[RELz] FCOM Convergence and UFCOM

Post » Thu Nov 18, 2010 7:41 am

LOL you guys are gonna hate me after this is all done i bet, If you don't all ready.

I'm not using Fran but in my Oblivion ini I see something that says FCOM_Convergence_FraNewItems.bsa but I don't see one that says FCOM_Convergence_MartsMonsterMod.bsa

Do I need to do something in there? or was the OMOD supposed to add a bsa in there?

Your Oblivion.ini does not need to register those BSAs. The whole point of renaming them is to have the FCOM_Convergence.esp load them.

BSAs and Archive Invalidation: Loading BSAs - http://tesivpositive.animolious.com/index.php?page=bsas_and_archive_invalidation#BSALoading

All you should have on your sArchiveList are the four original BSAs and the redirection BSA for OBMM.


Edit: There should be no reason for you to mess with that setting. If you regenerate the INI (by deleting it) it will be reset to normal. Do that and then relaunch OBMM to make sure that its redirection BSA is added again.
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Ellie English
 
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Post » Thu Nov 18, 2010 11:04 pm

I'm still crashing at the same spot. How do I know if the bsa is installed where do I look?

Also my sArchiveList has these in it \obmm\BSARedirection.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa,
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IM NOT EASY
 
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Post » Thu Nov 18, 2010 10:55 am

I'm still crashing at the same spot. How do I know if the bsa is installed where do I look?


Where you install Oblivion to

BSA are stored in Oblivion Data directory where you place mods at.

did you actually download the MMM 3.7b3 BSA which is 400mb once uncompressed 1.2 gb.

And that is renamed to FCOM_Convergence_Mart's Monster Mod.bsa

Official Patch 1.2.0416 Installed?
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Scarlet Devil
 
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Post » Thu Nov 18, 2010 10:50 pm

Where you install Oblivion to

BSA are stored in Oblivion Data directory where you place mods at.

did you actually download the MMM 3.7b3 BSA which is 400mb once uncompressed 1.2 gb.

And that is renamed to FCOM_Convergence_Mart's Monster Mod.bsa

Official Patch 1.2.0416 Installed?

ah thanks found it. The bsa is named FCOM_Convergence-MMM.bsa should it be changed to say Mart's Monster Mod instead of MMM?

I'm running The GOTY version from Steam on Windows 7 so it is the most up to date version.
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no_excuse
 
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Post » Thu Nov 18, 2010 6:44 pm

The bsa is named FCOM_Convergence-MMM.bsa should it be changed to say Mart's Monster Mod instead of MMM?

I'm running The GOTY version from Steam on Windows 7 so it is the most up to date version.


Yes rename the bsa to "FCOM_Convergence_Mart's Monster Mod.bsa" <- just like that

Steam Version & Windows 7 do you have UAC turned off or

Make sure that Steam installed outside of Program Files directory

Did you check to make sure that it was not vanilla problem can you make a new character without fcom activated has well.
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Romy Welsch
 
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Post » Thu Nov 18, 2010 4:48 pm

did all that and still have a problem :brokencomputer: :sadvaultboy:
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Kayla Bee
 
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Post » Thu Nov 18, 2010 10:16 am

Did you check to make sure that it was not vanilla problem can you make a new character without fcom activated has well.



did all that and still have a problem :brokencomputer: :sadvaultboy:


if steam vanilla game has the same problem aka no mods then you need get that working first..before you get anything else installed and working. aka Reinstall the game ..start over do it slowly make sure everything works..

See the http://forums.steampowered.com/forums/forumdisplay.php?f=615 may be something their.

else search for steam on these forums.
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Sarah Edmunds
 
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Post » Thu Nov 18, 2010 5:16 pm

if steam vanilla game has the same problem aka no mods then you need get that working first..before you get anything else installed and working. aka Reinstall the game ..start over do it slowly make sure everything works..

See the http://forums.steampowered.com/forums/forumdisplay.php?f=615 may be something their.

else search for steam on these forums.

yeah I'm probably gonna have to do a reinstall. I wonder if there is a random left over file that is messing with things. I had about 50 mods running with OBMM before I tried this. I went through and deactivated them before. But maybe I forgot about a mod that I might of added without using OBMM.
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Micah Judaeah
 
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Post » Thu Nov 18, 2010 2:28 pm

OK so I have the game reloaded and it's running fine without ANY mods none of the unofficial patches or anything. So can I start by running one mod at a time until I get it all running?
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Breautiful
 
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Post » Thu Nov 18, 2010 8:05 pm

OK so I have the game reloaded and it's running fine without ANY mods none of the unofficial patches or anything. So can I start by running one mod at a time until I get it all running?

That's a Real good plan. :goodjob:
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Brandon Bernardi
 
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Post » Thu Nov 18, 2010 10:40 am

Some wrye bash weirdness I think, but I thought I'd check here first - the main OOO .esp should not be mergeable, should it?
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hannah sillery
 
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Post » Thu Nov 18, 2010 9:07 pm

Some wrye bash weirdness I think, but I thought I'd check here first - the main OOO .esp should not be mergeable, should it?

No
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Shannon Marie Jones
 
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Post » Thu Nov 18, 2010 11:22 am

FINALLY I have it running correct. I figured out the problem. It was my bash patch. I was loading one mod at a time and was doing good. Then when I was all done I did a bash patch went to play and the game would crash like usual. I have no idea why.

So question, What does the Bash Patch do, why do I need it?

Also unrelated thing. Before I started using this I was using drop lit torch and it worked fine. When i was loading either MMM or OOO I noticed something about lit torches so I didn't use the mod i was using before. Well when I go to attack my character doesn't drop his torch any more. Is there a way to fix that? I like playing with dark settings for a more realistic feel and it's annoying when he puts the torch away.
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Sam Parker
 
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Post » Thu Nov 18, 2010 4:18 pm

FINALLY I have it running correct. I figured out the problem. It was my bash patch. I was loading one mod at a time and was doing good. Then when I was all done I did a bash patch went to play and the game would crash like usual. I have no idea why.

So question, What does the Bash Patch do, why do I need it?

Also unrelated thing. Before I started using this I was using drop lit torch and it worked fine. When i was loading either MMM or OOO I noticed something about lit torches so I didn't use the mod i was using before. Well when I go to attack my character doesn't drop his torch any more. Is there a way to fix that? I like playing with dark settings for a more realistic feel and it's annoying when he puts the torch away.

Try checking only the FCOM plugins, according to the guide in the opening post, and rebuild the Bashed Patch with only those. Could you post your Bashed Patch ReadMe here in spoiler tags?


Edit: Please, post your load order (the one with the Bashed Patch in it) as well.
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lucile davignon
 
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Post » Thu Nov 18, 2010 12:28 pm

He's already using it:

3F  DropLitTorchOBSE.esp  [Version 2.4]


Not sure what might cause the crashes. Make sure you're running the latest OBSE and launching the game via the OBSE launcher.



Yes, I threw in the OBSE one after I thought that might be the issue, but it also happened once when I was dropping multiple pieces of armor (and not the torch)

I'm really clueless as to what it is, I've had the same issue despite a number of reinstalls and reducing optional mods
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IM NOT EASY
 
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Post » Thu Nov 18, 2010 6:07 pm

Try checking only the FCOM plugins, according to the guide in the opening post, and rebuild the Bashed Patch with only those. Could you post your Bashed Patch ReadMe here in spoiler tags?


Edit: Please, post your load order (the one with the Bashed Patch in it) as well.

I was able to get it working with Bash Patch. Now I'm just trying to figure out how to get Drop Lit Torch to work and I'll be set.
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Alexis Estrada
 
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Post » Fri Nov 19, 2010 2:29 am

I was able to get it working with Bash Patch. Now I'm just trying to figure out how to get Drop Lit Torch to work and I'll be set.

If you have much trouble: http://www.tesnexus.com/downloads/file.php?id=16282. I think you can disable OOO's built-in DLT with a plug-in or through an in-game menu setting (which would be in your miscellaneous inventory section) can't remember which. DLT should work out-of-the-box if you have a torch in hand and then draw your weapon.
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Louise Lowe
 
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Post » Thu Nov 18, 2010 10:25 pm

If you have much trouble: http://www.tesnexus.com/downloads/file.php?id=16282. I think you can disable OOO's built-in DLT with a plug-in or through an in-game menu setting (which would be in your miscellaneous inventory section) can't remember which. DLT should work out-of-the-box if you have a torch in hand and then draw your weapon.

I was able to get it to work when I went back to play. I am noticing TONS of new things with this new play through. I'm just bored as hell playing that stupid tutorial crap over again and then doing all the other quests I had all ready done with my other play through before I stated using this.
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Kaley X
 
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Post » Thu Nov 18, 2010 3:51 pm

I was able to get it working with Bash Patch. Now I'm just trying to figure out how to get Drop Lit Torch to work and I'll be set.


If you have much trouble: http://www.tesnexus.com/downloads/file.php?id=16282. I think you can disable OOO's built-in DLT with a plug-in or through an in-game menu setting (which would be in your miscellaneous inventory section) can't remember which. DLT should work out-of-the-box if you have a torch in hand and then draw your weapon.


Sorry, but I think that's bad advice Tomlong. If the OP has technical issues with OOO's drop lit torches it's a symptom that's something's up with the installation/load order, as it should work fine. Just adding a new mod over that issue is not a good idea IMO, as it won't solve the underlying problem.

Anyway, my guess is that Tatts4Life rather had problems understanding the mechanics of Drop Lit torches, i.e. how it works. But then it's not much help adding an OBSE version of it on the top either as it works exactly the same ingame. Better to either describe how it works or point to the readme. :read:
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Robert Jackson
 
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Post » Fri Nov 19, 2010 1:01 am

Does one of the mods add something similar to the Let there be darkness mod? I noticed that things seemed to be darker then I remember when I was walking around under the prison.
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Jeff Tingler
 
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Post » Fri Nov 19, 2010 2:28 am

Does one of the mods add something similar to the Let there be darkness mod? I noticed that things seemed to be darker then I remember when I was walking around under the prison.


Nope, none of the FCOM mods affect that.
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Avril Louise
 
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Post » Thu Nov 18, 2010 9:47 pm


So question, What does the Bash Patch do, why do I need it?



I copied this great explanation from Showler some time ago. (I think the last couple of paras may have other authors though)

Showler’s Bashed Patch Explanation

The Bashed Patch is an amazing little creation by Wrye that makes Oblivion way more flexible. (Hail the monkey)

It's first and most important feature is that it can filter through all your mods and _selectively_ choose elements to keep.

It does this in a couple of ways:

1. It bypasses Oblivion's silly "only one mod can change a record at a time rule". That rule meant that each record (an NPC, a room/cell, a creature, a weapon are all records) was treated as a whole: If mod A changed the level of an NPC and mod B then tried to change their inventory, in the game only the inventory would change because the second one overwrote the first one. Wrye changed this by having the Bashed Patch break each normal record down into a bunch of subrecords, then filter through all your mods and create a new record that is made up of all the changed subrecords. It does this by first taking the record from the Oblivion.esm (an NPC) and then looking for changes to that record in the rest of your mods. If mod A changes that NPCs level, and mod B changes that NPCs inventory, then the bashed patch will include all the information from Oblivion.esm, but with the changed level from mod A AND the changed inventory from mod B. Since the Bashed Patch loads right near then end of your load order, it then becomes the "winning" mod for that NPC and its merged record becomes the one you see in the game.

2. As a side-benefit of that first function, Wrye Bash allows you to filter mods to ONLY use the changes you want from them. TNR is designed to change the faces of the NPCs in the game. Any other changes it makes to the NPCs are irrelevant and unwanted. So WB includes a tag for "NPCFaces", which TNR and all TNR variants come pre-tagged with. That tag tells Wrye Bash to copy all the NPC face data into the bashed patch, but nothing else from that mod. There are quite a number of tags now, because Wrye has expanded it according to requests from other modders, and it will allow you to use many unique features from mods without having to use the entire mod.

The second big feature of Wrye Bash and its Bashed Patch is mod merging. Wrye built Bash to be intelligent about what elements of a mod can be safely moved to the bashed patch through the above functions. If ALL of the contents of the mod are safe to move, then Wrye Bash can merge the entire mod into the bashed patch, and the original mod can be deactivated. TNR is an example of this, and one for which Wrye built in specific support. The best way to work this is pay attention to the text color of the mod in the Wrye Bash listing. Wrye Bash will automatically mark any mergable mods with green text. Before you build your Bashed Patch, you leave those green mods deactivated. In the Bashed Patch dialogue, you select the Merge Patches option, choose all those mods and build the patch. Afterwards, Wrye Bash will activate, and all those mods will be marked with a "+" symbol to indicate they are merged into the bashed patch.

The benefit to this feature is again to bypass an Oblivion oddity. Oblivion can only activate 254 mods in total. If you reach this limit, then you can use Wrye Bash to merge patches....merged patches no longer count toward that limit. Wrye Bash can also "ghost" those merged mods (where it hides them) in order to skip another Oblivion oddity....Oblivion doesn't like you having too many ESP files in the data directory regardless of whether you are using them or not.

One last big benefit of the bashed patch is that Wrye has built in a series of tweaks that can change common features of Oblivion. It can adjust names, magic projectile speeds, arrow speeds, whether rings are visible when wearing gloves and a bunch of other things. Newer versions also include methods of forcing compatibility with specific mods. All of this gets built into the bashed patch when you make it, and then becomes active in your game.

So, in the end, what the Bashed Patch is, is another mod (a single ESP file), but one that you build according to your specifications and which is always customized to your load order.

Because of that last bit, you should always select the "rebuild patch" option (by right-clicking the bashed patch itself) EVERY TIME you add or remove any mods. It is especially important if you remove any mods because the bashed patch becomes dependent on any mods that are partially merged into it.

Merged Mods

It doesn't matter whether you switch a "mergeable" (green text) mod on before you build your patch and then switch it to the "+" after building, or if you leave it off before you build the patch and let WB add the "+" automatically. Just so long as it is marked with a "+" when you start playing.

This makes a major difference. Just now I discovered that the problems I was having with Let There Be Darkness were because I should have deactivated the mods after importing the cell information. The way I had it I was overriding Real Lights entirely and everywhere was pitch black (now I have to go apologize in the All Natural thread, and then check the rest of my mods.)

Load order is the hardest thing for people to understand about the bashed patch. Some people just don't realize how much thought and care Wrye put into making sure the bashed patch would obey load order priority according to the user's
wishes.

What is the difference between a merged and an imported file?

Most basic answer is that an IMPORTED file brings SOME of the elements of the mod into the bashed patch, while a MERGED file brings ALL of the elements of the mod into the bashed patch.

Therefore, a MERGED file can be completely deactivated (which is what the "+" means) since its entire contents are now included in the bashed patch.

An IMPORTED file can either be deactivated (which gives it a "*" or a dot instead of a check) _IF_ the imported elements are all you wanted from the mod, or left active if you still need the non-imported elements of the mod (there are some mod elements that the bashed patch cannot import).

You need to pay attention to the context of what people are saying, though, because in a lot of WB discussions "merged" and "imported" are used interchangeably.
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Brentleah Jeffs
 
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Post » Thu Nov 18, 2010 8:49 pm

Nope, none of the FCOM mods affect that.

Thanks one other question. I want to use Better Cities, Does that have to be loaded at a certain point during the whole set up or can I add it after the FCOM mods?

I have to say these mods are great. I've all ready had my butt kicked when I went to Vilverin and that's never happened to me before.
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Kari Depp
 
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Post » Fri Nov 19, 2010 1:10 am

About Bash Patch

Ah got it
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kiss my weasel
 
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Post » Fri Nov 19, 2010 4:02 am

Thanks one other question. I want to use Better Cities, Does that have to be loaded at a certain point during the whole set up or can I add it after the FCOM mods?

I have to say these mods are great. I've all ready had my butt kicked when I went to Vilverin and that's never happened to me before.


You can add Better Cities whenever, but after the FCOM mods seems like a good idea. BC comes with an OOO patch IIRC, so you'll keep the OOO additions in cities.
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Leanne Molloy
 
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