[RELz] FCOM Convergence and UFCOM

Post » Thu Nov 18, 2010 2:19 am

If the next word starts with a vowel sound then use 'an' prior


Thanks. That should be possible to keep in mind. Updated.
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Stephanie Nieves
 
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Post » Thu Nov 18, 2010 1:39 am

Thanks. That should be possible to keep in mind. Updated.

Hey, now wait a minute, that "F" stands for Fran's, you wouldn't say "an Fran's" would you?? :P
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Rebecca Dosch
 
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Post » Thu Nov 18, 2010 3:41 am

I'm trying to do a FCOM/OOO patch to "Tales from Elsweyr Anequina" and I will PM it to Corepc.
Basically my changes are to following:

Great Obsidian Armlor --> Converted to SI Perfect Amber Armor similar stats
(original mod is a black retextured Glass Armor with Stats near Heavy Daedric Armor)
Obsidian Weapon --> Converted to similar or a bit better than OMOB Glass Weapons
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Wanda Maximoff
 
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Post » Thu Nov 18, 2010 9:59 am

Hey, now wait a minute, that "F" stands for Fran's, you wouldn't say "an Fran's" would you?? :P

That's not how it works; it relates to vocalised sounds, not the written alphabet. If the article is to be followed by a vowel sound, 'an' is used, otherwise 'a' is used. FCOM, whether you pronounce it 'eff-com' or 'eff see oh em', starts with a vowel sound, therefore it's 'an FCOM setup'. If you pronounced it 'fuh-com', it would be 'a FCOM setup'.
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Trevi
 
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Post » Thu Nov 18, 2010 1:47 pm

OK, based on popular demand I've updated that quick guide a bit. Thanks for the suggestions. This might hopefully be slightly less confusing:



EDIT: Or is it an FCOM setup? I'm always a bit unsure on the rules regarding that..

I like the update. ^____^

...and EpF, above this post, is right.
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.X chantelle .x Smith
 
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Post » Wed Nov 17, 2010 11:58 pm

Hey, now wait a minute, that "F" stands for Fran's, you wouldn't say "an Fran's" would you?? :P

That's not how it works; it relates to vocalised sounds, not the written alphabet. If the article is to be followed by a vowel sound, 'an' is used, otherwise 'a' is used. FCOM, whether you pronounce it 'eff-com' or 'eff see oh em', starts with a vowel sound, therefore it's 'an FCOM setup'. If you pronounced it 'fuh-com', it would be 'a FCOM setup'.

...and EpF, above this post, is right.

How many of you have ever said FCOM out loud? If so it means you're lucky enough to know someone personally who mods oblivion.
How many of you have ever said FCOM out loud and then regretted it because the explanation of what it actually is just makes you sound like an uber geek?
So we're deciding on an FCOM setup - brilliant!
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Greg Swan
 
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Post » Thu Nov 18, 2010 11:48 am

How many of you have ever said FCOM out loud? If so it means you're lucky enough to know someone personally who mods oblivion.
How many of you have ever said FCOM out loud and then regretted it because the explanation of what it actually is just makes you sound like an uber geek?
So we're deciding on an FCOM setup - brilliant!

I have said it out loud, haha.
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meg knight
 
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Post » Thu Nov 18, 2010 12:47 am

Notes:
- How to add a bash tag to a mod: highlight it in the Mod window > right-click in the Bash Tags window in the lower right > choose appropriate tag.
- "All FCOM mods" means select FCOM, Frans, OOO, MMM, WarCry in that patch section but take note of exceptions.

EDIT: Or is it an FCOM setup? I'm always a bit unsure on the rules regarding that..


Arkngt, users should not have to manually add tags to Mods now, if they right click on bash tag window and select Automatic Tagging the tags should get added has needed to all FCOM ..If they are using Bash 2.78 or Higher. Has I included Bash Tags for nearly all overhaul in taglist.txt that Bash uses..If using BOSS has well that does the same if automatic tagging is turned on. I will make sure the 2.86 release of bash has the taglist.txt updated with new tags has well.
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Nancy RIP
 
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Post » Thu Nov 18, 2010 10:11 am

Arkngt, users should not have to manually add tags to Mods now, if they right click on bash tag window and select Automatic Tagging the tags should get added has needed to all FCOM ..If they are using Bash 2.78 or Higher. Has I included Bash Tags for nearly all overhaul in taglist.txt that Bash uses..If using BOSS has well that does the same if automatic tagging is turned on. I will make sure the 2.86 release of bash has the taglist.txt updated with new tags has well.


So you're saying that the "Tag FCOM_Convergence.esp with ForceAIPackages." etc. parts of the Quick Guide can be removed? That it works automatically with 285? In that case the guide needs to be updated and I can't see why they were added in the first place. I thought it was updated for 285. :unsure:
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Jonathan Braz
 
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Post » Thu Nov 18, 2010 8:15 am

So you're saying that the "Tag FCOM_Convergence.esp with ForceAIPackages." etc. parts of the Quick Guide can be removed? That it works automatically with 285? In that case the guide needs to be updated. I thought it was updated for 285. As long as those manual tags are needed I think a quick guide on how to do it is in order,


Bash 285 taglist.txt is still using older version of taglist.xt. So it does not have updated tags in it like forceaipackages, etc for the Overhaul yet.

So users will still need to tag FCOM_Convergence.esp with ForceAipackages Manually until then.

All other tags should get added automatically to them if using automatic tagging or boss.
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Calum Campbell
 
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Post » Thu Nov 18, 2010 4:50 am

Bash 285 taglist.txt is still using older version of taglist.xt. So it does not have updated tags in it like forceaipackages, etc for the Overhaul yet.

So users will still need to tag FCOM_Convergence.esp with ForceAipackages Manually until then.

All other tags should get added automatically to them if using automatic tagging or boss.


OK, so I'll remove "Tag Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp with graphics." for Import Graphics then. I'll keep the note on how to do it as long as manual tagging is needed.
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Rinceoir
 
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Post » Thu Nov 18, 2010 1:32 am

OK, so I'll remove "Tag Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp with graphics." for Import Graphics then. I'll keep the note on how to do it as long as manual tagging is needed.


:whisper:

If you remove graphics tag from OOO

then Warcry will overwrite OOO potions with It Varations instead

graphics tag is needed on OOO to prevent this
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Kayleigh Williams
 
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Post » Thu Nov 18, 2010 8:12 am

:whisper:

If you remove graphics tag from OOO

then Warcry will overwrite OOO potions with It Varations instead

graphics tag is needed on OOO to prevent this


Yes, but wasn't it automatic now? Weirdness. So I actually didn't have to change anything? OK, I'll change it back to as it was from the beginning then... :rolleyes:
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Kevan Olson
 
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Post » Thu Nov 18, 2010 9:46 am

What version of Wrye Bash are you using and what options are you choosing for your bashed patch? I could be wrong, but messed up AI with such a small load order of widely used mods sounds like a bashed patch issue to me.

gothemasticator



Now that's what I call a core FCOM set up. :) I have to say that I'm stumped when it comes to your issue, though. It shouldn't be AI overload with that mod list and your rig. Which seems to indicate something else going on - perhaps faulty installs or the Bashed Patch, as gothemasticator said. But basically I have no idea what it might be. :(

EDIT: If I understand it correctly, you are starting from a save before exiting the sewers for the first time? That should be ideal as you shouldn't have to worry about waiting for a respawn. But that is my question otherwise - you are waiting for a respawn when trying out your different mod lists, right?

EDIT 2: Have you tried with just Oblivion and SI to ensure that the vanilla game is working fine?

I think I've found the problem. It's in OOO. I tested without any plugins bar SI; issue gone. Installed UOP; issue gone. Installed OOO; issue returned. I didn't use the bashed patch for either of those tests. I'm redownloading OOO now, just to make sure I'm using an issue-free version. I won't use the pyffied meshes, and I'll install without using BAIN. If that goes ok, I'll update my BAIN package and use the bashed patch. At that point I'll let you know what my bashed patch settings are.

Regarding Edit 1 above: yes - either exiting for the first time or returning to the sewer, waiting and then going back to Vilverin.

Anyway, hopefully this will sort it out...
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GRAEME
 
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Post » Thu Nov 18, 2010 4:07 pm

I'm trying to do a FCOM/OOO patch to "Tales from Elsweyr Anequina" and I will PM it to Corepc.

Message sent!

Is there any schedule for the upcoming FCOM update?
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Destinyscharm
 
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Post » Thu Nov 18, 2010 12:09 pm

I think I've found the problem. It's in OOO. I tested without any plugins bar SI; issue gone. Installed UOP; issue gone. Installed OOO; issue returned. I didn't use the bashed patch for either of those tests. I'm redownloading OOO now, just to make sure I'm using an issue-free version. I won't use the pyffied meshes, and I'll install without using BAIN. If that goes ok, I'll update my BAIN package and use the bashed patch. At that point I'll let you know what my bashed patch settings are. ...

Anyway, hopefully this will sort it out...


Yes, I hope it works out. Both OOO 1.33 and 1.34 beta5 are very stable overall - in fact I can't recall this issue being reported for OOO in itself.
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Ray
 
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Post » Thu Nov 18, 2010 7:46 am

Yes, I hope it works out. Both OOO 1.33 and 1.34 beta5 are very stable overall - in fact I can't recall this issue being reported for OOO in itself.

Thanks! It could be that my bain archive is out of whack. I made it months and months ago and never did anything with it, so maybe a fresh start will fix something I didn't do correctly. Weird though, cause I would expect a problem like this would be a plugin issue, not a resource issue, and I did already reinstall beta 5 to be sure I was using the correct .esps...
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Rachel Briere
 
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Post » Thu Nov 18, 2010 4:31 am

OK, based on popular demand I've updated that quick guide a bit. Thanks for the suggestions. This might hopefully be slightly less confusing:



EDIT: Or is it an FCOM setup? I'm always a bit unsure on the rules regarding that..


Hello,

Should I also tick FCOM and OOO on Import Spells?

Thanks!
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Crystal Clarke
 
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Post » Thu Nov 18, 2010 12:18 pm

Dagnabit! The problem is back! WTF?! Any suggestions would be very welcome!
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Prisca Lacour
 
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Post » Thu Nov 18, 2010 4:02 pm

Hello,

Should I also tick FCOM and OOO on Import Spells?

Thanks!


Hm, I don't even have a "Import Spells" category. I do have an "Import Spell Stats" category, but no mods turn up there so I'm not using it. So someone else has to take that. I'd guess there's no advantage in a pure FCOM setup - otherwise it would be listed in the Quick Guide.
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Robyn Howlett
 
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Post » Thu Nov 18, 2010 8:54 am

Dagnabit! The problem is back! WTF?! Any suggestions would be very welcome!


So you get totally weirdly acting enemy NPC's with a freshly installed patched vanilla game with only OOO 1.34 beta5 installed? Like:

Oblivion.esm
OOO.esm
OOO.esp
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Natalie Taylor
 
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Post » Thu Nov 18, 2010 9:09 am

So you get totally weirdly acting enemy NPC's with a freshly installed patched vanilla game with only OOO 1.34 beta5 installed? Like:

Oblivion.esm
OOO.esm
OOO.esp

Yes, I do! Though I have SI installed too. At this point I think I'll start from scratch, with no OBSE and just the vanilla patch - no SI - and then add OOO again and check. What do you think?
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Averielle Garcia
 
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Post » Thu Nov 18, 2010 10:02 am

Yes, I do! Though I have SI installed too. At this point I think I'll start from scratch, with no OBSE and just the vanilla patch - no SI - and then add OOO again and check. What do you think?


Frankly, I have no idea what might be causing it. :( As said, I can't even recall it being reported for OOO - and I've played it since 1.31c IIRC. What I do when I start over is I start from scratch (i.e. complete uninstall/delete), install the game, patch it, check, install OOO, check, install core FCOM, check - and go from there.
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kirsty williams
 
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Post » Thu Nov 18, 2010 1:07 pm

Frankly, I have no idea what might be causing it. :( As said, I can't even recall it being reported for OOO - and I've played it since 1.31c IIRC. What I do when I start over is I start from scratch (i.e. complete uninstall/delete), install the game, patch it, check, install OOO, check, install core FCOM, check - and go from there.

It's OBSE. At least I think it is. I tested again without running the obse loader, and the problem was gone. Then I removed all the plugins from the obse folder and loaded through the obse loader and the problem was back. Time to move on to the obse thread then. Sheesh!
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Amy Cooper
 
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Post » Thu Nov 18, 2010 11:35 am

Yes, I do! Though I have SI installed too. At this point I think I'll start from scratch, with no OBSE and just the vanilla patch - no SI - and then add OOO again and check. What do you think?


If your adding mods to a save game at the sewer exit, Oblivion will react to them as a game in progress.
It's vital if your adding FCOM to your game at that point that you wait out respawn.
Exit the sewers and use coc TestingHall and wait there four game days (default) before commencing tests or starting your explorations.
Return to the game world with coc Weye.
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Jessica Raven
 
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