[RELz] FCOM Convergence and UFCOM

Post » Thu Nov 18, 2010 1:08 am

Of course, I already read that myself. But I would like to know what Team FCOM thinks of this, maybe there is a possibility when used with Bash.
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Ymani Hood
 
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Post » Wed Nov 17, 2010 11:12 pm

Of course, I already read that myself. But I would like to know what Team FCOM thinks of this, maybe there is a possibility when used with Bash.


Just by reading the description I can say that it would take a lot of work to get it to run nicely with FCOM - plus it seems to basically consist of monsters from OOO, MMM, WarCry and some other ones but with a leveled world like vanilla. In short, wouldn't recommend to run it with FCOM. Seems rather cool if you like the vanilla game but want the diversity of overhauls.
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lucy chadwick
 
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Post » Thu Nov 18, 2010 2:35 am

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..

I'm in the process of making the changes you suggested (tbh, I didn't spot the section on Bash Tags in the first post - oops!). Could you clarify a couple of things:

Latest version of pluggy - I guess you mean 125b. That's what I'm using (not the 132 dev version)
From the bash tags section:
The second line just says 'import actors'. Is that Actors.AIData?
'Import Actors.DeathItems' the post says to uncheck WarCry - does that mean check all the others, or leave at default?
When tagging UOP, do I include the SI and DLC plugins, or does this refer only to the single plugin 'Unofficial Oblivion Patch.esp'?

To answer the other questions you asked; I'm using Wrye Bash 285 and BOSS, so up to now my bash tags were based on BOSS suggestions and whatever was already set. When I've tested the changes I'll get back to you...

Thanks for the help!

Reason for Edit: Added 3rd question to bash tags section
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Rusty Billiot
 
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Post » Thu Nov 18, 2010 4:28 am

I'm in the process of making the changes you suggested (tbh, I didn't spot the section on Bash Tags in the first post - oops!). Could you clarify a couple of things:

Latest version of pluggy - I guess you mean 125b. That's what I'm using (not the 132 dev version)
From the bash tags section:
The second line just says 'import actors'. Is that Actors.AIData?
'Import Actors.DeathItems' the post says to uncheck WarCry - does that mean check all the others, or leave at default?
When tagging UOP, do I include the SI and DLC plugins, or does this refer only to the single plugin 'Unofficial Oblivion Patch.esp'?

To answer the other questions you asked; I'm using Wrye Bash 285 and BOSS, so up to now my bash tags were based on BOSS suggestions and whatever was already set. When I've tested the changes I'll get back to you...

Thanks for the help!

Reason for Edit: Added 3rd question to bash tags section


I was just going to say that you're probably not using Wrye Bash 285 - because it should have Import Actors. So that's odd. (That said, I'm using 286 with CBash so I don't have 285 loaded ATM.)
Uncheck WarCry in Import Actors.DeathItems - but have the others checked. I'll add that to the Quick Guide.
The DLC's don't turn up in any of those categories for me, so not sure, but check both UOP and UOP SI.

Generally, you can rely on BOSS/Wrye Bash tagging correctly so you can check everything. The Quick Guide points out the exceptions to that rule.
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Katharine Newton
 
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Post » Thu Nov 18, 2010 6:27 am

I was just going to say that you're probably not using Wrye Bash 285 - because it should have Import Actors. So that's odd. (That said, I'm using 286 with CBash so I don't have 285 loaded ATM.)
Uncheck WarCry in Import Actors.DeathItems - but have the others checked. I'll add that to the Quick Guide.
The DLC's don't turn up in any of those categories for me, so not sure, but check both UOP and UOP SI.

Generally, you can rely on BOSS/Wrye Bash tagging correctly so you can check everything. The Quick Guide points out the exceptions to that rule.

I guess that means I need to sort out my Wrye Bash install. When mentioning the DLC, I was referring to the UOMP - do they count where the guide says UOP?

Before I go on a massive click-fest (sorry if I'm being a pain!): When the guide says 'all FCOM mods', I know it refers to all FCOM plus it's components - does that include all the modifiers, removers, spawn rate plugins, etc.? I mean, I realise that some of those tags probably have nothing to do with, say, 'No Lanterns' for example, but do you just tag them all and Wrye Bash ignores the irrelevant ones? I ask because I plan to do it via the taglist.txt file, so can I just copy and paste for everything with FCOM, Mart's, etc. in the title?
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Scared humanity
 
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Post » Thu Nov 18, 2010 1:45 am

I guess that means I need to sort out my Wrye Bash install. When mentioning the DLC, I was referring to the UOMP - do they count where the guide says UOP?

Before I go on a massive click-fest (sorry if I'm being a pain!): When the guide says 'all FCOM mods', I know it refers to all FCOM plus it's components - does that include all the modifiers, removers, spawn rate plugins, etc.? I mean, I realise that some of those tags probably have nothing to do with, say, 'No Lanterns' for example, but do you just tag them all and Wrye Bash ignores the irrelevant ones? I ask because I plan to do it via the taglist.txt file, so can I just copy and paste for everything with FCOM, Mart's, etc. in the title?


I'd say rely on BOSS/Wrye Bash - but take note of the exceptions in the Quick Guide.
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Taylah Haines
 
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Post » Thu Nov 18, 2010 8:30 am

When you start checking make sure you only check One relevant modifer, (NO Reavers OR LESS Reavers(Not both))
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Mariana
 
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Post » Thu Nov 18, 2010 3:23 am

Can I have a question concerning gamplay? Currently I'm playing conjuration/illusion spellcaster (lvl13). The question is whether the summoned creatures in fcom are treated in the same way as in vanilla? My expert cojuration summons die very quickly sometimes. Faded wrath is killed by 1-2 meele hits of some monsters or 1 lighting spell from goblin (or some higher level variation) shaman. Faded wrath had 280hp iirc so... over 280 lighting damage on target by shaman? I fear that these summons (even master summons due to lvl cap) will be worthless at higher levels in fcom. Or something I do not know and they will be somewhat better later in game? So what should I do... rely more on other magic schools like destruction? Should I go look for some summon_mod? Or maybe they are good at higher levels? I don't want to rely on conjuration completly, but it would be good if they are able to do something later in the game.
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Neliel Kudoh
 
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Post » Thu Nov 18, 2010 4:37 am

Hi, I am installing FCOM. Actually I am at the "activating ooo 1.33" step. I read I must install the FULL version and skip the options. Now, I'm at the "choose which level rate you want to use" option, which by default modifies oblivion's rate to x3 (I mean, if I choose standard option for ooo 1.33).
What I'm wondering is if I can safely use the "Ill make my own (LRM_Generic.esp)" option.
I have a sort of deviation for levellin everything simultaneously and I'd really prefear not to have a x3 improved time. But I saw how even x4 option was reducing the time for speechcraft and mercantile (instead of incresing!), so I'd not go down the "default oblivion" road too.

Do you think / know if I can safely go for the LRM_Generic.esp option or if it's going to cause troubles?

Thanks!
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Rob Davidson
 
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Post » Thu Nov 18, 2010 5:25 am

Hi, I am installing FCOM. Actually I am at the "activating ooo 1.33" step. I read I must install the FULL version and skip the options. Now, I'm at the "choose which level rate you want to use" option, which by default modifies oblivion's rate to x3 (I mean, if I choose standard option for ooo 1.33).
What I'm wondering is if I can safely use the "Ill make my own (LRM_Generic.esp)" option.
I have a sort of deviation for levellin everything simultaneously and I'd really prefear not to have a x3 improved time. But I saw how even x4 option was reducing the time for speechcraft and mercantile (instead of incresing!), so I'd not go down the "default oblivion" road too.

Do you think / know if I can safely go for the LRM_Generic.esp option or if it's going to cause troubles?

Thanks!

Skip the level rate mod, and get http://www.tesnexus.com/downloads/file.php?id=14304. You can have your skill progression rate be whatever you want.
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Makenna Nomad
 
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Post » Thu Nov 18, 2010 7:22 am

I'd say rely on BOSS/Wrye Bash - but take note of the exceptions in the Quick Guide.

OK, major confusion here; hopefully cleared up now. That guide is called 'Quick Bash Tag Guide', so I was looking for an entry called 'Actors' in the tagging section of Wrye Bash. But it's not a guide to the tags, it's a guide to what to boxes to tick in the build/update bashed patch dialogue box! The click-fest I was referring to was the one where I select each plugin, right click on it and add all the tags mentioned in the tag guide! Now I understand what was meant by 'rely on BOSS/Bash'! That could do with a bit of clarification in the first post.. though maybe I'm the only one who made that mistake.

Anyway, I do have 'Import Actors', and I shall use it accordingly!
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Sweets Sweets
 
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Post » Thu Nov 18, 2010 3:40 am

OK, major confusion here; hopefully cleared up now. That guide is called 'Quick Bash Tag Guide', so I was looking for an entry called 'Actors' in the tagging section of Wrye Bash. But it's not a guide to the tags, it's a guide to what to boxes to tick in the build/update bashed patch dialogue box! The click-fest I was referring to was the one where I select each plugin, right click on it and add all the tags mentioned in the tag guide! Now I understand what was meant by 'rely on BOSS/Bash'! That could do with a bit of clarification in the first post.. though maybe I'm the only one who made that mistake.

Anyway, I do have 'Import Actors', and I shall use it accordingly!


OK, that explains the confusion. Come up with a better name and we'll change it. Quick Bash Box Tick Guide? :)
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Shianne Donato
 
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Post » Thu Nov 18, 2010 12:35 pm

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..

I've tested again with all the changes suggested, including the bash patch suggestions in the OP, and I'm still getting the same problem, with or without OSR.

Other things I've done are use some of the ini tweaks from TES4Positive on this page: http://sites.google.com/site/oblivionpoinfo/stabilization/oblivion

I also have 'Whispered Feet' installed.

Here's my load order again, as it's slightly different - still using BOSS, but with an updated masterlist and some mods added/removed.

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 0.78]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  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1A  OOO-No_Guild_Ownership.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]**  OMOBS_SI.esp  [Version 1.0]1B  OOO 1.32-Cobl.esp  [Version 1.72]1C  FCOM_Convergence.esp  [Version 0.9.9Mb3]1D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  MMM-Cobl.esp  [Version 1.73]22  DLCFrostcrag.esp23  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]24  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]25  FrostcragAlchemySorter.esp++  DLCFrostcrag_MysticEmporiumPatch.esp26  Knights.esp27  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  KotN Wayshrine Fix.esp28  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]29  Cobl Silent Equip Misc.esp  [Version 01]2A  Bashed Patch, 0.esp

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Sharra Llenos
 
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Post » Thu Nov 18, 2010 10:38 am

OK, that explains the confusion. Come up with a better name and we'll change it. Quick Bash Box Tick Guide? :)

How about adding a subtitle (i.e., "use this guide to properly configure the Bashed Patch for FCOM in the Bashed Patch Rebuild window".) The window's name has changed. I do not even know what to call it. I would call it the "Bashed Patch Rebuild Dialog" but ...meh...


Edit: ...Bashed Patch Update dialog...?
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Monika Krzyzak
 
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Post » Wed Nov 17, 2010 11:26 pm

Quick Bash Box Tick Guide?

I like it! How about Bash Build Box Best Tick Check?!!
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Vincent Joe
 
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Post » Thu Nov 18, 2010 5:29 am

Ewww...so crude... :P
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Darlene DIllow
 
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Post » Wed Nov 17, 2010 9:05 pm

I've tested again with all the changes suggested, including the bash patch suggestions in the OP, and I'm still getting the same problem, with or without OSR.

Other things I've done are use some of the ini tweaks from TES4Positive on this page: http://sites.google.com/site/oblivionpoinfo/stabilization/oblivion

I also have 'Whispered Feet' installed.

Here's my load order again, as it's slightly different - still using BOSS, but with an updated masterlist and some mods added/removed.

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 0.78]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  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1A  OOO-No_Guild_Ownership.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]**  OMOBS_SI.esp  [Version 1.0]1B  OOO 1.32-Cobl.esp  [Version 1.72]1C  FCOM_Convergence.esp  [Version 0.9.9Mb3]1D  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  MMM-Cobl.esp  [Version 1.73]22  DLCFrostcrag.esp23  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]24  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]25  FrostcragAlchemySorter.esp++  DLCFrostcrag_MysticEmporiumPatch.esp26  Knights.esp27  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  KotN Wayshrine Fix.esp28  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]29  Cobl Silent Equip Misc.esp  [Version 01]2A  Bashed Patch, 0.esp



Try with a core FCOM load order, i.e. with just the bare essentials, OOO, MMM, FCOM Convergence, UOP. No optionals or anything. Remove everything you can live w/o for the time being.
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Mariaa EM.
 
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Post » Thu Nov 18, 2010 12:45 am


06 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]

07 Oblivion Citadel Door Fix.esp

++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]

++ Mart's Monster Mod - Diverse Runeskulls Loot.esp [Version 3.7b3p3]


UOP Vampire aging and face fix can be done with bash itself has a tweak option so you can remove that esp

Citadel door fix < - this is really not needed..

Remove More Passive Wildlife buggy with current UFCOM

If going to use Runeskulls Loot use the Loot OOO version instead..

What are you system spec by the way?
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Danny Blight
 
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Post » Thu Nov 18, 2010 1:24 am

Try with a core FCOM load order, i.e. with just the bare essentials, OOO, MMM, FCOM Convergence, UOP. No optionals or anything. Remove everything you can live w/o for the time being.

I can live without quite a lot, cause at the moment I'm just trying to get a basic stable setup ;) Here's my new load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]02  Mart's Monster Mod.esm  [Version 3.7b3p3]03  FCOM_Convergence.esm  [Version 0.9.9MB3]04  Unofficial Oblivion Patch.esp  [Version 3.2.7]05  DLCShiveringIsles.esp06  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]07  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]08  FCOM_Convergence.esp  [Version 0.9.9Mb3]09  Bashed Patch, 0.esp

I presume I had to leave SI installed seeing as I have the game patched.
UOP Vampire aging and face fix can be done with bash itself has a tweak option so you can remove that esp

Citadel door fix < - this is really not needed..

Remove More Passive Wildlife buggy with current UFCOM

If going to use Runeskulls Loot use the Loot OOO version instead..

What are you system spec by the way?

I have a Core i7 920 with 6GB of RAM and a Radeon 4850 512MB. Running W7 64bit with plenty of hard drive space. Oblivion is installed outside Program Files. I have applied the LAA 4GB patch.

I forgot to mention that I'm using the downloaded PyFFi meshes for OOO.

As you can see in my new load order, I've done as you suggested, but the same thing happens...

Some more info on the exact mechanics of the problem: If I activate only one of the bandits, he'll follow me round, make some minor movements away from me then come back - never attacking, but no jitterbug. If I then activate a second bandit, they will both do the same thing, but will go further away, and it's when they're further away that the jitterbug starts - it looks as if it's just at the point at which they are turning to come back to me. Also I've noticed that mudcrabs and slaughterfish don't react to me either, though up til the last test I assumed it was passive wildlife.

Incidentally, when you asked about the hardware, I thought of something else: For the last few times I've installed Oblivion from scratch, I've had a graphic anomaly that has never been fixed by a driver update: The shimmering effect from things like Mythic Dawn agents' armour evaporating, or at Oblivion Gates, has always been visible in front of landscape/architecture that should block it out. This goes back a long time, but within that time I think there was one install where it didn't happen. Anyway, it's present in this install, though I doubt it is relevant; just a graphics driver issue that's never been dealt with.
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Prisca Lacour
 
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Post » Thu Nov 18, 2010 8:53 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
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Budgie
 
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Post » Thu Nov 18, 2010 8:10 am

I can live without quite a lot, cause at the moment I'm just trying to get a basic stable setup ;) Here's my new load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]02  Mart's Monster Mod.esm  [Version 3.7b3p3]03  FCOM_Convergence.esm  [Version 0.9.9MB3]04  Unofficial Oblivion Patch.esp  [Version 3.2.7]05  DLCShiveringIsles.esp06  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]07  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]08  FCOM_Convergence.esp  [Version 0.9.9Mb3]09  Bashed Patch, 0.esp

I presume I had to leave SI installed seeing as I have the game patched.

I have a Core i7 920 with 6GB of RAM and a Radeon 4850 512MB. Running W7 64bit with plenty of hard drive space. Oblivion is installed outside Program Files. I have applied the LAA 4GB patch.


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?
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sexy zara
 
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Post » Thu Nov 18, 2010 9:06 am

OK, major confusion here; hopefully cleared up now. That guide is called 'Quick Bash Tag Guide', so I was looking for an entry called 'Actors' in the tagging section of Wrye Bash. But it's not a guide to the tags, it's a guide to what to boxes to tick in the build/update bashed patch dialogue box! The click-fest I was referring to was the one where I select each plugin, right click on it and add all the tags mentioned in the tag guide! Now I understand what was meant by 'rely on BOSS/Bash'! That could do with a bit of clarification in the first post.. though maybe I'm the only one who made that mistake.


OK, that explains the confusion. Come up with a better name and we'll change it. Quick Bash Box Tick Guide? :)


How about adding a subtitle (i.e., "use this guide to properly configure the Bashed Patch for FCOM in the Bashed Patch Rebuild window".) The window's name has changed. I do not even know what to call it. I would call it the "Bashed Patch Rebuild Dialog" but ...meh...

Edit: ...Bashed Patch Update dialog...?


I like it! How about Bash Build Box Best Tick Check?!!


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

Quick Bash Check Guide for Wrye Bash 285
A quick guide on what to check in the Bashed Patch when rebuilding it for an FCOM setup. Based on Wrye Bash 285.

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 - Uncheck Oblivion Warcry EV.esp, keep other FCOM mods and UOP checked.
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.
Import Inventory - All FCOM mods and UOP checked.
Import Relations - All FCOM mods and UOP checked. Exceptions: 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.

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..
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Catherine N
 
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Post » Thu Nov 18, 2010 1:14 pm

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

I've been wondering how people say FCOM when they read it. I pronounce it 'eff com', but maybe it's 'eff see oh em' or fcom

How do you say it to yourself?
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Chavala
 
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Post » Thu Nov 18, 2010 1:51 pm

I've been wondering how people say FCOM when they read it. I pronounce it 'eff com', but maybe it's 'eff see oh em' or fcom

How do you say it to yourself?


Yeah, exactly - I pronounce it "eff com" and then it should be "an", right, even if it's a consonant? Trying to remember what I learned i kindergarten here...
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Mario Alcantar
 
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Post » Thu Nov 18, 2010 12:27 pm

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