[RELz] FCOM Convergence and UFCOM

Post » Thu Nov 18, 2010 4:44 am

i notice that there is a 285 verison of wrye bash here:

http://tesnexus.com/downloads/file.php?id=22368

would folks suggest i download and use this 285 version of wrye bash or use the version 275 self installer?


What Breton Paladin said. The latest Wrye Bash releases have new Bashed Patch features, developed with feedback between the Wrye Bash team and Team FCOM, so it's definitely recommended to use 285. Note that the Quick Bash Tag Guide in the opening post is updated for 285.
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Prue
 
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Post » Wed Nov 17, 2010 6:33 pm

encountering an error in not being able to run wrye bash launcher ( i double click in but it doesn't do anything), but i have confirmed that i installed all the components of wrye python 2.6.5 before i installed wryte bash 285.

getting this error when i run the bugdump:

no module named wx

according the wryebash page, this is what causes that:

? You haven't installed wxPython or you haven't installed it in the right place.

? Be sure that you actually installed (not just downloaded) wxPython.

? If, when installing wxPython, you did not see the usual installation wizard dialog, then you almost certainly downloaded a corrupted version of wxPython. Re-download it. Make sure that the downloaded file is larger than a few kB (actually, it should be about 8 Mb)



so, i am confused b/c i know i have installed wxpython. might i be better off uninstalling wryebash 285 and instead installing wryebash 275, which is a self installer?


edit- reinstalled wxpython and having same problem with wrye bash launcher not doing anything
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Chris Ellis
 
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Post » Thu Nov 18, 2010 12:34 am

encountering an error in not being able to run wrye bash launcher ( i double click in but it doesn't do anything), but i have confirmed that i installed all the components of wrye python 2.6.5 before i installed wryte bash 285.

You installed the whole "Wrye Python 03" package, from TES Nexus? In the correct order?

You can always download the individual parts yourself, if the 03 package is not working for you, for whatever reason. I did that actually, but that was due to habit, not necessity. I lean toward the DIY approach, where possible. Or prefer to, at any rate.

edit: In the Wrye Bash download area, under the heading for Wrye Python, it lists all the specific components (with version numbers) you can otherwise assemble, if preferred.
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Lauren Denman
 
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Post » Wed Nov 17, 2010 3:05 pm

Hello

I heave a problem with black soul gems. Everytime I kill npc (after casting soultrap) the game displays a msg that I don't have sufficient soul gem... but I have 2 black soul gems and 3 black cluster soul gems (all empety) in my inventory. Soul trapping npc only works when I add black soul gem via console (id 00000192) but gems added via console looks different than black gems looted from necromancers (like skull with gem; gems I've found myself looks like vanilla oblivion iirc) I've searched every previous fcom thread (and included mods/fcom readme's) for info with no luck...

and sry for my english :|
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Smokey
 
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Post » Wed Nov 17, 2010 4:38 pm

Hello

I heave a problem with black soul gems. Everytime I kill npc (after casting soultrap) the game displays a msg that I don't have sufficient soul gem... but I have 2 black soul gems and 3 black cluster soul gems (all empety) in my inventory. Soul trapping npc only works when I add black soul gem via console (id 00000192) but gems added via console looks different than black gems looted from necromancers (like skull with gem; gems I've found myself looks like vanilla oblivion iirc) I've searched every previous fcom thread (and included mods/fcom readme's) for info with no luck...

and sry for my english :|


Post your load order via Wrye Bash: right-click the File header in the Mod window > List mods > Paste
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SamanthaLove
 
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Post » Thu Nov 18, 2010 6:47 am

Post your load order via Wrye Bash: right-click the File header in the Mod window > List mods > Paste



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 TamrielTravellers.esm [Version 1.39c]
06 FCOM_Convergence.esm [Version 0.9.9MB3]
07 Unofficial Oblivion Patch.esp [Version 3.2.6]
08 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
09 Oblivion Citadel Door Fix.esp
0A DLCShiveringIsles.esp
0B Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0C Francesco's Optional Chance of Stronger Bosses.esp
0D Francesco's Optional Chance of Stronger Enemies.esp
0E Francesco's Optional Chance of More Enemies.esp
0F Francesco's Optional Leveled Quests-SI only.esp
10 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
11 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
12 Fran_Lv30Item_Maltz.esp
13 Natural_Weather_HDR_by_Max_Tael.esp
14 Natural_Habitat_by_Max_Tael.esp
15 Natural_Water_by_Max_Tael.esp
16 WindowLightingSystem.esp
17 DLCHorseArmor.esp
18 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
19 DLCOrrery.esp
1A DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
1B DLCVileLair.esp
1C DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
1D DLCMehrunesRazor.esp
1E DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
1F DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
20 DLCThievesDen.esp
21 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
22 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
23 ExnemRuneskulls.esp
++ FCOM_ExnemRuneskulls.esp [Version 0.9.9]
24 Bob's Armory Oblivion.esp
25 FCOM_BobsArmory.esp [Version 0.9.9]
26 Loth's Blunt Weapons for Npcs.esp
++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
27 Oblivion WarCry EV.esp
28 FCOM_WarCry.esp [Version 0.9.9MB3]
29 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
2A FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
2B FCOM_RealSwords.esp [Version 0.9.9]
2C FCOM_DurabilityAndDamage.esp [Version 0.9.9]
2D Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
2E Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
2F TamrielTravellers4OOO.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]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
30 TIE In.esp [Version 1.2b]
++ TIE In - ExnemRuneskulls.esp [Version 1.2b]
31 TIE In - FCOM Convergence.esp [Version 1.2b]
++ TIE In - RealSwords.esp [Version 1.2b]
32 DLCFrostcrag.esp
33 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
34 Knights.esp
35 Knights - Unofficial Patch.esp [Version 1.0.9]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
36 Natural_Vegetation_200%_by_Max_Tael.esp
37 Bashed Patch, 0.esp
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Rich O'Brien
 
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Post » Wed Nov 17, 2010 5:24 pm

snip


The load order looks perfect AFAICT. Unless TIE In interferes somehow - not sure on that one. Wonder if it might be something in the Bashed Patch? I'll check ingame to see how it works for me.
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Shannon Marie Jones
 
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Post » Thu Nov 18, 2010 4:06 am

The load order looks perfect AFAICT. Unless TIE In interferes somehow - not sure on that one. Wonder if it might be something in the Bashed Patch? I'll check ingame to see how it works for me.



Despite the results, thank you for your efforts. Adding gems via console will not be gamebreaking for me :) Or should I try to create black gems at the altar. Maybe they will work.
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Marcus Jordan
 
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Post » Wed Nov 17, 2010 10:44 pm

Despite the results, thank you for your efforts. Adding gems via console will not be gamebreaking for me :) Or should I try to create black gems at the altar. Maybe they will work.


Works fine for me, so I'd guess it is TIE In interfering somehow. Not sure, though, as I don't use it. Personally, I'd wait for TIE4MODS Reborn. The currently available "TIE for mods" variants aren't fully compatible with FCOM.
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daniel royle
 
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Post » Wed Nov 17, 2010 7:35 pm

Works fine for me, so I'd guess it is TIE In interfering somehow. Not sure, though, as I don't use it. Personally, I'd wait for TIE4MODS Reborn. The currently available "TIE for mods" variants aren't fully compatible with FCOM.



Sooo... if I want to check it out, should I uncheck all TIE esp's in wrye bash and rebuild bashed patch without them?
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Sasha Brown
 
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Post » Thu Nov 18, 2010 4:28 am

Sooo... if I want to check it out, should I uncheck all TIE esp's in wrye bash and rebuild bashed patch without them?


Yes, try that.
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x a million...
 
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Post » Wed Nov 17, 2010 5:41 pm

I don't know why, maybe it's because you're one of the original pioneers of FCOM, but you starting the new thread feels very fitting.


I've been playing FCOM for a long time, but I think Shikishima was playing/testing when it still was named Cry FranOOOMMM. Back then I thought it sounded way too complicated to even consider. Shikishima should be back on track shortly with a new rig up and running. :toughninja:

Oh, my fault. I misread the post. Sorry. Well, 0.9.9.5 should be worked on, IMHO.


Yeah, guess you read into it what you wanted to hear. And it would of course be awesome with the planned features in 0.9.9.5. Meanwhile, we just have to do the best we can considering the situation.
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Pawel Platek
 
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Post » Thu Nov 18, 2010 6:32 am

Yes, try that.



Ok it's all good now. Removing TIE from wrye bash and bashed patch removed all my black soul gems from inv. I went for a trip to some necromaner caves and found new black soul gem (this time looking exactly the same as the one added via console) and it works. Thanks very much :)
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Alexis Estrada
 
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Post » Wed Nov 17, 2010 6:29 pm

Ok it's all good now. Removing TIE from wrye bash and bashed patch removed all my black soul gems from inv. I went for a trip to some necromaner caves and found new black soul gem (this time looking exactly the same as the one added via console) and it works. Thanks very much :)


Glad that it worked out. :)

Seems you are correct. I changed my settings to Large Textures and I no longer have that issue. I also haven't been CTDing as much since the change either.


Thanks for reporting it. Hopefully someone in the team knows what's going on and can fix it for the the next WarCry bsa release.
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Monique Cameron
 
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Post » Thu Nov 18, 2010 12:43 am

Hi All,

as so often happens, I'm one of those people who has returned to Oblivion/FCOM after a long time. I've done a clean reinstall and I'm just doing some testing. I've installed a very stripped down version of FCOM (No Frans or WarCry for the moment) and I've encountered a problem straight away: I went to Vilverin and before I went inside a couple of bandits were alerted to my presence but they won't attack me. They follow me around with weapons drawn, but don't swing them. They also occasionally go into a kind of 'jitter', where they flick rapidly from pose to pose on the spot.

Here's my load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  Cobl Main.esm  [Version 1.72]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  FCOM_Convergence.esm  [Version 0.9.9MB3]05  Unofficial Oblivion Patch.esp  [Version 3.2.7]06  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]07  Oblivion Citadel Door Fix.esp08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0A  SM Plugin Refurbish - SI.esp  [Version 1.30]++  Item interchange - Extraction.esp  [Version 0.76]0B  DLCOrrery.esp0C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]0D  SM Plugin Refurbish - Orrery.esp  [Version 1.11]0E  DLCVileLair.esp**  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]++  Lair_mobs.esp0F  DLCMehrunesRazor.esp10  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  Mehrunes_mobs.esp11  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]12  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]13  DLCThievesDen.esp14  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]15  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]16  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]++  Thievesden_mobs.esp17  Cobl Glue.esp  [Version 1.72]18  Cobl Si.esp  [Version 1.63]19  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]1A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1B  OOO-No_Guild_Ownership.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  OMOBS_SI.esp  [Version 1.0]1C  FCOM_Convergence.esp  [Version 0.9.9Mb3]1D  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]1E  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]1F  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]20  DLCFrostcrag.esp21  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]22  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]23  Knights.esp24  Knights - Unofficial Patch.esp  [Version 1.0.9]++  MOBS_Knights.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  KotN Wayshrine Fix.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]25  Cobl Silent Equip Misc.esp  [Version 01]26  Bashed Patch, 0.esp27  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]


I also have the following OBSE plugins:
Pluggy
OSR
Fast Exit
Elys Uncapper
Elys USV

I've done a bit of cleaning, but the only ones that I maybe shouldn't have are the OOO plugins, though they weren't mentioned as non-cleaners on the wiki.

I used BOSS to sort the plugins.

Any help would be appreciated...
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Avril Louise
 
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Post » Wed Nov 17, 2010 5:27 pm


I've done a bit of cleaning, but the only ones that I maybe shouldn't have are the OOO plugins, though they weren't mentioned as non-cleaners on the wiki.

Any help would be appreciated...

None of the FCOM files or dependent plug-ins should be cleaned. That includes WarCry, in spite of what the wiki tells you.
Re-installing the original esp's and rebuilding the bashed patch will undoubtedly correct your issue.
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victoria gillis
 
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Post » Wed Nov 17, 2010 11:24 pm

They follow me around with weapons drawn, but don't swing them. They also occasionally go into a kind of 'jitter', where they flick rapidly from pose to pose on the spot.


1F OOO-WaterFish.esp [Version 1.34]

I've done a bit of cleaning, but the only ones that I maybe shouldn't have are the OOO plugins, though they weren't mentioned as non-cleaners on the wiki.



Remove OOO Waterfish (since you mentioned outdoors and vilverin and jittery npcs most likey the cause has) < - next version has updated scripts to fix this problem.

and restore the original esp back the ones that you cleaned..

If you find something that needs to be cleaned..Ask first so that I can look at and see if acutally needs to be cleaned or not..?
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Victoria Vasileva
 
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Post » Thu Nov 18, 2010 3:22 am

Shikishima should be back on track shortly with a new rig up and running. :toughninja:

I'm just doing a few final tests.
The basic mod plus most associated plug-ins work perfectly.
Difficulty and leveling mods installed and tested.
Consoled myself to higher levels and ran a few Oblivion Gates. Perfect so far.
Now for texture replacers, LOD's and a few quests mods.
I'll test those and finally be ready to restart the big adventure again.
Almost eight months since I last visited Cyrodiil.
Too long.....
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Kira! :)))
 
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Post » Wed Nov 17, 2010 10:34 pm

Remove OOO Waterfish (since you mentioned outdoors and vilverin and jittery npcs most likey the cause has) < - next version has updated scripts to fix this problem.

and restore the original esp back the ones that you cleaned..

If you find something that needs to be cleaned..Ask first so that I can look at and see if acutally needs to be cleaned or not..?

I've replaced the OOO plugins and removed waterfish, but the problem still occurs. If I go inside Vilverin, the bandits follow me and then they'll attack; if I go back outside they follow and attack. But If I wait inside the sewer til the cell respawns and go back to the new bandits, the same thing happens.

The jitter seems to occur at a specific point in the AI: the bandits will come right up to me with weapons drawn and then walk away. At that point they will do the jitterbug and then snap out of it and come back to me, all the time not attacking...
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RUby DIaz
 
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Post » Thu Nov 18, 2010 3:15 am



++ Item interchange - Extraction.esp [Version 0.76]

++ FCOM_Cobl.esp [Version 0.9.9]

++ MMM-Cobl.esp [Version 1.69]

++ MOBS_Knights.esp

I also have the following OBSE plugins:

Pluggy
OSR



The jitter seems to occur at a specific point in the AI: the bandits will come right up to me with weapons drawn and then walk away. At that point they will do the jitterbug and then snap out of it and come back to me, all the time not attacking...


Your load order look okay to expect for a few things

Update Item Interchange to .78
You could replace FCOM_Cobl with http://www.gamesas.com/index.php?/topic/1059126-relz-cobl-no15/
You do not need MOBS_Knights< - FCOM_Knights already contains the omobs stats for weapons

What Version of Bash are you using? Are you using Automatic Tagging Feature or BOSS?
Are you following the BASH TAG quick guide in the first post.. ?

Make sure pluggy is lastest version

and if you remove OSR does it happen..
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flora
 
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Post » Wed Nov 17, 2010 5:58 pm

Merge Patches - Generally all mergeable mods can be checked.
Import Actors - All FCOM mods and UOP checked.
Import Actors: AIPackages - All FCOM mods and UOP checked. Tag FCOM_Convergence.esp with ForceAIPackages.
Import Actors. Death Items (2.84) - Uncheck Oblivion Warcry EV.esp
Import Factions - All FCOM mods and UOP checked. Exception: Oscuro's_Oblivion_Overhaul.esp.
Import Graphics - All FCOM mods. Tag Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp with graphics as well.
Import Inventory - All FCOM mods and UOP checked.
Import Relations - All FCOM mods and UOP checked. Exception: Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp.
Import Scripts - All FCOM mods and UOP checked.
Import Stats - All FCOM mods and UOP checked.
Leveled Lists - Generally rely on tags.
Tweak Names - Rename Dwarven to Dwemer.

Does this means that I'm supposed to check them in the Bashed Patch or its just a guide for BOSS to tag them in the Bash Tags menu?
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Alina loves Alexandra
 
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Post » Thu Nov 18, 2010 5:37 am

Does this means that I'm supposed to check them in the Bashed Patch or its just a guide for BOSS to tag them in the Bash Tags menu?

That's telling you what to check on those headings when building the patch...
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Alberto Aguilera
 
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Post » Wed Nov 17, 2010 10:07 pm

That's telling you what to check on those headings when building the patch...

ok, thank you
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Tinkerbells
 
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Post » Thu Nov 18, 2010 6:19 am

I have found a mod on Tesnexus which I found interesting, however I am afraid of incompatibility problems when used with FCOM.

http://tesnexus.com/downloads/file.php?id=27667

If I use Bash, can I then use FCOM alongside this mod?
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Emmie Cate
 
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Post » Thu Nov 18, 2010 6:47 am

I have found a mod on Tesnexus which I found interesting, however I am afraid of incompatibility problems when used with FCOM.

http://tesnexus.com/downloads/file.php?id=27667

If I use Bash, can I then use FCOM alongside this mod?

This is some text I read, directly from the page you linked to: "This mod won`t work with big overhaul mods such as Oscura, Martigen, Francesco's, Oblivion Warcry, that changes existing leveled lists(well it actually works but it overwrites most of the vanilla leveled lists but not all - so you might still see some MMM or OOO content). Also it won`t work mods that uses Knights esp file."
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Holli Dillon
 
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