[RELz] FCOM Convergence and UFCOM #65

Post » Tue Aug 03, 2010 6:22 am

Oh, just click and "resurrect"?

use "resurrect 1" it will make a them get up and keep all the items they have
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kirsty joanne hines
 
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Post » Tue Aug 03, 2010 3:01 am

use "resurrect 1" it will make a them get up and keep all the items they have

Cool. That is a really useful command.
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Alba Casas
 
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Post » Tue Aug 03, 2010 12:49 am

Hello,

I have a couple questions about FCOM. One relatively major and the other minor.

1. "OOO adds dead hand placed adventurers in many dungeons,while MMM adds live adventurer parties. With MMM there's also a small chance that a dungeon may see a faction war between Bandits and Marauders and possibly other combos."

-- This is a quote from a thread I made asking about mods that added more random NPC encounters such as the "Adventurer"'s in vanilla Oblivion and I was told this as well as some other nice mods. I personally have never seen anything remotely related to this yet in my FCOM set-up. Is this something that you FCOM users see commonly.. I would really like to see this especially these adventurer parties.

2. As far as FCOM working. I sometimes think that my setup may not be working fully only because I see all of these awesome features of MMM/OOO/FCOM like above that I have never even remotely seen. I have seen a couple fights with animals and goblins but I have never seen any Marauders vs. Bandits or any other Faction wars. Maybe it is because I am only level 14?

-- I seem to remember testing my FCOM setup a while back with the 300_test.esp and I remember the Marauders and Bandits just standing around talking to eachother. Most of the creatures seemed to be fighting eachother like the imps and such. I may just be being a fool here, but I would like to know that my FCOM setup is working 100% as I basically jumped back into Oblivion after beating it on the Xbox 360 and went full-fledged into an FCOM+++ setup and never looked back. I like what I see, but I'd love to know that all of the faction warfare and other goodies are working 100%. After that is done, I can backup my Oblivion install on 4-5 HDD's and have a relatively CTD-Free setup for a long time to come :D

So, does anyone know a good way to test that FCOM is working as it should? Anything else to look for besides the faction warfare in the 300_test plug-in? Any other major FCOM features that I should make sure that are working?

I followed the instructions to the dot and I don't have CTD's so I would hope that my setup is working just fine, but I don't see NPC's fighting eachother as often as I would have hoped for. Any info enlightening me on the best features of FCOM would be super, as I know what it's all about but the major/minor changes might be a bit clouded since I jumped right into a heavily modded setup.

Thanks

-J
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sw1ss
 
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Post » Tue Aug 03, 2010 9:38 am

I go on vacation for a couple of weeks and completely miss two threads. How these fly. :P
Expanded the info given in the OP I see Arkngt. :)

I'm currently working on an Easy FCOM package after how difficult it was for me to get it installed, so users who have never even ran a single oblivion mod before can start playing FCOM without much fuss.


The opening post spells it out pretty clearly. FCOM is not newbie friendly. A good understanding of both mod installation and general troubleshooting abilities are more than recommended before even considering the mod.
Everything you need is both explained and linked at the top of this thread.
Questions on OOO, Frans, MMM, WarCry, COBL, Wrye Bash etc. should be posted in the respective threads after digesting the very extensive ReadMe files that are supplied with these mods.
FCOM is a patch, albeit a complex one, to gel mods together to make them compatible with each other. Nothing more.

I have to be honest and say too many users don't play vanilla before taking the plunge into the modded world.
They purchase Oblivion, mod it to death before really experiencing it and then scratch their heads when something goes astray. Modded TES games are pretty much unique. You can't throw everything into the resources folder as you would with other games like Dungeon Siege and NWN and expect it to work without a little bit of research, thought and effort.
Many new mod users want to take the leap straight into what is undoubtedly the most complicated setup modded Oblivion offers.
They dive in with no previous mod installation experience, no troubleshooting knowledge, only a vague idea how to used the BAIN or OMOD format, no idea about about possible conflicts etc., but it's all FCOM's fault when the game blows up in their face. This despite the warnings given at the very outset of all FCOM threads. :facepalm: I tell ya...
As for creating a guide, I think I speak for Team FCOM when I say there are more than enough unofficial installation guides, many of which we are referred to by users when they hit problems.
Personally, when a user points me outwith the directions in the OP I tend to ignore any issues that they may come here with.
I have to add that your ambitious. If your having problems with the installation do you really feel your up to compiling a users guide? By that I mean your still posting questions here....

As for self installers, OMOD combos and general mod compilations? Well, don't get me going on that topic. :o

@Jamrock
There's many places in game you can find factions waring with each other. Roaming adventurers are quite random though.
The first question is are you using the Friendlier Factions plug-in? If so, remove it, rebuild the patch and wait out your re-spawn period.
If not using it post your load order with Bash. Open to file>right click>List Mods, then copy and paste into your post and we'll take a look.
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kyle pinchen
 
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Post » Mon Aug 02, 2010 9:43 pm

1. "OOO adds dead hand placed adventurers in many dungeons,while MMM adds live adventurer parties. With MMM there's also a small chance that a dungeon may see a faction war between Bandits and Marauders and possibly other combos."

-- This is a quote from a thread I made asking about mods that added more random NPC encounters such as the "Adventurer"'s in vanilla Oblivion and I was told this as well as some other nice mods. I personally have never seen anything remotely related to this yet in my FCOM set-up. Is this something that you FCOM users see commonly.. I would really like to see this especially these adventurer parties.


What Shikishima said. You should stumble upon dead Adventurers in quite a few dungeons. The chance of Adventurer parties is rather high, so if you dungeon crawl a lot you should have seen them by Lvl 14. Seems to happen more often in certain dungeons, although I haven't checked out how it is set up. I think I've had them every time I've done Pillaged Mine, for example - or at least a majority of the times.

Interfaction fighting is all over the place with MMM, but I wouldn't call it "faction wars". It's not like Rockmilk Cave. MMM doesn't place warring factions in dungeons like that - not that I've heard of or experienced at least.

I go on vacation for a couple of weeks and completely miss two threads. How these fly. :P
Expanded the info given in the OP I see Arkngt. :)


Hi! :wave: Yes, certain threads fly by. I wonder why that is... :rolleyes:
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Robert Garcia
 
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Post » Tue Aug 03, 2010 8:18 am

Sounds like some Bash Patch tweaks, did you select "Friendlier Factions", or No/Less Adventurers ?
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maria Dwyer
 
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Post » Tue Aug 03, 2010 9:36 am

There was even one time when I walked into a final dungeon area, expecting a huge fight--only to find it was the scene of a bloody massacre ... everyone was dead, even the quest boss, and all there was left to do was pick over the bodies (necromancers and adventurers alike) taking what I wanted from them. Bit of a letdown, in a way--must've been an epic fight, sure wish I'd have been there to see it. But that is the exception rather than the rule. More often, you will find a trail of adventurers' bodies or even end up killing one yourself, because you didn't expect a friendly to be there.

This fellow startled the pants off me: [IMG]http://i181.photobucket.com/albums/x23/daemondarque/Oblivion2009-07-0511-52-12-79.jpg[/IMG]
I doubt he even realized how close he came to dying...
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Wane Peters
 
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Post » Mon Aug 02, 2010 6:51 pm


2. As far as FCOM working. I sometimes think that my setup may not be working fully only because I see all of these awesome features of MMM/OOO/FCOM like above that I have never even remotely seen. I have seen a couple fights with animals and goblins but I have never seen any Marauders vs. Bandits or any other Faction wars. Maybe it is because I am only level 14?



Please post your load order with Wrye Bash so that we can what all you are using. Else we can just guess, perhaps you have something out of order, are you using another mod that could be interfering with things.
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Benji
 
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Post » Mon Aug 02, 2010 10:58 pm

What Shikishima said. You should stumble upon dead Adventurers in quite a few dungeons. The chance of Adventurer parties is rather high, so if you dungeon crawl a lot you should have seen them by Lvl 14. Seems to happen more often in certain dungeons, although I haven't checked out how it is set up. I think I've had them every time I've done Pillaged Mine, for example - or at least a majority of the times.

Interfaction fighting is all over the place with MMM, but I wouldn't call it "faction wars". It's not like Rockmilk Cave. MMM doesn't place warring factions in dungeons like that - not that I've heard of or experienced at least.



Hi! :wave: Yes, certain threads fly by. I wonder why that is... :rolleyes:

I have played the game very little since two summers ago, but I definitely saw Adventurers on more than a few occasions. I think I have only seen them in Ayleid Ruins and Forts, not caves. My player does not even spend much time in those sorts of places unless it is required by a quest. I can't remember that last time my character was in the double-digits either, so that is quite the odd report...
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Sophie Payne
 
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Post » Mon Aug 02, 2010 10:29 pm

I tried to change my bashed patch a lot today: nothing works: after retriing/reinstalling 3 times and semester holidays going to an end I have′given up, thx for the answers.


Thought that steam was the reason because everything else I have already changed!
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Myles
 
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Post » Mon Aug 02, 2010 6:59 pm

I tried to change my bashed patch a lot today: nothing works:

Can you give details?
Nothing works is vague if you want assistance.
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Syaza Ramali
 
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Post » Mon Aug 02, 2010 10:19 pm

Can you give details?
Nothing works is vague if you want assistance.


Derax has an issue with the game being too easy:

Hey guys I worked at my load order acording to your information:
The game still is verryy easy :( I compared it by playing the Thoronir quest in the market disctrict: The two guys in the grave are verrry easy to defeat, they don't actually made any serious damage.


Those guys have the same stats with FCOM as with OOO (which is the comparison in question), so I have no idea what might cause it. Thinking about it, I'm not sure Derax actually has confirmed that he (?) has updated NPC levels, which I recommended days ago.
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Catharine Krupinski
 
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Post » Tue Aug 03, 2010 10:06 am

Derax has an issue with the game being too easy:



Those guys have the same stats with FCOM as with OOO (which is the comparison in question), so I have no idea what might cause it. Thinking about it, I'm not sure Derax actually has confirmed that he (?) has updated NPC levels, which I recommended days ago.

I think he can use Kuertee's Actor Details to get a real comparison of stats.
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leni
 
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Post » Tue Aug 03, 2010 6:54 am

Here is my load order. I am not using any Friendlier Faction plug-ins. Thanks for taking a look.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Enhanced Daedric Invasion.esm08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Armamentarium.esm  [Version 1.35]0B  Artifacts.esm  [Version 1.1]0C  Open Cities Resources.esm  [Version 3.5.3]0D  BetterMusicSystem.esm0E  bookplacing.esm  [Version 1]0F  BathingMod_Base.esm10  CM Partners.esm11  HorseCombatMaster.esm12  TNR ALL RACES FINAL.esp13  TNR - ShiveringIsles no helms.esp14  Unofficial Oblivion Patch.esp  [Version 3.2.4]15  DLCShiveringIsles.esp  [Version 1.4.0]16  Francesco's Optional Chance of Stronger Bosses.esp17  Francesco's Optional Chance of Stronger Enemies.esp18  Francesco's Optional Chance of More Enemies.esp19  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  Fran Armor Add-on.esp1C  Fran_Lv30Item_Maltz.esp1D  Atmospheric Loading Screens - Random Quotes.esp1E  All Natural - Real Lights.esp  [Version 0.9.9.5]1F  All Natural.esp  [Version 0.9.9.5]20  All Natural - SI.esp  [Version 0.9.9.5]21  Enhanced Water v2.0 HDMI.esp++  ln.esp22  AmbientTownSounds.esp23  MIS Low Wind.esp24  MIS New Sounds Optional Part.esp25  Atmospheric Oblivion.esp26  PCSoundSafana.esp  [Version 2.6]27  Storms & Sound.esp28  Rainbows.esp29  WindowLightingSystem.esp2A  300_Lore_Dialogue_Updated.esp2B  AliveWaters.esp2C  AliveWaters - Koi Addon.esp2D  AliveWaters - Slaughterfish Addon.esp**  Book Jackets Oblivion - BP.esp2E  ChaseCameraMod.esp2F  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp30  Display Stats.esp  [Version 1.2]31  ImprovedSigns.esp32  personality_idles4.esp33  P1DseeYouSleep.esp34  Portable Campsite.esp35  RAEVWD Cities.esp  [Version 1.8]36  RAEVWD Imperial City.esp  [Version 1.8]37  SoT_Holiday.esp38  Enhanced Economy.esp  [Version 3.3.4]39  Crowded Cities 15.esp3A  Map Marker Overhaul.esp  [Version 3.5.3]3B  Map Marker Overhaul - SI additions.esp  [Version 3.5]3C  sr_super_hotkeys.esp  [Version 0.54]3D  DLCHorseArmor.esp3E  DLCOrrery.esp3F  DLCVileLair.esp40  DLCMehrunesRazor.esp41  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  GrimbotsSpellTomes.esp++  MaleBodyReplacerV4.esp42  Alluring Potion Bottles v3.esp43  Alluring Wine Bottles.esp44  BWisteria.esp45  DHuntress.esp46  DM-Lingerie.esp47  IvyArmor_Full.esp48  InnsOfCyrodill.esp49  XSPipeMod.esp  [Version 1.2]4A  R18PN - Lingeries.esp4B  Gloria Armor.esp4C  DLCThievesDen.esp4D  ExnemRuneskulls.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]4E  Cobl Glue.esp  [Version 1.72]4F  Cobl Si.esp  [Version 1.63]50  Bob's Armory Oblivion.esp51  FCOM_BobsArmory.esp  [Version 0.9.9]52  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]53  Oblivion WarCry EV.esp  [Version 1.09]54  FCOM_WarCry.esp  [Version 0.9.9MB5]55  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]56  OCC-OOO-Patch.esp  [Version 2.4]**  OMOBS.esp  [Version 1.0]57  OMOBS Optional Combat Settings.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]58  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]59  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]5A  FCOM_RealSwords.esp  [Version 0.9.9]5B  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]5C  Mart's Monster Mod - More Wilderness Life.esp++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]5D  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]5E  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]5F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]60  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]61  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]62  TamrielTravellers4OOO.esp  [Version 1.39c]63  TamrielTravellersItemsCobl.esp  [Version 1.39c]64  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]65  kuerteeWanderingEncounters.esp++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.69]66  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]67  BeldaElysium.esp68  FF_WaldnirsWoods.esp69  SB IC Palace Tower Light Mod v1.1 - Modified Version.esp6A  ImpeREAL City Unique Districts - All the Districts - Let The People Drink Compatible Version - Merged.esp6B  Kragenir's Death Quest.esp6C  KDQ - Rural Line Additions.esp6D  OldCrowInn.esp  [Version 1.5]6E  LetThePeopleDrink.esp  [Version 2.5]6F  KragenirsDeathQuest-LetThePeopleDrink patch.esp70  Pine Lodge ver2.esp71  Region Revive - Lake Rumare.esp72  Sousmarin_manorV1.1.esp73  Travelers Inns.esp74  treasure maps captus demus.esp75  Valley_View_Estate.esp76  Villages1.1.esp77  WeynonRetreat.esp78  za_bankmod.esp79  DLCBattlehornCastle.esp7A  DLCFrostcrag.esp7B  Knights.esp7C  Knights - Unofficial Patch.esp  [Version 1.0.9]7D  SM Plugin Refurbish(Merged).esp  [Version 1.30]7E  Shadowcrest_Vineyard_COBL.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]7F  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]80  road+bridges.esp  [Version 4.5.7]81  NRB4+Vineyard Patch.esp82  Vergayun.esp  [Version 1.0.3]83  xuldarkforest.esp  [Version 1.0.5]84  xulStendarrValley.esp  [Version 1.2.2]85  xulTheHeath.esp86  MMMMWL-TheHeath patch.esp87  XulEntiusGorge.esp88  xulFallenleafEverglade.esp  [Version 1.3.1]89  xulColovianHighlands_EV.esp  [Version 1.2.1]8A  xulChorrolHinterland.esp  [Version 1.2.2]8B  WeynonRetreat-ChorrolHinterland-Patch.esp  [Version 1.1]8C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]8D  KragenirsDeathQuest-LostCoast patch.esp8E  xulBravilBarrowfields.esp  [Version 1.3.2]8F  xulLushWoodlands.esp  [Version 1.3]90  xulAncientYews.esp  [Version 1.4.3]91  xulAncientRedwoods.esp  [Version 1.6]92  WaldnirsWoods-AncientRedwoods patch.esp93  PineLodge2-AncientRedwoods patch.esp94  xulCloudtopMountains.esp  [Version 1.0.3]95  KragenirsDeathQuest-CloudtopMountains patch.esp96  xulArriusCreek.esp  [Version 1.1.3]97  xulPatch_AY_AC.esp  [Version 1.1]98  Verwen Brewery UL_AY_AC Compatable.esp  [Version wen.]99  xulRollingHills_EV.esp  [Version 1.3.2]9A  TreasureMapsCaptusDemus-RollingHills patch.esp9B  BeldaElysium-RollingHills patch.esp9C  MMMMWL-RollingHills patch.esp9D  KragenirsDeathQuest-RollingHills patch.esp9E  xulPantherRiver.esp9F  xulRiverEthe.esp  [Version 1.0.2]A0  ValleyViewEstate-RiverEthe patch.esp  [Version 1.1.1]A1  xulBrenaRiverRavine.esp  [Version 1.0.2]A2  xulImperialIsle.esp  [Version 1.6.5]A3  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.3]A4  xulBlackwoodForest.esp  [Version 1.0.4]A5  xulCheydinhalFalls.esp  [Version 1.0.1]A6  Villages-CheydinhalFalls patch.espA7  xulAspenWood.esp  [Version 1.0.2]A8  xulSkingradOutskirts.espA9  xulSnowdale.esp  [Version 1.0]AA  West Roads.espAB  WR Villages Addon.espAC  bartholm.espAD  OTEP - Aleswell.esp  [Version 1.6]AE  Open Cities New Sheoth.esp  [Version 1.1]AF  Open Cities Bartholm.esp  [Version 1.1]B0  Open Cities Outer Districts.esp  [Version 3.5.3]B1  Open Cities Reborn - Full Merge.esp  [Version 0.6.2]B2  NRB4+UL-II+LtPD+OCOD Patch.esp  [Version 3.0.2]B3  NRB4+RR Patch.esp  [Version 2.1]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]B4  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]B5  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]B6  Dungeon Actors Have Torches 1.6 DT.espB7  Exterior Actors Have Torches 1.3 CT.espB8  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.0]B9  Oblivifall - Something's Not Right.esp  [Version 1.0]BA  Enhanced Vegetation [125%].espBB  Storms & Sound - Bank of Cyrodiil.espBC  Storms & Sound - Bartholm.espBD  talkwithyourhands PI4.espBE  Alternative Start by Robert Evrae.espBF  BathingMod_Soap.espC0  BathingMod_Bathroom_Upgrades.espC1  BathingMod_Placeable_Bathtubs.espC2  More Capacity Encumbrance.espC3  RealisticForceMedium.espC4  RealisticMagicForceMedium.espC5  RealSleepExtended.esp  [Version 2.3.4]C6  Alter Weight Spells.espC7  MidasSpells.espC8  EnchantmentRestore.esp++  EnchantmentRestore_Wells.espC9  RenGuardOverhaul.espCA  Deadly Reflex 5 - Timed Block with no damage or durability changes.espCB  DeadlyReflex 5 - Combat Moves.espCC  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]CD  Duke Patricks - Actors Can Miss Now.espCE  RealisticLeveling.esp++  Idle Pose Replacer.espCF  immersive_caves_manual.espD0  Let There Be Darkness - Cyrodiil + SI.espD1  Let There Be Darkness - Knights.espD2  Let There Be Darkness - Mehrunes Razor.esp++  EVE_KhajiitFix.espD3  CuteElf11.esp  [Version 1.2]D4  Beautiful People.espD5  CM Partners.espD6  CM Partners NPC.espD7  CM Partners Extra NPCs.espD8  cmAbbeyAeryn.espD9  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]DA  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]DB  bgMagicEVPaperChase.esp  [Version 1.68EV]DC  bgMagicAlchemy.esp  [Version 1.57]DD  Really Immersive Messages.espDE  bgMagicEVShader.esp  [Version 1.7EV]++  Real Lava 1.3.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]DF  Bashed Patch, 0.espE0  SWalk.espE1  Streamline 3.1.esp

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Iain Lamb
 
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Joined: Sat May 19, 2007 4:47 am

Post » Tue Aug 03, 2010 6:53 am

There doesn't appear to be anything in your list that would effect NPC behavior in dungeons Jamrock.
It could of course be chance that you've encountered little to no faction fighting yet, and as I said earlier adventurer encounters are random.
Have you added FCOM to an existing character, and if so did you reset NPC levels with Bash and wait out your re-spawn?

@Derax, apologies. I should have gone back a few posts to see your original issue.
A couple of places you could try would be Sandavar Leed and Fort Cedrian. Both offer different types of enemies and would offer a better perspective of game difficulty than the Thoronir quest.
With a lower level character both dungeons should prove to be very difficult.
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Kat Ives
 
Posts: 3408
Joined: Tue Aug 28, 2007 2:11 pm

Post » Tue Aug 03, 2010 3:21 am

Here is my load order. I am not using any Friendlier Faction plug-ins. Thanks for taking a look.

[spoiler][code]Active Mod Files:

12 TNR ALL RACES FINAL.esp
13 TNR - ShiveringIsles no helms.esp

3D DLCHorseArmor.esp
3E DLCOrrery.esp
3F DLCVileLair.esp
40 DLCMehrunesRazor.esp

4D ExnemRuneskulls.esp
++ FCOM_ExnemRuneskulls.esp [Version 0.9.9]

57 OMOBS Optional Combat Settings.esp [Version 1.0]

D4 Beautiful People.esp


Load order looks okay expect for a few things

TNR Plugins needs to deselected in load order, and selected under npc faces in bash patch

You are missing the Unofficial Oblivion Mod Patches you should have those installed

You do not need ExnemRuneskulls or FCOM Runeskulls anymore, those features have been absorbed into MMM itself. Use MMM Diverse Runeskull Loot for OOO instead.

Remove OMOBS Optionial Combat Settings plugin..this is already contained in OOO itself.

Rebuild your bashed patch

Never used it but Beautiful People. Has been known to cause problem for some. The MMM readme states better to use Cobl Races or Race Balancing Project. Which is more compatible overall with OOO / MMM in particular.

Have you tried manually updating your save's by right click and select updated npc levels..?
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Brad Johnson
 
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Post » Mon Aug 02, 2010 9:48 pm

My guess is that Jamrock990 has the wrong impression of the "faction wars", as it was called in the post he quoted. It's not like Rockmilk Cave, with two large factions battling each other. It's rather small skirmishes between a couple of NPCs/creatures - and quite often you miss the action as well, as they start battling when you enter the cell, so it's over once you get there.
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Brιonα Renae
 
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Post » Tue Aug 03, 2010 12:11 am

Derax has an issue with the game being too easy:



Those guys have the same stats with FCOM as with OOO (which is the comparison in question), so I have no idea what might cause it. Thinking about it, I'm not sure Derax actually has confirmed that he (?) has updated NPC levels, which I recommended days ago.



Of course I did everything what you said, everytime rebuildt the bash/npc level! + Tesloadgen!

With the bashed patch I chose the guidance this thread told one and furthermore changed what common sense told me in another try :)


Furthermore I really only left over the essential mods nothing worked, that's why I think steam causes this.

Maybe I give it one last try: what do you think is the safest way for fcom: the obmm / wyre bash or manuel way( i mean as told on tesivpos.? And is here someone who already is playing fcom with the tesiv guide?
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Mashystar
 
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Post » Mon Aug 02, 2010 7:22 pm

Of course I did everything what you said, everytime rebuildt the bash/npc level! + Tesloadgen!

With the bashed patch I chose the guidance this thread told one and furthermore changed what common sense told me in another try :)


Furthermore I really only left over the essential mods nothing worked, that's why I think steam causes this.

Maybe I give it one last try: what do you think is the safest way for fcom: the obmm / wyre bash or manuel way( i mean as told on tesivpos.? And is here someone who already is playing fcom with the tesiv guide?


Neither Steam or install method should affect this at all. Whether you install it manually or via OBMM or Wrye Bash, the end result is the same if installed correctly.
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Lisa Robb
 
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Post » Tue Aug 03, 2010 9:56 am


Maybe I give it one last try: what do you think is the safest way for fcom: the obmm / wyre bash or manuel way( i mean as told on tesivpos.? And is here someone who already is playing fcom with the tesiv guide?

I can't comment on unofficial sites offering their versions on installation. Firstly because I'm unfamiliar with these and second because Team FCOM has no control or input as to what may be posted therein.
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Lew.p
 
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Post » Mon Aug 02, 2010 7:25 pm

Load order looks okay expect for a few things

TNR Plugins needs to deselected in load order, and selected under npc faces in bash patch

You are missing the Unofficial Oblivion Mod Patches you should have those installed

You do not need ExnemRuneskulls or FCOM Runeskulls anymore, those features have been absorbed into MMM itself. Use MMM Diverse Runeskull Loot for OOO instead.

Remove OMOBS Optionial Combat Settings plugin..this is already contained in OOO itself.

Rebuild your bashed patch

Never used it but Beautiful People. Has been known to cause problem for some. The MMM readme states better to use Cobl Races or Race Balancing Project. Which is more compatible overall with OOO / MMM in particular.

Have you tried manually updating your save's by right click and select updated npc levels..?


@ Shikishima

I have moved by Oblivion install around a lot and replaced with older installs when I ran into problems so it is very possible that I need to update npc levels as I have never done that. Is it necessary to actually wait in-game to update the NPC levels or will this happen over time as I continue to play? Reason I ask is because for mods such as All Natural it is recommended to wait a certain number of hours in-game for the weather scripts to update or whatnot, and I typically just continue playing as I am not in a rush for the mod to work and would rather continue playing from my current time in-game. I might have worded that confusing but, is it necessary to actually use Wait for 24 hours or will the same goal be achieved just by playing for 24 hours?

@CorePC

As shikishima suggested I will try updating the npc levels. I may have just been very unlucky in finding adventurer's in my dungeons so far, now that I think about it since it was said these are mostly found in Forts/Ruins I have been mostly raiding caves I will try the other way around. Also thanks for the load order suggestions, saved me a few slots! I also have never really used Beautiful People for anything and was planning on adding Integration soon which RBP is needed for that that will work out great. As far as the UOMP goes, I merged them into the main DLC.esp's some time ago. Although, since swapping Oblivion installs I am not 100% sure the UOMP's are still merged into the DLC's. I presume there is really no way to check other than comparing file sizes... if only I had the file sizes of the original DLC's..

Anyhow, thanks for the responses I will update NPC levels on my saves and see how it goes... is a 24 hour wait all that is necessary to update?

-J
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Emma-Jane Merrin
 
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Post » Tue Aug 03, 2010 11:45 am

Hello,

I have a couple questions about FCOM. One relatively major and the other minor.

1. "OOO adds dead hand placed adventurers in many dungeons,while MMM adds live adventurer parties. With MMM there's also a small chance that a dungeon may see a faction war between Bandits and Marauders and possibly other combos."

-- This is a quote from a thread I made asking about mods that added more random NPC encounters such as the "Adventurer"'s in vanilla Oblivion and I was told this as well as some other nice mods. I personally have never seen anything remotely related to this yet in my FCOM set-up. Is this something that you FCOM users see commonly.. I would really like to see this especially these adventurer parties.

2. As far as FCOM working. I sometimes think that my setup may not be working fully only because I see all of these awesome features of MMM/OOO/FCOM like above that I have never even remotely seen. I have seen a couple fights with animals and goblins but I have never seen any Marauders vs. Bandits or any other Faction wars. Maybe it is because I am only level 14?

-- I seem to remember testing my FCOM setup a while back with the 300_test.esp and I remember the Marauders and Bandits just standing around talking to eachother. Most of the creatures seemed to be fighting eachother like the imps and such. I may just be being a fool here, but I would like to know that my FCOM setup is working 100% as I basically jumped back into Oblivion after beating it on the Xbox 360 and went full-fledged into an FCOM+++ setup and never looked back. I like what I see, but I'd love to know that all of the faction warfare and other goodies are working 100%. After that is done, I can backup my Oblivion install on 4-5 HDD's and have a relatively CTD-Free setup for a long time to come :D

So, does anyone know a good way to test that FCOM is working as it should? Anything else to look for besides the faction warfare in the 300_test plug-in? Any other major FCOM features that I should make sure that are working?

I followed the instructions to the dot and I don't have CTD's so I would hope that my setup is working just fine, but I don't see NPC's fighting eachother as often as I would have hoped for. Any info enlightening me on the best features of FCOM would be super, as I know what it's all about but the major/minor changes might be a bit clouded since I jumped right into a heavily modded setup.

Thanks

-J



I have exactly the same probs! Same 300 Test result. Believe me this isn't Fcom as it is supposed to be installing only ooo and mmm (but which were working) added much mor intense in my game play ^. Did you also tried both tesivpos installation ways and the official one here on the page.

BTW: DO you have the steam version?

Best regards!


//// Ok the user seams to use extremly more mods than I do maybe our problems arent the same after all :)

It's apity no1 of you pros could recommend the tesivpos guide esp that it is still in a up to date state :) Thx nevertheless!
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Jaylene Brower
 
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Post » Tue Aug 03, 2010 10:27 am

@ Shikishima

I have moved by Oblivion install around a lot and replaced with older installs when I ran into problems so it is very possible that I need to update npc levels as I have never done that. Is it necessary to actually wait in-game to update the NPC levels or will this happen over time as I continue to play? Reason I ask is because for mods such as All Natural it is recommended to wait a certain number of hours in-game for the weather scripts to update or whatnot, and I typically just continue playing as I am not in a rush for the mod to work and would rather continue playing from my current time in-game. I might have worded that confusing but, is it necessary to actually use Wait for 24 hours or will the same goal be achieved just by playing for 24 hours?
-J


It's vital that you wait out the game re-spawn period if altering anything that effects leveled lists.
Do this away from all npc's and critters (72 hours game default)
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Nicole Kraus
 
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Post » Tue Aug 03, 2010 1:26 am

Thanks for all the help so far guys, my computer is in the shop (has been for a week) so I haven't been able to get back here unitl now. I still don't have it back yet, but another question has arisen as I've skimmed over the FCOM release threads since I last posted. On the bright side I've managed spot a few errors in my MMM install by reading posts here, as well as the MMM for Coble update. Hopefully, I might be able to actual play all your great work some more here soon.


The FCOM site says this under the quick install guide for Frans:

Note: If you picked the "Shivering Isles" version, you should also install the USIP 1.4 and then replace the normal USIP plugin with Fran's MOBS version of USIP, which is available from the Unofficial Fran Patches. The file is listed as USIP_MOBS_1-4. However, that version includes the Amber and Madness Ore changes from Fran's Optional Leveled Quests, so you also need Dewshine's SI-only version of Fran's Optional Leveled Quests, which is compatible with FCOM. That file is listed as Frans Optional Leveled Quests-SI Only. Alternately, you can instead use USIP_MOBS_FCOM_1-4, which does not require Frans Optional Leveled Quests-SI Only, but you'll miss out on Fran's Amber and Madness ore overhauls. Don't forget: to use either of these, you first need to install the complete USIP 1.4, then replace the USIP plugin with the MOBS version of USIP you picked.

Is this still applicable or has something changed since then given the the Fran's quick install guide has been updated via the first post. I followed this and figured I should check to be sure, since the updated version makes no mention of this.

Edit: Fixed spelling and format.
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carley moss
 
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Post » Tue Aug 03, 2010 2:56 am

I have exactly the same probs! Same 300 Test result. Believe me this isn't Fcom as it is supposed to be installing only ooo and mmm (but which were working) added much mor intense in my game play ^. Did you also tried both tesivpos installation ways and the official one here on the page.

BTW: DO you have the steam version?

Best regards!


//// Ok the user seams to use extremly more mods than I do maybe our problems arent the same after all :)

It's apity no1 of you pros could recommend the tesivpos guide esp that it is still in a up to date state :) Thx nevertheless!


I used http://www.gamesas.com/index.php?/topic/1090232-50-steps-to-stable-fcom/ thread to install FCOM and it worked great as far as stable goes and really everything appears to be working as advertised. I have seen "faction warfare," of course to a lesser scale. I have seen wolves fighting goblins etc. although I did get the same problems when I used the 300_test.esp I will have to try it again after updating the NPC levels and waiting 72 hours.

If in the 300_test.esp the factions such as Marauders and Bandits still seem to be friendly towards eachother would the "Repair Factions" option in Wrye Bash be of any use applying to my save game?

EDIT: Also, am I correct in thinking that OOO/FCOM has the Brighter Torches mod included? I was using 80% Darker Nights and it is very, very dark with the torch out. I reverted to 50% darker nights and it was a bit better but not a whole lot... it would be nice to see a little bit further out in the wilderness at night. Is brighter torches included with OOO/FCOM? If so, is there a way... perhaps in the CS to make the torches brighter?

I have seen the http://www.tesnexus.com/downloads/file.php?id=13448 mod, but I am not to keen on the weight aspect at all as I find myself annoyed with the fact that my armor/few potions take up ~230/300 of my weight capacity. I tried to find the torch in the CS with this mod and edit the weight back down to 0 but I was only able to find a "Ritual Torch" and weight that back down to 0.. not sure if this is the default torch or not. Sorry a bit off topic, but it is related to FCOM so I supposed it wouldn't hurt to ask.

EDIT2: Nevermind on the EDIT. Found http://tesnexus.com/downloads/file.php?id=16282 which lets you edit every aspect of your torch including light radius. :D
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P PoLlo
 
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