[RELz] FCOM Convergence and UFCOM #65

Post » Tue Aug 03, 2010 8:11 am

In answer to your torch question, OOO's torches are brighter than practically any others ingame, but they are commonly overwritten by many other mods--you'd be surprised how many alter the light setting.
I would be cautious with using Repair Factions--wait and see ... because other things (like racial affinity) affect how npc's relate to each other. Just because one group seems to get along together, doesn't mean they all will.
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Alyce Argabright
 
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Post » Tue Aug 03, 2010 2:04 am

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?

Installing FCOM via that guide will make no difference, now that your load order is fine. It does not sound like you have a need to reinstall at all. Reinstalling is mainly for refreshing data files, and you have not mentioned anything about missing resources. If you are asking about installing mods in addition to core FCOM, the FCOM guide on TESIV:POSItive only covers a basic FCOM install. For installing additional mods (after you are sure FCOM is working properly):

My BAIN Package List - http://tesivpositive.animolious.com/?page=my_bain_package_list <-- install order guide

Finishing the Installation - http://tesivpositive.animolious.com/?page=finishing_the_installation <-- covers load order and rebuilding the Bashed Patch

With respect to the Bashed Patch, as long as you heed the OOO exceptions in the opening post's Bashed Patch guide, you can usually check all plugins where they appear in the various Bashed Patch sections.
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Bloomer
 
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Post » Tue Aug 03, 2010 11:10 am

Thank you for all the help! It updated 179 NPC's according to Wrye Bash and after waiting 72 hours my horse was dead :( .... but more importantly, I have seen a lot more mobs and a lot more different types of mobs and I have already gotten into a battle with an ogre, a goblin, and a warlord all at once which I have never encountered. The mobs also seem to be much more challenging and have a bit more health. Definitely have noticed a big change, thanks for all the help!
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Peetay
 
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Post » Tue Aug 03, 2010 3:40 am

You guy's might wanta try Fort Homestead, just South of the IC, should be some Faction wars there, the other one is a cave near Leawyn, with the Black Bow guys, I don't recall the name right off, but that's generally a pretty good war too...
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Matt Terry
 
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Post » Tue Aug 03, 2010 6:11 am

Thank you for all the help! It updated 179 NPC's according to Wrye Bash and after waiting 72 hours my horse was dead :( .... but more importantly, I have seen a lot more mobs and a lot more different types of mobs

Your welcome.
Now, go hurt something. :ahhh:
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Olga Xx
 
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Post » Tue Aug 03, 2010 3:35 am

There are always NPCs fighting outside of the ruins Northwest of Fort Alessia too. I always see them as my PC tries to get across the bridge unscathed. If your actor load distance is really low you might miss them, I guess...
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Mélida Brunet
 
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Post » Tue Aug 03, 2010 5:51 am

Thank you for all the help! It updated 179 NPC's according to Wrye Bash and after waiting 72 hours my horse was dead :( .... but more importantly, I have seen a lot more mobs and a lot more different types of mobs and I have already gotten into a battle with an ogre, a goblin, and a warlord all at once which I have never encountered. The mobs also seem to be much more challenging and have a bit more health. Definitely have noticed a big change, thanks for all the help!


Well, updating NPC levels shouldn't have affected any of that of course, as it doesn't affect spawn rates or creatures. But perhaps you had some other oddities before that the respawn fixed.

Personally, I tend to wait for a respawn once in a while even if I have no discernible issues as it seems like a way to ensure stability etc., but I might be overzealous regarding that. I also always wait for a respawn when I've made some changes in the mod list that affects leveledlists of course. It's also a way to ensure that More Wilderness Life adds som fresh new enemies outside Frostcrag. :toughninja:
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Daniel Lozano
 
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Post » Mon Aug 02, 2010 9:45 pm

Even with Diverse Waterlife off and OOOFishSpawn set to 0, I'm still having npcs making a b-line to the river whenever I fight near it to go kill the slaughterfish. It's getting really irritating. What can I do to fix this?

It's rather easy to replicate. Just make a new guy, skip the tutorial with a mod, and go across the river straight ahead, should be 2 or 3 npcs around those ruins, it's pretty easy to make them go after fish.

Let me know if this is a bug, or a problem on my end.

Edit: Alright, well, this will do for a temporary fix: As above, I'm having OOO not spawn fish and I'm not using Diverse WaterLife, which should only give me Slaughterfish. Then I snagged the Slaughterfish esp from Alive Waters and loaded that last, and I'm no longer getting really weird behavior from the npcs, they ignore the fish and go for me.
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Kari Depp
 
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Post » Tue Aug 03, 2010 6:03 am

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


I don't know about the other features, but disabling this turns off the reduced backward speed script that OMOBS Optional Combat Setting has that apparently OOO doesn't. I have Francesco's turned off so I'm pretty sure of this.
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Stephy Beck
 
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Post » Mon Aug 02, 2010 10:49 pm

I don't know about the other features, but disabling this turns off the reduced backward speed script that OMOBS Optional Combat Setting has that apparently OOO doesn't. I have Francesco's turned off so I'm pretty sure of this.


Yeah I noticed that after removing it. I'm not sure I really liked the reduced backwards speed, but it does seem a bit cheap now as I can just run back and fire away. Can't decide whether I should go for fairness or fun factor, it is a lot more fun to run backwards at full speed but it just seems unfair against melee mobs as they have no chance in hell of catching up to me.
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jess hughes
 
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Post » Tue Aug 03, 2010 2:48 am

Yeah I noticed that after removing it. I'm not sure I really liked the reduced backwards speed, but it does seem a bit cheap now as I can just run back and fire away. Can't decide whether I should go for fairness or fun factor, it is a lot more fun to run backwards at full speed but it just seems unfair against melee mobs as they have no chance in hell of catching up to me.


My solution to this was to start using Realistic Fatigue. Having reduced backward speed implemented like it is felt a bit immersion breaking, but at the same time it feels a bit like cheating to be able to kite. So I tested out RF mainly to see how it works regarding this - and it works rather nicely as there's a chance that your char trips while kiting. I've upped the chance in the ini a bit as well. I also quickly realized that I really like RF a lot otherwise as well.
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Nikki Morse
 
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Post » Tue Aug 03, 2010 2:32 am

First off, I wanted to say thank you all for the work you've put into FCOM. I've really really been enjoying the experiences and surprises, and it adds a lot of depth and flavour to Oblivion where it might seem a bit off.

I did have another question, however. I'm looking into possibly adding Cobl to my mod setup, as I've really been enjoying scavenging and alchemy and more plants (and its other additions) would be excellent. If I was to install Cobl (+the MMM Cobl Update and maybe Cobl Races), would running BOSS and rebuilding my batched patch be enough, or should I also uninstall and reinstall FCOM on top? Is this likely to destabilize my setup/should be left for a new playthrough?

For reference, here is my mod list:

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  FCOM_Convergence.esm  [Version 0.9.9MB3]06  Armamentarium.esm  [Version 1.35]07  Artifacts.esm08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  Oblivion Citadel Door Fix.esp0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  Francesco's Optional Chance of Stronger Bosses.esp0D  Francesco's Optional Chance of Stronger Enemies.esp0E  Francesco's Optional Chance of More Enemies.esp0F  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]10  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]11  Bob's Armory Oblivion.esp12  FCOM_BobsArmory.esp  [Version 0.9.9]13  Oblivion WarCry EV.esp  [Version 1.09]14  FCOM_WarCry.esp  [Version 0.9.9MB5]15  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.35]16  ArmamentariumArtifacts.esp  [Version 1.35]17  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]18  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]19  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]1A  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]1B  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]1C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]1D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]20  FCOM_MoreRandomSpawns.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]21  OOO-WaterFish.esp  [Version 1.34]22  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]23  Abriael_Human.esp24  BridFetishGirl.esp25  Apachii_Goddess_Store.esp26  Knights.esp27  Knights - Unofficial Patch.esp  [Version 1.0.9]28  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]29  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]2A  MarkerExplore.esp2B  Guard six.esp2C  Bashed Patch, 0.esp2D  Street[censored]V1.2.esp  [Version 1.2]2E  X.Dea.Obscura.esp2F  The Ice Queen.esp


Thank you for your time.
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Benji
 
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Post » Tue Aug 03, 2010 7:58 am

I did have another question, however. I'm looking into possibly adding Cobl to my mod setup, as I've really been enjoying scavenging and alchemy and more plants (and its other additions) would be excellent. If I was to install Cobl (+the MMM Cobl Update and maybe Cobl Races), would running BOSS and rebuilding my batched patch be enough, or should I also uninstall and reinstall FCOM on top? Is this likely to destabilize my setup/should be left for a new playthrough?

Yeah, I'd say so. I've found that once you've got FCOm installed installing other mods around it is no problem as long as you, as you said, BOSSed it and rebuilt your bashed patch.
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Misty lt
 
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Post » Tue Aug 03, 2010 4:19 am

I'm still having npcs making a b-line to the river whenever I fight near it to go kill the slaughterfish. It's getting really irritating. What can I do to fix this?

It's rather easy to replicate. Just make a new guy, skip the tutorial with a mod, and go across the river straight ahead, should be 2 or 3 npcs around those ruins, it's pretty easy to make them go after fish.

Let me know if this is a bug, or a problem on my end.


What was that saying once again from MMM

"Player are no longer the center of attention" - Meaning that sometimes npc or creatures will go for other npc or creatures or mudcrabs or fish first before they even go for the player. This is by design once again.

Use friendly faction plugin to tone down the fighting between npc and creatures once again..

If that is not to your liking and you do not like that style of gamplay then MMM and FCOM are not for you really. Has that is one of main features of MMM faction fighting. Even fishes and mudcrabs are included in this.

Not a bug, design feature once again.
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Umpyre Records
 
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Post » Tue Aug 03, 2010 1:15 am

What was that saying once again from MMM

"Player are no longer the center of attention" - Meaning that sometimes npc or creatures will go for other npc or creatures or mudcrabs or fish first before they even go for the player. This is by design once again.

Use friendly faction plugin to tone down the fighting between npc and creatures once again..

If that is not to your liking and you do not like that style of gamplay then MMM and FCOM are not for you really. Has that is one of main features of MMM faction fighting. Even fishes and mudcrabs are included in this.

Not a bug, design feature once again.


Look, don't take this the wrong way. I'm trying to help. I understand why some bandit would want to kill a zombie nearby before getting to me, that's fine, but don't you think it's the least bit silly that, once I am spotted by the NPC, they start running over to cut my head off, and then suddenly they get distracted by some fish in the water they shouldn't even be able to visibly see and then dive in and just completely ignore me? It gives me free reign to casually walk up behind them and stab them in the back.

I can tell you're annoyed by my thinking that it's a bug, but you must understand that it really, really doesn't seem right. It's made worse by the NPCs water pathing isn't that great, and they swim all over the place trying to get to a fish near them. Please consider making fish an exception to the rule.
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Gisela Amaya
 
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Post » Tue Aug 03, 2010 12:12 am

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.


It was me he quoted. Faction Wars is more than just skirmishes when Bandits and Marauder, or Trolls and Imps, attack each other if they happen to be in the same area.
It's when one faction invades another faction's dungeon. I first noticed this when clearing out a fort while doing one of the quests for the Hoarfrost mod. The fort was jam packed with both Bandits and Marauder, even though only one faction was actually placed in the dungeon and I couldn't for the life of me understand where all the other guys came from. I think it was Corepc who explained it to me then.
I don't know the details, but there is a certain chance that a dungeon will see a Faction War when (I assume) the player enter. Not sure if it applies to only certain dungeons, either.
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James Smart
 
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Post » Tue Aug 03, 2010 11:16 am

It was me he quoted. Faction Wars is more than just skirmishes when Bandits and Marauder, or Trolls and Imps, attack each other if they happen to be in the same area.
It's when one faction invades another faction's dungeon. I first noticed this when clearing out a fort while doing one of the quests for the Hoarfrost mod. The fort was jam packed with both Bandits and Marauder, even though only one faction was actually placed in the dungeon and I couldn't for the life of me understand where all the other guys came from. I think it was Corepc who explained it to me then.
I don't know the details, but there is a certain chance that a dungeon will see a Faction War when (I assume) the player enter. Not sure if it applies to only certain dungeons, either.


Ah, OK, if so I have never ever heard of or experienced that feature ingame. It's not mentioned in the MMM readme either as far as I can see. But Corepc would of course know. The closest thing I can think of is a feature in OOO rather, where Minotaurs and Ogres are set up to hate each other and also march in groups against each other. But I haven't seen that happen in ages.

First off, I wanted to say thank you all for the work you've put into FCOM. I've really really been enjoying the experiences and surprises, and it adds a lot of depth and flavour to Oblivion where it might seem a bit off.

I did have another question, however. I'm looking into possibly adding Cobl to my mod setup, as I've really been enjoying scavenging and alchemy and more plants (and its other additions) would be excellent. If I was to install Cobl (+the MMM Cobl Update and maybe Cobl Races), would running BOSS and rebuilding my batched patch be enough, or should I also uninstall and reinstall FCOM on top? Is this likely to destabilize my setup/should be left for a new playthrough?

For reference, here is my mod list:

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  FCOM_Convergence.esm  [Version 0.9.9MB3]06  Armamentarium.esm  [Version 1.35]07  Artifacts.esm08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  Oblivion Citadel Door Fix.esp0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  Francesco's Optional Chance of Stronger Bosses.esp0D  Francesco's Optional Chance of Stronger Enemies.esp0E  Francesco's Optional Chance of More Enemies.esp0F  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]10  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]11  Bob's Armory Oblivion.esp12  FCOM_BobsArmory.esp  [Version 0.9.9]13  Oblivion WarCry EV.esp  [Version 1.09]14  FCOM_WarCry.esp  [Version 0.9.9MB5]15  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.35]16  ArmamentariumArtifacts.esp  [Version 1.35]17  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]18  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]19  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]1A  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]1B  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]1C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]1D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]20  FCOM_MoreRandomSpawns.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]21  OOO-WaterFish.esp  [Version 1.34]22  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]23  Abriael_Human.esp24  BridFetishGirl.esp25  Apachii_Goddess_Store.esp26  Knights.esp27  Knights - Unofficial Patch.esp  [Version 1.0.9]28  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]29  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]2A  MarkerExplore.esp2B  Guard six.esp2C  Bashed Patch, 0.esp2D  Street[censored]V1.2.esp  [Version 1.2]2E  X.Dea.Obscura.esp2F  The Ice Queen.esp


Thank you for your time.


It should be fine to install Cobl on top of it. I think the important thing is to install Cobl after MMM - can't see how Cobl and FCOM would overlap although I haven't checked it in TES4Edit.
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Ashley Tamen
 
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Post » Tue Aug 03, 2010 2:40 am

So Cobl takes OBSE for denocking arrows (awesome awesome idea, I no longer have to fire into the floor at my feet and run after the arrow as it rolls down the mountain), which also means I can install Enhanced Economy and and and...whee this is going to be fun!

Thank you for the assistance!

Edit: Okay, everything's not as peachy-keen as I thought. I've installed Cobl 1.72 (using OBMM) and the Cobl textures/meshes/whatever for Cobl Races. Then, looking at the OP, I also downloaded the Cobl for MMM patch. It in turn takes the Cobl 1.73 beta (the loot drop changes for merchants thing,) which is fine. I downloaded that off TESNexus and installed it. In the 1.73 beta notes, it states that there is no overarching module for FCOM - instead, activate both the OOO and MMM modules and make sure that the MMM patch loads last.

The issue is that when I run BOSS to sort my load order, it throws up two warnings, both of which I've copied verbatim below:

a) Cobl Glue.esp
. Note: Make sure to install the FCOM patch 'FCOM_Cobl.esp'.

b ) Cobl Tweaks.esp
!!! FCOM INSTALLATION ERROR: Delete. Already included in 'FCOM_COBL.esp'.

I don't have an FCOM_Cobl anywhere - do I need to go back and pull that out of the UFCOM installer, or what?

For reference, here's my load order BEFORE rebuilding my bashed patch:

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm09  Unofficial Oblivion Patch.esp  [Version 3.2.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  Francesco's Optional Chance of Stronger Bosses.esp0E  Francesco's Optional Chance of Stronger Enemies.esp0F  Francesco's Optional Chance of More Enemies.esp10  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]11  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]12  Item interchange - Extraction.esp  [Version 0.76]----> MISSING MASTER: Francesco's Optional New Creatures Add-On.esm----> MISSING MASTER: Qarls_Harvest.esm----> MISSING MASTER: Ulrim's Horses.esm----> MISSING MASTER: Diverse Wisps - Base.esm----> MISSING MASTER: Better Cities Resources.esm----> MISSING MASTER: AliveWaters.esp----> MISSING MASTER: advlt Books.esp----> MISSING MASTER: CT-Com's Torch Compendium.esp----> MISSING MASTER: Elder Scrolls Book Club - Oblivion.esp----> MISSING MASTER: Happyhannah's Wines.esp----> MISSING MASTER: More_Animals.esp----> MISSING MASTER: More_Vegetables.esp----> MISSING MASTER: Oblivion Collectible Cards.esp----> MISSING MASTER: Q - More and Moldy Ingredients v1.1.esp----> MISSING MASTER: Qarls_Harvest addon.esp----> MISSING MASTER: FF_Real_Thirst.esp----> MISSING MASTER: DLCSpellTomes.esp----> MISSING MASTER: Jade Dishes.esp----> MISSING MASTER: ExnemRuneskulls.esp----> MISSING MASTER: Mart's Monster Mod - Diverse Runeskulls.esp----> MISSING MASTER: Mart's Monster Mod - Gems & Gem Dust.esp----> MISSING MASTER: TIE.esp----> MISSING MASTER: T.I.E4MODS.esp----> MISSING MASTER: Qarls_Harvest addon_MMM.esp----> MISSING MASTER: zCats & Rats.esp----> MISSING MASTER: Jagnot- Imperial City Library V1.3.esp----> MISSING MASTER: Lost Paladins of the Divines.esp----> MISSING MASTER: PitcherPlantHarvestable.esp----> MISSING MASTER: Lily of the Valley Nectar.esp----> MISSING MASTER: Pitcher Plant and Lily Ingredients.esp13  Enhanced Economy.esp  [Version 4.3]14  Cobl Glue.esp  [Version 1.73]15  Cobl Si.esp  [Version 1.63]16  OOO 1.32-Cobl.esp  [Version 1.72]17  Bob's Armory Oblivion.esp18  FCOM_BobsArmory.esp  [Version 0.9.9]19  Oblivion WarCry EV.esp  [Version 1.09]1A  FCOM_WarCry.esp  [Version 0.9.9MB5]1B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.35]1C  ArmamentariumArtifacts.esp  [Version 1.35]1D  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]1E  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]1F  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]22  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]24  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]25  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]26  FCOM_MoreRandomSpawns.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]27  OOO-WaterFish.esp  [Version 1.34]28  MMM-Cobl.esp  [Version 1.73]29  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]2A  Abriael_Human.esp2B  BridFetishGirl.esp2C  Apachii_Goddess_Store.esp2D  Knights.esp2E  Knights - Unofficial Patch.esp  [Version 1.0.9]2F  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]30  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]31  MarkerExplore.esp32  Salmo the Baker, Cobl.esp  [Version 3.08]33  Guard six.esp34  Item interchange - Placement for FCOM.esp  [Version 0.76]----> MISSING MASTER: Cybiades.esm----> MISSING MASTER: Qarls_Harvest.esm----> MISSING MASTER: Enhanced Daedric Invasion.esm----> MISSING MASTER: TamrielTravellers.esm----> MISSING MASTER: DremoraCompanion.esm----> MISSING MASTER: Better Cities Resources.esm----> MISSING MASTER: More_Animals.esp----> MISSING MASTER: More_Vegetables.esp----> MISSING MASTER: Q - More and Moldy Ingredients v1.1.esp----> MISSING MASTER: Wogs!.esp----> MISSING MASTER: Crowded Cities 15.esp----> MISSING MASTER: Crowded Cities 30.esp----> MISSING MASTER: Crowded Roads.esp----> MISSING MASTER: Crowded Roads Advanced.esp----> MISSING MASTER: Crowded Roads Advanced less crowded.esp----> MISSING MASTER: Choices and Consequences.esp----> MISSING MASTER: C&C - The Blackwood Company.esp----> MISSING MASTER: Adonnays Classical Weaponry.esp----> MISSING MASTER: PersuasionOverhaul.esp----> MISSING MASTER: Thieves Arsenal.esp----> MISSING MASTER: DLCThievesDen.esp----> MISSING MASTER: Mart's Monster Mod - Additional Enemy NPC Vars.esp----> MISSING MASTER: TIE.esp----> MISSING MASTER: T.I.E4MODS.esp----> MISSING MASTER: ClocksOfCyrodiil.esp----> MISSING MASTER: ClocksOfCyrodiilBC.esp----> MISSING MASTER: ClocksOfCyrodiilOBC.esp----> MISSING MASTER: ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp----> MISSING MASTER: Ivellon.esp----> MISSING MASTER: Ancient_Goblin_City-4843.esp----> MISSING MASTER: Blackrock_Mountain-4489.esp----> MISSING MASTER: Lair_of_the_Hydra-4490.esp----> MISSING MASTER: MiniCyrodiil.esp----> MISSING MASTER: snowglobe.esp----> MISSING MASTER: The Ayleid Steps.esp----> MISSING MASTER: The_Dragon_Citadel-6178.esp----> MISSING MASTER: The_Tower_of_the_Lich_King-4492.esp----> MISSING MASTER: Unique Dungeons - Lichs Lair.esp----> MISSING MASTER: Unique Dungeons - Lost Glory.esp----> MISSING MASTER: DLCBattlehornCastle.esp----> MISSING MASTER: CybiadesDungeon.esp----> MISSING MASTER: The Lost Spires.esp----> MISSING MASTER: TOTF.esp----> MISSING MASTER: Blood&Mud.esp----> MISSING MASTER: Lost Paladins of the Divines.esp----> MISSING MASTER: xulStendarrValley.esp----> MISSING MASTER: xulChorrolHinterland.esp----> MISSING MASTER: xulAncientRedwoods.esp----> MISSING MASTER: xulArriusCreek.esp----> MISSING MASTER: xulRollingHills_EV.esp----> MISSING MASTER: xulBrenaRiverRavine.esp----> MISSING MASTER: xulImperialIsle.esp----> MISSING MASTER: bartholm.esp----> MISSING MASTER: Slof's Dogs.esp----> MISSING MASTER: MidasSpells.esp----> MISSING MASTER: Grandmaster of Alchemy.esp35  Cobl Races.esp  [Version 1.52]36  Cobl Races TNR.esp  [Version 1.53]37  Cobl Races TNR SI.esp  [Version 1.53]38  Cobl Races - Balanced.esp  [Version 1.52]39  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]----> MISSING MASTER: Qarls_Harvest.esm----> MISSING MASTER: Better Cities Resources.esm----> MISSING MASTER: Waalx Animals & Creatures.esm----> MISSING MASTER: ICEXPAND.esp----> MISSING MASTER: Imperial City Waterfront Tunnel Entrance.esp----> MISSING MASTER: Better Imperial City.esp----> MISSING MASTER: MidasSpells.esp----> MISSING MASTER: Francesco's Optional New Creatures Add-On.esm----> MISSING MASTER: morerunes' food collection.esm----> MISSING MASTER: The Clean Plate.esp----> MISSING MASTER: BrewHouse.esp----> MISSING MASTER: Bosmer Meat Mandate.esp----> MISSING MASTER: eek's Cooking Mod - Demo.esp----> MISSING MASTER: XiaValentinesDayGift07.esp----> MISSING MASTER: AliveWaters.esp----> MISSING MASTER: Cooking Mod v1.1 - Nuhmbuh1.esp----> MISSING MASTER: More_Vegetables.esp----> MISSING MASTER: CMOvens.esp----> MISSING MASTER: Mud Crabs!.esp----> MISSING MASTER: Mud Crabs!_MMM.esp----> MISSING MASTER: Soup01b.esp----> MISSING MASTER: D3Y_CulinaryMod_v1.esp----> MISSING MASTER: Rays Hunting System v1.esp----> MISSING MASTER: OMP-NewFood.esp----> MISSING MASTER: Shads Hunting & Fauna.esp----> MISSING MASTER: coffeeshop.esp----> MISSING MASTER: Cannibalism.esp----> MISSING MASTER: JQ-PizzaShop.esp----> MISSING MASTER: OblivionFarmer'sMarket3.esp----> MISSING MASTER: OblivionFarmer'sMarket3NoHungry.esp----> MISSING MASTER: More_Animals.esp----> MISSING MASTER: TamrielSnacks11-DV.esp----> MISSING MASTER: TamrielSnacks11-EV.esp----> MISSING MASTER: tchos' breakfast food.esp----> MISSING MASTER: GreatForestMarket.esp----> MISSING MASTER: Obicos_Ingredient_Increaser_v11-5131.esp----> MISSING MASTER: TSPPies_in_Cyrodiil.esp----> MISSING MASTER: lumi_alchemyexpanded.esp----> MISSING MASTER: sixlivion.esp----> MISSING MASTER: Shads Coffee.esp----> MISSING MASTER: MrPwners Cooking v0.1.esp----> MISSING MASTER: hunters_bounty.esp----> MISSING MASTER: Duke Patricks - Basic Exhaustion Plus Encumbrance And Sleep.esp----> MISSING MASTER: CDM-The Necromantic Experience.esp----> MISSING MASTER: LadyLis_dainties.esp----> MISSING MASTER: LadyLis_Leckerli.esp----> MISSING MASTER: CDM-Scavenge Corpse.esp----> MISSING MASTER: Bakery_Brewery01.esp----> MISSING MASTER: Cybiades.esm----> MISSING MASTER: npc with jobs.esm----> MISSING MASTER: CyrodiilUpgradeResourcePack.esm----> MISSING MASTER: CLS-Craftybits.esm----> MISSING MASTER: ElsweyrRiverhold.esp3A  Bashed Patch, 0.esp3B  Street[censored]V1.2.esp  [Version 1.2]3C  X.Dea.Obscura.esp3D  The Ice Queen.esp3E  Enhanced Economy - Soulgems.esp  [Version 4.2.2]


and AFTER rebuilding my bashed patch:

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Cobl Main.esm  [Version 1.73]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm09  Progress.esm  [Version 2.2]0A  Unofficial Oblivion Patch.esp  [Version 3.2.0]0B  Oblivion Citadel Door Fix.esp0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  Francesco's Optional Chance of More Enemies.esp11  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  Item interchange - Extraction.esp  [Version 0.76]13  Enhanced Economy.esp  [Version 4.3]++  MaleBodyReplacerV4.esp14  Cobl Glue.esp  [Version 1.73]15  Cobl Si.esp  [Version 1.63]16  OOO 1.32-Cobl.esp  [Version 1.72]++  Cobl Tweaks.esp  [Version 1.73]17  Bob's Armory Oblivion.esp18  FCOM_BobsArmory.esp  [Version 0.9.9]19  Oblivion WarCry EV.esp  [Version 1.09]1A  FCOM_WarCry.esp  [Version 0.9.9MB5]1B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.35]1C  ArmamentariumArtifacts.esp  [Version 1.35]1D  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]1E  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]1F  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]22  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]24  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]25  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]26  FCOM_MoreRandomSpawns.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]27  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.73]28  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]29  Abriael_Human.esp2A  BridFetishGirl.esp2B  Apachii_Goddess_Store.esp2C  ProgressRBSP.esp  [Version 1.0]2D  Knights.esp2E  Knights - Unofficial Patch.esp  [Version 1.0.9]2F  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]30  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]31  MarkerExplore.esp32  Salmo the Baker, Cobl.esp  [Version 3.08]33  Guard six.esp34  ProgressMBSP.esp  [Version 2.0]35  ProgressSBSP.esp  [Version 1.0]36  ProgressRacial.esp37  ProgressArmorer.esp  [Version 1.0]++  Item interchange - Placement for FCOM.esp  [Version 0.76]38  Beautiful PeopleV22 - MaleReplacerV4.esp39  Cobl Races.esp  [Version 1.52]3A  Cobl Races TNR.esp  [Version 1.53]3B  Cobl Races TNR SI.esp  [Version 1.53]++  Cobl Races - Balanced.esp  [Version 1.52]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]3C  Bashed Patch, 0.esp3D  Street[censored]V1.2.esp  [Version 1.2]3E  X.Dea.Obscura.esp3F  The Ice Queen.esp


Thank you for any help or guidance you can provide.
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Tue Aug 03, 2010 12:55 am

I encountered 2 orc mages in Goblin Jim's Cave yesterday, they where named too!

I also found one adventurer in cursed mine, didn't last much though
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Tue Aug 03, 2010 7:36 am

Edit: Okay, everything's not as peachy-keen as I thought.


Just follow the Quick Cobl for UFCOM Guide section in the opening post.
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Tue Aug 03, 2010 3:56 pm

Just follow the Quick Cobl for UFCOM Guide section in the opening post.


Ah, missed that! Thanks!

Also, having seen an Uberhulk Larva I don't want to see a full Uberhulk. Ever. Ever ever ever ever.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Tue Aug 03, 2010 10:50 am

I asked once for a "Spawn rates reduced reduced" for fcom and you told me to use MMM spawn pluglins... does that work well? I've been using it but so far I have only encountered enemies of my level... haven't explored much though. Of course in some dungeons there're the OOO npcs and stuff but I'm talking about the wirldenes

To make my own FCOM spawn rates reduced reduced could I just edit the spawn rates reduced.esp and in the leveledcriatures window modify all the edited ones with lower "counts"?

But if the difference between both is minimal it wouldn't be necessary (MMM-FCOM spawn plugins)
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Tue Aug 03, 2010 2:08 am

:banghead: :cry: So i just did something extremely stupid and ended up deleting my oblivion game along with all 100+ mods I installed. Now I have to go through and install this all over again. I just hope I can remember. I've just spent thee last all most 4 hours going through my mods making sure I have the ones for FCOM and deleting old ones I don't need any more either because i don't use them any more or there were updates. I'm taking a break till tomorrow and then will start installing this.
User avatar
Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Tue Aug 03, 2010 8:12 am

Can anyone recommend a good guide to installing FCOM CTD free?
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Tue Aug 03, 2010 5:28 am

Can anyone recommend a good guide to installing FCOM CTD free?

Sure, the 1st post. Otherwise try TESIV:POSitive website by Tomlong, can be found via google.
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

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