ufcom.htmll files, overwriting where prompted.

Important Note: Make sure you've got Wrye Bash 221 or later -- it contains the latest bug fixes. If you use Wrye Bash 106-112 to import/update NPC levels, you'll start seeing in-faction fighting and possibly CTDs. The problem is fixed in Wrye Bash v116. You may need to use the new Repair Factions command to fix any savegames mangled by the earlier bugged function.

As always, make sure you follow the http://devnull.sweetdanger.net/fcomloadorder.html and be sure to rebuild the bashed patch after installing this update!

See the http://devnull.sweetdanger.net/fcomversions.html page for details on prior versions

Highly recommended

TheNiceOne has made an http://www.gamesas.com/bgsforums/index.php?showtopic=995334 installer for MMM and UFCOM which ensures that exactly the correct files are installed and the BSA is properly renamed.

Be sure to get the http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z, which fixes several issues already discovered with the Entropic Order (that patch download also includes an optional EntropicOrderhardcoe plugin that makes them extremely deadly; use either the Rebalance or hardcoe, not both)


QUICK START
=============

Install
http://tesnexus.com/downloads/file.php?id=22368, http://tesnexus.com/downloads/file.php?id=15256 (patch requires http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953. Full version only ATM), http://www.worldofelderscrolls.de/?go=dlfile&fileid=12 , http://www.worldofelderscrolls.de/?go=dlfile&fileid=12, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=268, http://pages.suddenlink.net/corepc/, http://www.tesnexus.com/downloads/file.php?id=12249 as well as any other supported mods you want to use, such as http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860 and http://www.tesnexus.com/downloads/file.php?id=12939

See the http://devnull.sweetdanger.net/fcominstall.html and the http://devnull.sweetdanger.net/convergence.html for more details.

Load Order
Before you start, please read Setting the Load Order. Really. The whole thing. Even if you think you know what you're doing. You've been warned. Good. With that out of the way, we can continue.

*http://devnull.sweetdanger.net/fcomloadorder.html. This is the basic, minimal configuration guide for FCOM. Does not include details on the option files.
*http://devnull.sweetdanger.net/fcomloadorderexpanded.html This is a much more advanced and complex configuration guide for FCOM -- including details on all of the option files.

Bashed Patch
See the http://devnull.sweetdanger.net/convergence.html section of the main FCOM home page (scroll down a bit to find it).

FCOM FAQs
A bunch of common questions and answers, covering very important topics like how to set up FCOM and unimportant topics like how the project got started and where it's heading, etc.: http://devnull.sweetdanger.net/fcomfaqindex.html

Also, don't forget to check out the awesome trailer by Vini!

FCOM: Convergence 1.0 Official Trailer

http://files.filefront.com/FCOM+Convergence+Officialer7z/;10216774;/fileinfo.html| http://www.gametrailers.com/player/usermovies/142365.html |
(FileFront Hi-Res version requires Xvid codec. Does not work with the DivX codec. If it looks pixellated, you've got the wrong codec.)


TESTING
=============

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

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

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

Use the console command "coc 300TestCell00" through 29 to view them all.

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

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

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

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


Team FCOM:
dev_akm -- project leader.
Martigen -- original MMM for FCOM design and WarCry faction integration.
Waalx -- original RealSwords modules and new Undead RealSwords used as the basis for FCOM_RealSwords.
StarX -- quests WIP, FCOM FAQ, user guide, and tons of help maintaining the ESF thread!
nb_nmare -- Unity project.
Wrye and ElminsterEU -- critical tools.
Vini -- WarCry and MMM faction integration, trailer.
Shadowborn -- massive script improvements.
Corepc -- Current Manager for MMM, Armamentarium and Artifacts, EVEHGEC, MOBS, Travellers, help with everything Frans/OOO/MMM/FCOM related
Showler -- tons of bugfixes and help on forum threads.
Cleitanious -- test module.
SpaceBoy -- Bob's Armory rebalance.
Arkngt, Shikishima and Tobit -- massive help maintaining the FCOM threads on ESF.
Sein_Spvssyn -- Runeskulls rebalance, Entropic Order, bugfixes.
ElminsterEU -- Slof's Robe Trader integration.
Random007 -- BOSS load-order setup utility.
Lilith -- updates to Martigen's Monster Mod.
Axil -- support patch for KDCircletsOOOOptimized - NPC Equip.
Beta Testers: markb50k, Vini, Cleitanious, StarX, Corepc, Chambertain, SickleYield, cl526, kumkum, ska8tdude, SpaceBoy, LurksInShadow, Psyringe, Arkngt, XD829, Twipley, lollerich, jdayT, Dazu, Eventine Shangea, Skycaptain, Tobit, showler, Axil, Jaded42, Shikishima, Shikamaru_4, Sein_Spvssyn, Chewu, Lyrondor, daemondarque, bg2408, PacificMorrowind and many more.
Entropic Order credits: created by Sein_Spvssyn. Contributors included dev_akm (testing, balancing, and spawn control), Nicoroshi (Dreadweave set), blackshark64 (Dragon Armor), commissardan (Rivan Sword), TaylorSD (stealth armor compilation), Cryo_ (face mask), LHammonds (texture modifications to stealth armor and face mask), Painkiller97 (Morrowind-style Ebony sword and shield), and zman (Negotiator sword).


CREDITS
=============

In addition to the core team working on this mod, a lot of other folks have contributed greatly. I don't really even know where to begin.

The real heroes, of course, are the original creators of all the great mods integrated by FCOM, including: Sotobrastos, Martigen, Newcomer24, L@zarus, Mr. Dave, Waalx, Loth DeBonneville, Tarnsman, and more. You guys rock!

Martigen deserves special recognition because he spent many long hours discussing various ideas and technical details with me, in addition to supporting the project directly with the original MMM for FCOM plugin.

Huge thanks go to all of the creators of the fantastic mods supported by the optional add-ons, and especially to nb_nmare for the Unity project and to Quarn and Kivan for the Unofficial Oblivion Patch (which is required for some of the optional add-ons and is probably used in some that don't specifically require it).

I also owe a huge debt to ElminsterEU and his fantastic TES4Edit program. I never would've had the time to make all the optional add-on plugins with TESCS, even if it were technically possible (which is doubtful).

None of this would work without the massive contributions of Wrye and his amazing Wrye Bash program.

We also could not have done any of this without ScripterRon's original TES4 Plugin Utility and KomodoDave's improvements in TES4Gecko.

Also, a huge thank-you is owed to the many beta testers who have offered support, encouragement, and feedback for the numerous beta versions. Thanks so much for all your help!

dev_akm

ENJOY TEAM FCOM

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


User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Sat May 28, 2011 9:41 am

Are you sure that they are part of the same faction? Did you use Kuertee's Actor Details mod to get the information for them?

posted in the old thread
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Sat May 28, 2011 11:09 am

well the thing is, i actually DO have friendlier factions enabled and it works. but in dungeons npc's just keep killing each other and i have no idea why. half the bandits in the dungeon decide to gang up on half of the other bandits in the same dungeon.

there all the same faction and same type of NPC yet they keep killing each other.

i actually may consider disabling the friendly factions thing as it does sound more lore like to me. but because all the npcs in the dungeon right off the bat start a huge battle, it will sometimes even crash the game. something is way off and i cant figure out what the deal is. i will rebash it again and make sure i had the specific relation/faction choices unchecked.

thanks


Sound like faction problem once again or another mod causing the problem if it spawing the same npc ..so Post your load order with bash once again..
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Sat May 28, 2011 9:49 pm

Hmm, I tried your advice Corepc, but it didn't seem to have any effect.

As you can see here: http://i40.tinypic.com/35a4y94.png

One of the meats is being imported from OOO.esm and OOO.esp. Two more from MMM.esm, and the last two from FCOM_Convergence.esp.

None of them are coming from any COBL patches (I now have just the OOO 1.32 Cobl.esp and MMM - Cobl.esp running, with just MMM - Cobl tagged INVENT and merged).

All three of those files have the INVENT tag, but I'm worried about untagging them because of them being major overhaul components.

The OOO entry is a "bear meat" defined in OOO.esm. The MMM.esm entry is a levelled list entry which normally contains just MMM bear meat, but is replaced in the bashed patch with Cobl bear meat. The entry from FCOM_Convergence draws from MMM.esm as well, but adds the "bear meat" directly instead of using a levelled list.

Seems like some of those should be replacing the existing ones, not just being added to them.

Is this, perhaps, a Wrye Bash issue?
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Sat May 28, 2011 8:28 am

The OOO entry is a "bear meat" defined in OOO.esm. The MMM.esm entry is a levelled list entry which normally contains just MMM bear meat, but is replaced in the bashed patch with Cobl bear meat. The entry from FCOM_Convergence draws from MMM.esm as well, but adds the "bear meat" directly instead of using a levelled list.

Seems like some of those should be replacing the existing ones, not just being added to them.

Is this, perhaps, a Wrye Bash issue?


You are using the Alpha Version has the public version does not contain the MMM.esm leveledlist for cobl which you are using..

use the updated version posted in alpha cobl forum second to last page I posted an updated esm/esp with ufcom has well. Disable Cobl Tweaks has well..
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sat May 28, 2011 6:12 pm

Man...
This is truly amazing work that's been done.
Great job to all who have (and still do) done work with this. It's truly epic.
User avatar
Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Sat May 28, 2011 4:50 pm

So, in Oblivion.esm, there are four Legion Forester NPCs... do any of the FCOM components ADD foresters? I'm wondering because I want to cook up a plugin that gives said foresters Addonay's Ranger Coats instead of the fur armor or whatever they've got going on. Do I need to do anything to anyone besides those four?
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Sat May 28, 2011 8:03 am

So, in Oblivion.esm, there are four Legion Forester NPCs... do any of the FCOM components ADD foresters? I'm wondering because I want to cook up a plugin that gives said foresters Addonay's Ranger Coats instead of the fur armor or whatever they've got going on. Do I need to do anything to anyone besides those four?


Yes, FCOM Modifies the vanilla Legion forester and they already have capes assigned to them through OOO and MMM adds even more Forester and Ranger types. Best to wait unitl next MMM version has it will have leveledlist that you could place capes into and they would get assigned to Foresters and Rangers.

You will have to make it work with OOO first, once it work with OOO then it will work with FCOM.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Sat May 28, 2011 2:28 pm

hi all I just reinstalled FCOM and just asking if my LO is ok becouse it's been awhile since ive installed FCOM and i cant rember if ive got it all right. Sorry i mean UFCOM :hehe:

Active Mod Files:00  Oblivion.esm01  underdark.esm02  GTAesgaard_2.esm03  All Natural Base.esm  [Version 0.9.9]04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Cobl Main.esm  [Version 1.72]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b1]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Better Cities Resources.esm0B  BetterMusicSystem.esm0C  DA Run Fatigue.esm0D  CM Partners.esm0E  TRoN.esp**  TNR - ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp0F  Unofficial Oblivion Patch.esp  [Version 3.2.0]10  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]11  Oblivion Citadel Door Fix.esp12  DLCShiveringIsles.esp13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp14  Better Cities .esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  Fran_Lv30Item_Maltz.esp1B  All Natural - Real Lights.esp  [Version 0.9.9]1C  All Natural.esp  [Version 0.9.9]1D  All Natural - SI.esp  [Version 0.9.9]1E  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp1F  AmbientTownSounds.esp20  MIS.esp21  MIS New Sounds Optional Part.esp22  Atmospheric Oblivion.esp23  WindowLightingSystem.esp24  merchant chest fix.esp25  Enhanced Economy.esp  [Version 3.3.4]26  DLCMehrunesRazor.esp27  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]28  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]29  Adonnays Classical Weaponry.esp2A  Elegant Vests.esp2B  XiaNewAmuletsV1.esp2C  Cobl Glue.esp  [Version 1.72]2D  Cobl Si.esp  [Version 1.63]2E  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]2F  Bob's Armory Oblivion.esp30  FCOM_BobsArmory.esp  [Version 0.9.9]31  Oblivion WarCry EV.esp32  FCOM_WarCry.esp  [Version 0.9.9MB3]33  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OMOBS.esp  [Version 1.0]++  OMOBS_SI.esp  [Version 1.0]34  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]35  FCOM_RealSwords.esp  [Version 0.9.9]36  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]37  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b1]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b1]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b1]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]39  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]3A  Mart's Monster Mod - Shivering Isles.esp  [Version 0.17]++  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]++  EVE_StockEquipmentReplacer4FCOM.esp++  EVE_StockEquipmentReplacer for OOO.esp++  EVE_StockEquipmentReplacer4MMM.esp3B  Demonhunter.esp3C  GTAesgaard_2.esp3D  hackdirtabyss.esp3E  HeartOftheDead.esp  [Version 6.2]3F  LetThePeopleDrink.esp  [Version 2.5]40  The Ayleid Steps.esp  [Version 3.2]41  VaultsofCyrodiil.esp42  VaultsofCyrodiilBC.esp43  The Lost Spires.esp44  xuldarkforest.esp  [Version 1.0.4]45  LostSpires-DarkForest patch.esp46  xulStendarrValley.esp  [Version 1.2.2]47  xulTheHeath.esp48  XulEntiusGorge.esp49  xulFallenleafEverglade.esp  [Version 1.3.1]4A  LostSpires-Everglade patch.esp  [Version 1.2]4B  xulColovianHighlands_EV.esp  [Version 1.2.1]4C  xulChorrolHinterland.esp  [Version 1.2.2]4D  mythsandlegends.esp4E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]4F  xulBravilBarrowfields.esp  [Version 1.3.2]50  xulLushWoodlands.esp  [Version 1.3]51  xulAncientYews.esp  [Version 1.4.2]52  xulAncientRedwoods.esp  [Version 1.6]53  xulCloudtopMountains.esp  [Version 1.0.3]54  xulArriusCreek.esp  [Version 1.1.3]55  xulPatch_AY_AC.esp  [Version 1.1]56  HeartoftheDead-ArriusCreek patch.esp57  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]58  xulPantherRiver.esp59  xulRiverEthe.esp  [Version 1.0.2]5A  xulBrenaRiverRavine.esp  [Version 1.0.2]5B  xulImperialIsle.esp  [Version 1.6.3]5C  xulBlackwoodForest.esp5D  xulCheydinhalFalls.esp  [Version 1.0.1]5E  xulAspenWood.esp  [Version 1.0.1]5F  xulSkingradOutskirts.esp60  bartholm.esp61  Bartholm-Panther River Patch.esp  [Version 1.0]62  DropLitTorchOBSE.esp  [Version 2.1]63  EVE_ShiveringIslesEasterEggs.esp64  seorin's Artifact Fix.esp++  ScriptIcon_Replacer.esp++  SigilStonesUnlevelled - Adjusted.esp65  SkycaptainsBloodTime.esp66  Quest Award Leveling SI.esp67  Quest Award Leveller.esp  [Version 2.0.1]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]68  DA Fatigued Running.esp69  DA Sprint.esp6A  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp++  Conrans Level Rates modified-3x.esp6B  SaveSkillTrainingForLater.esp6C  Let There Be Darkness - Shivering Isles.esp6D  Let There Be Darkness - Mehrunes Razor.esp6E  CuteElf11.esp  [Version 1.2]6F  bgBalancingEVCore.esp  [Version 10.5EV-D]70  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]71  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]72  bgMagicEVPaperChase.esp  [Version 1.68EV]73  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  EVE_KhajiitFix.esp74  Better Cities - Full City Defences.esp75  Better Cities Full.esp76  Better Cities - Unique Landscape Barrowfields.esp77  Better Cities - Unique Landscape Chorrol Hinterland.esp78  Better Cities - Unique Landscape Cheydinhal Falls.esp79  Better Cities - Unique Landscape Skingrad Outskirts.esp7A  Better Cities - VWD of the IC.esp7B  Better Imperial City.esp7C  Better Imperial City FPS Patch.esp7D  Better Cities - COBL.esp  [Version 2]7E  Better Cities Full FPS Patch.esp++  No Vampire Feeding Message Box.esp7F  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]80  BubbleFx.esp++  Real Lava 1.3.esp++  bgMagicEVNoSummonGlow.esp  [Version 1.62EV]81  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]82  Bashed Patch, 0.esp83  Streamline 3.1.esp

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Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Sat May 28, 2011 10:25 am

If it's only loading order that your concerned with simply run your mods through BOSS and address any comments in it's report.
It's pretty much fool proof by now. B)

The one major thing I don't see is a bashed patch.
FCOM simply doesn't work without it.
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Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Sat May 28, 2011 8:41 pm

If it's only loading order that your concerned with simply run your mods through BOSS and address any comments in it's report.
It's pretty much fool proof by now. B)

The one major thing I don't see is a bashed patch.
FCOM simply doesn't work without it.


His Bashed Patch is right before Streamline :P
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Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Sat May 28, 2011 8:26 am

hi all I just reinstalled FCOM and just asking if my LO is ok becouse it's been awhile since ive installed FCOM and i cant rember if ive got it all right. Sorry i mean UFCOM :hehe:
You should consider updating Enhanced Economy to the newest. It fixes a few minor problems and add some new features.
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Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Sat May 28, 2011 4:47 pm

You should consider updating Enhanced Economy to the newest. It fixes a few minor problems and add some new features.


thx for the heads up ill do that :)
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Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Sat May 28, 2011 8:10 pm

I'm not sure whether to get this mod or not, mainly because of the Giant spiders. I saw the screenshot for the Black Widow Queen and didn't find that scary, but the yellow spider creeped me out. What sounds do these creatures make and should I get this mod (worried about tarantulas).
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lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Sat May 28, 2011 4:56 pm

Don't know about the sounds, but there is a "No Spiders.esp" file for MMM that works with FCOM as well.
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Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Sat May 28, 2011 7:21 pm


08 Mart's Monster Mod.esm [Version 3.7b1]
09 FCOM_Convergence.esm [Version 0.9.9MB3]


You need to be using MMM 3.7b3 if going to use UFCOM 3.7b1 will not work correctly with UFCOM or MMM.bsa..
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Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Sat May 28, 2011 10:12 pm

I've got my first FCOM build up and running. Things seems to be working (fingers crossed) but I do have a question about whether I should be loading everything that I currently have in my load order (below).

Specifically, I've read some things in a couple of places that suggest I should remove Mart's Monster Mod - Gems & Gem Dust.esp and MMM-Cobl.esp because they may introduce instabilities. Can anyone confirm that, or offer any suggestions on whether there are any other options I should not be using in this load order? BOSS didn't report any issues with what I have but I know that's not necessarily definitive.

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  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  TamrielTravellers.esm  [Version 1.39c]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Artifacts.esm  [Version 1.1]0A  Unofficial Oblivion Patch.esp  [Version 3.2.5]0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  SM Plugin Refurbish - SI.esp  [Version 1.30]++  Shivering OOO.esp0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  Francesco's Optional Chance of More Enemies.esp11  Francesco's Optional Leveled Quests-SI only.esp12  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  Item interchange - Extraction.esp  [Version 0.78]14  DLCHorseArmor.esp15  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]16  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]17  DLCOrrery.esp18  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]19  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1A  DLCVileLair.esp1B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]1C  DLCMehrunesRazor.esp1D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1E  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]1F  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  ArtifactsFemaleArmor.esp20  Armamentium female.esp21  DLCThievesDen.esp22  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]23  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]24  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]25  Cobl Glue.esp  [Version 1.72]26  Cobl Si.esp  [Version 1.63]27  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]28  Bob's Armory Oblivion.esp29  FCOM_BobsArmory.esp  [Version 0.9.9]2A  Oblivion WarCry EV.esp2B  FCOM_WarCry.esp  [Version 0.9.9MB3]2C  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  OMOBS.esp  [Version 1.0]++  OMOBS_SI.esp  [Version 1.0]2D  OMOBS Optional Combat Settings.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]2E  ArmamentariumArtifacts.esp  [Version 1.35]2F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]30  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]31  FCOM_RealSwords.esp  [Version 0.9.9]32  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]39  TamrielTravellers4OOO.esp  [Version 1.39c]3A  TamrielTravellersItemsCobl.esp  [Version 1.39c]3B  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.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]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  Fransfemale.esp3C  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]++  EVE_StockEquipmentReplacer4FCOM.esp3D  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]3E  DLCFrostcrag.esp3F  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]40  Knights.esp41  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]42  Blood&Mud.esp43  Lost Paladins of the Divines.esp44  MannimarcoRevisited.esp45  MannimarcoRevisitedOOO.esp  [Version 0.1]46  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]47  Quest Award Leveller.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]++  EVE_KhajiitFix.esp48  Bashed Patch, 0.esp

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Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Sat May 28, 2011 10:59 pm

Remove...

1) MMM-cobl - needs to be updated for FCOM, extra ingredients are being imported

2) MMM G&GD - OOO already contains G&GD, if you want a more advanced, compatible version: http://www.tesnexus.com/downloads/file.php?id=21102

3) OOO - Waterfish (if your CPU starts giving you trouble)

4) http://sites.google.com/site/oblivionpoinfo/prep/wrye-bash/bashedpatch
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djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Sat May 28, 2011 8:12 am

Remove...

1) MMM-cobl - needs to be updated for FCOM, extra ingredients are being imported

2) MMM G&GD - OOO already contains G&GD, if you want a more advanced, compatible version: http://www.tesnexus.com/downloads/file.php?id=21102

3) OOO - Waterfish (if your CPU starts giving you trouble)

4) http://sites.google.com/site/oblivionpoinfo/prep/wrye-bash/bashedpatch


Thanks, I'll remove the first two and rebuild the bashed patch.

My processor (an i960) and graphics card (Radeon 5970) seem to be handling things without a hiccup so far
from the fish. I looked at that Bashed Patch link today when finishing the installation. That was really quite helpful.
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Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sat May 28, 2011 12:07 pm

Okay, well I think your load order looks nice, otherwise. Good job. Just make sure you have the latest MMM patches, and everything should be as fine as it is going to get.

Post 3.7b3 updates: DiverseWaterlife, Slof's Horses Complete + DLCHorseArmor
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Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Sat May 28, 2011 12:29 pm

Okay, well I think your load order looks nice, otherwise. Good job. Just make sure you have the latest MMM patches, and everything should be as fine as it is going to get.

Post 3.7b3 updates: DiverseWaterlife, Slof's Horses Complete + DLCHorseArmor


Thanks, yes I have both of those updates. Fortunately I've been writing everything down in a Word document with a step-by-step list of virtually every click and keystroke I've done for the build in order to keep it all straight. :)
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Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Sat May 28, 2011 7:23 pm

Whatever it takes. That is better than a broken setup by far.


UPDATE: http://www.tesnexus.com/downloads/file.php?id=22368
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Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Sat May 28, 2011 10:05 pm

I have been really happy with the advent of uFCOM to get my FCOM addiction under bay, but I still have this nagging question sometimes when I sleep - is there work still being done on FCOM? Are we getting a version 1.0?

I know that "it's done when it's done" is the rule, and I really appreciate all the development team's time and patience in getting this to fruition. I am only curious to see if there is more FCOM goodines coming in the future.
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matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Sat May 28, 2011 4:27 pm

I have been really happy with the advent of uFCOM to get my FCOM addiction under bay, but I still have this nagging question sometimes when I sleep - is there work still being done on FCOM? Are we getting a version 1.0?

I know that "it's done when it's done" is the rule, and I really appreciate all the development team's time and patience in getting this to fruition. I am only curious to see if there is more FCOM goodines coming in the future.


1.0 stuff "when it done it done" till then, most of that stuff is not on my list to get worked on. Has that is stuff that Dev is working on. Some of it may cross over into what I am updating mostly the spawn rate adjustment which is what UFCOM was all about.

The next UFCOM is major update, has the inventory items on many MMM Npcs and Creatures have been updated along with OOO has well, The MMM and Cobl team sparred nothing. Almost every single MMM creature or Npc has something new on them. If you use Cobl the items will be even better. Even the Dremora got something extra. Some creatures that did not have anything at all now do.

Alot more adjustment to leveledlist for balancing, some faction's adjustments, More stuff to balance the game out even more and hopefully finally get rid of crashes has well.
2 1/2 to 3 hours of gameplay with full fcom load is the norm before a ctd happens, if ctd does happen withing the first 30 minutes of gameplay.

A few more things if you read the mmm thread and last mmm thread you will get a hint has well.

oh yeah plus a MMM4OOO&FCOM - Slof Horses Complete + DLC Armor Plugin with OOO horses using slof textures and dlchorse armor ..

Corepc
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Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Sat May 28, 2011 11:03 am

1.0 stuff "when it done it done" till then, most of that stuff is not on my list to get worked on. Has that is stuff that Dev is working on. Some of it may cross over into what I am updating mostly the spawn rate adjustment which is what UFCOM was all about.

The next UFCOM is major update, has the inventory items on many MMM Npcs and Creatures have been updated along with OOO has well, The MMM and Cobl team sparred nothing. Almost every single MMM creature or Npc has something new on them. If you use Cobl the items will be even better. Even the Dremora got something extra. Some creatures that did not have anything at all now do.

Alot more adjustment to leveledlist for balancing, some faction's adjustments, More stuff to balance the game out even more and hopefully finally get rid of crashes has well.
2 1/2 to 3 hours of gameplay with full fcom load is the norm before a ctd happens, if ctd does happen withing the first 30 minutes of gameplay.

A few more things if you read the mmm thread and last mmm thread you will get a hint has well.

oh yeah plus a MMM4OOO&FCOM - Slof Horses Complete + DLC Armor Plugin with OOO horses using slof textures and dlchorse armor ..

Corepc

Wow, indeed something to look forward to! :intergalactic:
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Motionsharp
 
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