BSA Testing! - See bottom of this post for new BSAs.
http://www.gamesas.com/index.php?/topic/1097809-relz-fcom-convergence-and-ufcom-relz/
FCOM: Convergence
Francesco + WarCry + Oscuro + Martigen
(aka Cry FranOOOMMM)
Currently the FCOM Homepage does not hold up to the minute information and links.
Team FCOM can't access it for updates at the moment, but this situation should just be temporary.
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.
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KABOOM!
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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 screenshots]
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!
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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.
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Unofficial FCOM Update for MMM 3.7b3
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Requires a clean install of both OOO and MMM.
by Corepc
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 Mart's 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 http://www.gamesas.com/index.php?/topic/1091526-relzmartsmonstermod37b3-public-release-3-relz/ for install instructions for OOO/MMM/COBL/FCOM.
You must have the MMM 3.7b3 BSA installed and rename it FCOM_Convergence_MartsMonsterMod.bsa in order for meshes, textures and sounds to work with FCOM properly.
For compatibility reasons with the MMM BSA it's now important in which order some mods are installed.
Recommended install 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 (optional)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953 patched to http://tesnexus.com/downloads/file.php?id=15256 (required)
http://www.worldofelderscrolls.de/?go=dlfile&fileid=12 patched to http://rapidshare.com/files/57753891/OWC_Patch_1.08b_1.085b.7z.html (optional)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860 (optional)
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/ (required)
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.
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 Tree Sprite
*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.
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 http://www.gamesas.com/bgsforums/index.php?showtopic=995334 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
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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 http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#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 optional 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 optional files.
Highly recommended: http://www.tesnexus.com/downloads/file.php?id=20516.
Bashed Patch
See the http://devnull.sweetdanger.net/convergence.html section of the main FCOM home page (scroll down a bit to find it).
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.
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://www.megaupload.com/?d=7U7JVRLO
Note: The MegaUpload Hi-Res version requires Xvid codec. Does not work with the DivX codec. If it looks pixellated, you've got the wrong codec.
http://www.gametrailers.com/player/usermovies/142365.html
TESTING
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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
FCOM 0.9.9.5 under development by dev_akm 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.
*Note that FCOM 0.9.9.5 is on hold while dev_akm is away.
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BSA Testing
The FCOM Team is in need of your assistance to get some testing done with bsa's for UFCOM, Oblivion WarCry and Bob's Armory Oblivion.
Required: You need to uninstall all resources from FCOM_Convergence, WarCry and Bob's before using these bsa's. Do not uninstall Frans, OOO, MMM - only FCOM_Convergence, Bob's and WarCry resources. Use either BAIN or make an omod with just the meshes, textures, sounds from those mods, and install, overwrite and uninstall - then replace with bsa.
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http://www.megaupload.com/?d=0IGOWXL4
- FCOM Resources Packaged in single uncompressed BSA.
- It has been pyfii but it was an older version.
- Textures have been checked for mip map as well.
But a few could have been missed so report any purple objects, flat black looking or missing mesh - wtf problems.
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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 as well.
But a few could have been missed so report any purple objects, flat black looking , or missing mesh - wtf problems.
BSA Loading and BSA File Date
- Do not rename the bsa's, they are named correctly and will load as 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.
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http://www.megaupload.com/?d=VHBH920B
- Not Pyfii.
- Added Mip Map to All Textures that needed so users should be able to run in small or medium textures settings with Bob's Armory now.
- Do not change name as bsa will launch if Bob's Armory Oblivion.esp is activated.
- Does not contain any overwrite or conflicts for sure, all new objects so date does not matter, unless you have a texture replacer or body mods for Bob's (which I want if you do)..install those after.
Please report any problems that you have with them.
Enjoy
TEAM FCOM
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Optimized Frans New Items and New Creatures BSAs
By Arthmoor
A while 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
ENJOY
TEAM FCOM