[RELz] FCOM Convergence and UFCOM #65

Post » Tue Aug 03, 2010 12:13 pm

Thanks. I am having persistent CTD's so I decided to re-install once more and for all. I have a question though...

Is it 100% OK to use my existing save-game after re-installing and modding Oblivion once again?

I am having lots of CTD's on the save, but I really don't want to restart all over again as i've gotten to a pretty good level.

So my question is, will I still have CTD's on a new install if using an old save-game or will it be OK?
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Sudah mati ini Keparat
 
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Post » Tue Aug 03, 2010 5:00 am

Is it 100% OK to use my existing save-game after re-installing and modding Oblivion once again?


It's hard to give a 100% answer on that, but it should be OK. Depending on your mod list, it can be impossible to even load a save after removing certain mods. None of the FCOM mods cause this, though. And in some cases the save itself can be problematic. Anyway, for FCOM in itself I'd say yes, but it depends on which other mods you're using as well.

Also, do this from a save in a secluded cell - and then wait for a respawn and make a new save.

Plus I'd recommend starting with a core FCOM setup and ensure the game is stable before adding other mods.
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Luna Lovegood
 
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Post » Tue Aug 03, 2010 6:44 pm

Thanks. I am having persistent CTD's so I decided to re-install once more and for all. I have a question though...

Is it 100% OK to use my existing save-game after re-installing and modding Oblivion once again?

I am having lots of CTD's on the save, but I really don't want to restart all over again as i've gotten to a pretty good level.

So my question is, will I still have CTD's on a new install if using an old save-game or will it be OK?

Some mods require or recommend a "clean" save. You can read more about clean saves on TESIV:POSitive.
http://tesivpositive.animolious.com/?page=first_run_guide
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Chris Ellis
 
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Post » Tue Aug 03, 2010 1:18 pm

Thanks. I am having persistent CTD's so I decided to re-install once more and for all. I have a question though...

Is it 100% OK to use my existing save-game after re-installing and modding Oblivion once again?

I am having lots of CTD's on the save, but I really don't want to restart all over again as i've gotten to a pretty good level.

So my question is, will I still have CTD's on a new install if using an old save-game or will it be OK?


Before you go down the re-installation route have a look http://www.uesp.net/wiki/Tes4Mod:FCOM#General_Instability_Issues to see if anything applies to you.
If you do end up re-installing ensure to marry your current save to your new mod listing.
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Destinyscharm
 
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Post » Tue Aug 03, 2010 6:53 am

Before you go down the re-installation route have a look http://www.uesp.net/wiki/Tes4Mod:FCOM#General_Instability_Issues to see if anyting applies to you.
If you do end up re-installing ensure to marry your current save to your current mod listing.


Yeah, I honestly don't know where the CTD's showed up from... this will be my 2nd time re-installing Oblivion from scratch heh. I've got to be more careful about what mods I install this time and I suppose I'll go down the dreaded activate, save, activate, save for each individual .esp/.esm this time just to make sure. Following TESIVPositive (thanks for this) and some of the 50_steps post. I'm still debating whether to get FCOM itself installed and then start installing all other mods, or go the route of the 50_steps page... I'm leaning towards FCOM itself then adding everything else on top this time.

Still a bit conflicted though as http://sites.google.com/site/oblivionpoinfo/installmods part of TESIVPositive suggests adding other mods in-between the FCOM install.
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Antonio Gigliotta
 
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Post » Tue Aug 03, 2010 9:25 am

Yeah, I honestly don't know where the CTD's showed up from... this will be my 2nd time re-installing Oblivion from scratch heh. I've got to be more careful about what mods I install this time and I suppose I'll go down the dreaded activate, save, activate, save for each individual .esp/.esm this time just to make sure. Following TESIVPositive (thanks for this) and some of the 50_steps post. I'm still debating whether to get FCOM itself installed and then start installing all other mods, or go the route of the 50_steps page... I'm leaning towards FCOM itself then adding everything else on top this time.

Still a bit conflicted though as http://sites.google.com/site/oblivionpoinfo/installmods part of TESIVPositive suggests adding other mods in-between the FCOM install.

Well, I'm not going to contradict either site if you want to follow those instructions.
But if you do come looking for assistance and quote me anything from there, wanna guess what my answer will be? :whistling:
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hannah sillery
 
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Post » Tue Aug 03, 2010 5:53 am

Well, I'm not going to contradict that site if you want to follow those instructions..
But if you do come looking for assistance and quote me anything from there, wanna guess what my answer will be? :whistling:


You would recommend adding all other mods on top of FCOM, right? I did not do that last time, but I was under the impression that is the most commonly accepted method now.
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Cat
 
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Post » Tue Aug 03, 2010 6:15 am

You would recommend adding all other mods on top of FCOM, right? I did not do that last time, but I was under the impression that is the most commonly accepted method now.

Spot on.
Everything you'll need is linked in the opening post.
And I'd really advise you to ensure that the basic setup works flawlessly before adding anything else.
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Tarka
 
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Post » Tue Aug 03, 2010 11:42 am

Spot on.
Everything you'll need is linked in the opening post.
And I'd really advise you to ensure that the basic setup works flawlessly before adding anything else.


Understood. One more small question as I'm in the middle of PYFFI's the meshes right now. After I use the PYFFI Automator program and I have my optimized meshes in a folder. Do I somehow add them back to the BSA or do I just add them to data/meshes?

EDIT: Also, why is the optimized FraNewItems.bsa almost twice as big as my current one? Does it include the creatures add-on as well (which is not needed for FCOM..) ?
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Emilie M
 
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Post » Tue Aug 03, 2010 3:55 pm

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)

I take it your rig is struggling with the current spawns?
You may want to have a look in the FCOM optionals folder for the SpawnRatesStronger plug-in. It significantly reduces spawns, finding most enemies where you expect them.
Do be warned that they will be tougher than the normal variety found in FCOM. It's approx on par with running with the game difficulty set at + 75% if your up for it. :hubbahubba:
Me? I just luv it. :twirl: :ahhh:
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MR.BIGG
 
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Post » Tue Aug 03, 2010 8:08 pm

And I'd really advise you to ensure that the basic setup works flawlessly before adding anything else.


Couldn't agree more. It should perhaps be added to a note in the opening post as well, as a recommended method. Lots of issues - and also difficulty to trouble shoot - comes from adding +100 mods right from the start. With Morrowind, before the Morrowind Code Patch, you HAD to have the complete mod set up when starting a new game as it was very sensitive to mod changes. Oblivion is much more forgiving on this point, so you can make clean saves, add or remove mods without issues in most cases.

Two other upsides: FCOM IS the core of the game if using it (much as OOO if using it etc.), so it's of primary importance to get that stable first. Pretty much ensures a stable game as you can fall back on it if something else makes the game unstable.

Also, personally I really like to notice the differences a mod makes as well. I added Realistic Fatigue, for example, after having played like five levels - and then it's of course really noticeable what it does. If adding lots of mods at once, you're not really sure what does what in my experience.
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Hairul Hafis
 
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Post » Tue Aug 03, 2010 5:29 pm

Understood. One more small question as I'm in the middle of PYFFI's the meshes right now. After I use the PYFFI Automator program and I have my optimized meshes in a folder. Do I somehow add them back to the BSA or do I just add them to data/meshes?


I have to keep reminding users this is the FCOM and not a general inquiry thread.
The best place for advice on PYFFI is in it's http://www.gamesas.com/index.php?/topic/1112284-inforelz-pyffi-python-file-format-interface/
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Sista Sila
 
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Post » Tue Aug 03, 2010 9:51 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.


I brought this up on the Team Alpha forum and it seems we're both partly right and partly wrong on this. MMM adds bandits to marauder lists and vice versa, which means you'll get Rockmilk in basically all bandit and marauder dungeons in a pure MMM game if I understood it correctly. This is toned down in FCOM - and more so with OOO in particular as it rules over a lot of dungeons. So in practise, it will be quite rare in an FCOM game - but I also have it in sections of dungeons and on outdoor spawns at times. Doesn't feel like faction wars in my game, perhaps partly because I use FCOM_SpawnRatesStronger.esp I guess, so I didn't think of those.

But thinking about it, I had a Rockmilk experience in a a couple of other dungeon ages ago, so I think it was when I played MMM + OOO really. Then it was a Rockmilk like war in every section and quite large at that.

Anyway, so it's MMM's jumbling up of bandit/marauder lists made rare by FCOM in general and OOO in particular.

EDIT: BTW, thanks for reminding me of Hoarfrost Castle. I've been meaning to check it out for ages, but I always forget about it as my chars don't use castles. But it seems awesome so I've finally installed it.
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Naazhe Perezz
 
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Post » Tue Aug 03, 2010 7:00 am

I'm having to do a full Oblivion reinstall and its been awhile since I had installed this. Question with Armamentarium and Armamentarium Artifacts do I install that as two seperate omods or can I combine into one omod?

EDIT: never mind I figured it out.
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Karl harris
 
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Post » Tue Aug 03, 2010 10:22 am

question with OMOBS and MOBS which do I use? I'm doing a full FCOM install and I notice in BOSS it says to use MOBS with the unofficial Oblivion patch. But I only see OMOBS listed in the first post.
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Laura Richards
 
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Post » Tue Aug 03, 2010 1:19 pm

I'm having to do a full Oblivion reinstall and its been awhile since I had installed this. Question with Armamentarium and Armamentarium Artifacts do I install that as two seperate omods or can I combine into one omod?

EDIT: never mind I figured it out.

Not really an FCOM question either...

Also, just use OMOBS.
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Kevin S
 
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Post » Tue Aug 03, 2010 5:23 pm

Not really an FCOM question either...

Also, just use OMOBS.

thanks
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Jonathan Egan
 
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Post » Tue Aug 03, 2010 3:51 pm

I take it your rig is struggling with the current spawns?
You may want to have a look in the FCOM optionals folder for the SpawnRatesStronger plug-in. It significantly reduces spawns, finding most enemies where you expect them.
Do be warned that they will be tougher than the normal variety found in FCOM. It's approx on par with running with the game difficulty set at + 75% if your up for it. :hubbahubba:
Me? I just luv it. :twirl: :ahhh:


Deja Vu

You said the same when I asked 1 or 2 months ago xD

But it says FCOM spawn rates stronger is like Spawns sighly reduced, that means MORE spawns than reduced right? I said that to me spawn rates reduced is too much already... I'd like something like spawn rates vanilla from MMM, but yeah I also like the "stronger enemies spawn sooner" thing...

Now I'm using spawn rates reduced reduced from MMM and I guess it's fine, I found a Polar Bear and a Frost Titan (both from OOO I think) with level 5 near bruma so I do find strong enemies soon too, like in OOO... it's just that I won't probably see MMM strong enemies until I'm high level right?
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Ray
 
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Post » Tue Aug 03, 2010 10:16 am

On the FCOM Expanded Load Order it shows Mannimarco Revisited... so I naturally assumed there was an FCOM support plug-in for this mod. There doesn't seem to be, is it OK to use it with my basic FCOM install same as with OMG, Ruined Tails Tale, B&M, and Mighty Umbra?
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Sierra Ritsuka
 
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Post » Tue Aug 03, 2010 10:28 am

Hi, sorry for the multiple posts in a row here but I'm trying to get my basic FCOM install set-up before installing other mods. I've noticed at least one oddity in the testinghall.

When I walk into the clothing warehouse, I see a large yellow triangle with what looks like an exclamation as soon as I walk in. Missing mesh? I have no idea what this could be..
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cheryl wright
 
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Post » Tue Aug 03, 2010 6:03 pm

When I walk into the clothing warehouse, I see a large yellow triangle with what looks like an exclamation as soon as I walk in. Missing mesh? I have no idea what this could be..

http://www.tesnexus.com/downloads/file.php?id=16704
A self explanatory little mod.

Use the Mannimarco OOO patch that's included with the mod download file. Pay particular attention to the load order given in it's readme.
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Rozlyn Robinson
 
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Post » Tue Aug 03, 2010 9:36 am

Edit: I had a bug to report about 'Set OOOFishSpawn to 0' causing CTDs with OOO 1.32-Cobl.esp, but then I figured out that if you disable OOO-Waterfish.esp it doesn't occur.
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Marilú
 
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Post » Tue Aug 03, 2010 8:01 pm

I'm sorry but I have a question I which I need a fairly quick answer. I was told on another forum - the general forum - that my FCOM install was incorrect because I do not have a Living Economy .esp. However, I do have Living Economy installed, becasue I'm getting the "startquest cflemnu".

So, I tested this by emptying my Francesco's Leveled Creatures Items Mod installer into a test directory. I made sure Living Economy was checked and the seperate .esps was checked. This produced a SI Living Economy but no other Living Economy .esp. I have the SI Living Economy .esp in my load order.

Now I'm concerned, though. Is my install correct? Should I have a Living Economy .esp in my load order?

~ Dani ~ :)
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Miragel Ginza
 
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Post » Tue Aug 03, 2010 9:09 am

I'm sorry but I have a question I which I need a fairly quick answer. I was told on another forum - the general forum - that my FCOM install was incorrect because I do not have a Living Economy .esp. However, I do have Living Economy installed, becasue I'm getting the "startquest cflemnu".

So, I tested this by emptying my Francesco's Leveled Creatures Items Mod installer into a test directory. I made sure Living Economy was checked and the seperate .esps was checked. This produced a SI Living Economy but no other Living Economy .esp. I have the SI Living Economy .esp in my load order.

Now I'm concerned, though. Is my install correct? Should I have a Living Economy .esp in my load order?

~ Dani ~ :)


From the first post of this thread: Do not use Living Economy - use Enhanced Economy instead (requires OBSE) :)
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Danger Mouse
 
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Post » Tue Aug 03, 2010 11:57 am

Edit: I had a bug to report about 'Set OOOFishSpawn to 0' causing CTDs with OOO 1.32-Cobl.esp, but then I figured out that if you disable OOO-Waterfish.esp it doesn't occur.


Have you checked with just OOO and Cobl and OOO 1.32 Cobl and Waterfish nothing else. To verify that problem exist with just those and not with something else from fcom etc.

Do you still have same problem ?

Did you check your bashed patch settings and make sure that you are importing inventory etc, and OOO 1.32 Cobl is active in load order.
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Symone Velez
 
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