[RELz] FCOM Convergence and UFCOM #65

Post » Mon Aug 02, 2010 10:35 am

UPDATE 2010-08-13 - New updates of Oblivion WarCry and FCOM_WarCry: http://www.gamesas.com/index.php?/topic/875610-oblivion-warcry/page__st__40__p__16271741&#entry16271741 and http://www.4shared.com/file/REdXF9Ks/FCOM_WarCry109.html!

BSA Testing! - See bottom of this post for new BSAs.

MMM and FCOM OMOD Installers make things easier: http://www.gamesas.com/index.php?/topic/995334-mmm-and-fcom-omod-installers

http://www.gamesas.com/index.php?/topic/1111751-relz-fcom-convergence-and-ufcom/


FCOM: Convergence

Francesco + WarCry + Oscuro + Martigen

(aka Cry FranOOOMMM)

Currently the FCOM Homepage does not hold up to the minute information and links.
Team FCOM can't access it for updates at the moment, but this situation should just be temporary.
In the interim please use this post in unison with the FCOM Homepage.



WARNING: FCOM is not for the faint of heart. It may chew your game up into tiny bits and spit it back in your face! Yes, Wrye Bash really is required.

There's no readme included with the download. Just this post, the website and the files. These explain everything extensively. Please read everything before posting to ask for help since it's very likely your question has already been answered. If you really do need help, feel free to post your questions, but be prepared to include a copy of your load order. To find this in Wrye Bash, simply right-click on the column header in the Mods tab, then select "List Mods". See http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Asking_for_Help for more details.

=============
KABOOM!
=============


FCOM: Convergence started as an experiment in compatibility and has grown into something more than the sum of its parts.

FCOM shatters previous barriers in the Oblivion mod community by letting you play four of the largest Oblivion "overhaul" mods at the same time -- Oscuro's Oblivion Overhaul, Martigen's Monster Mod, Oblivion WarCry, and Francesco's Leveled Creatures-Items. It also seeks to show how new item and/or creature expansion mods can be added directly to this environment, and thus includes direct support for Bob's Armory, Loth's Blunt Weapons, Exnem Runeskulls, Cobl, Tamrielic Ingredients, Knights of the Nine, Tamriel Travelers, and many other popular mods.


http://devnull.sweetdanger.net/convergence.html [with screenshots]


FCOM provides complete unification of Mart's Monster Mod and Oscuro's Oblivion Overhaul. It brings all of the numerous new creatures, NPCs, and items added by MMM and OOO into a consistent and balanced structure. In addition, it integrates Francesco's vast collection of new items and named NPC bosses along with new creatures and items from Oblivion WarCry.

To make all these great mods work together, FCOM provides a common infrastructure for a series of patches, rebalancers, and relevelers that work with the Bashed Patch feature of http://tesnexus.com/downloads/file.php?id=22368. FCOM also provides a bunch of http://devnull.sweetdanger.net/fcomoptions.html to let you further customize your experience. These options tweak various gameplay aspects and improve compatibility for a wide range of popular mods.

If you're looking for extensive compatibility guidelines, patches, more great OMOBS-balanced weapon mods, etc., then check out the http://www.uesp.net/wiki/Tes4Mod:FCOM pages on UESP!



==========================================================================

Submit your FCOM screenshots! I'm hoping to improve the collection of screenshots for the FCOM 1.0 release, so I've created a http://photobucket.com/FCOM

Now I need help from the FCOM fans out there! Please post your (good) FCOM screenshots to the Photobucket group for FCOM. I'll review and approve the best. All credit will be given to the uploaders, of course.

I've created a separate thread for http://www.gamesas.com/bgsforums/index.php?showtopic=798556". Please report any verified solutions there.


==========================================================
Unofficial FCOM Update for MMM 3.7b3
==========================================================

Requires a clean install of both OOO and MMM.

by Corepc

This is a Unofficial update to FCOM to hold everyone over until dev_akm returns. It is not an FCOM 9.9.5 version release.

This will bring FCOM into line with the MMM 3.7b3 update. It should also be considered as a major update.

Oscuro's and Mart's no longer share the same resource files.

If updating from any previous version of FCOM in order to use this version you must follow the MMM 3.7b3 rules.

A clean reinstall of both OOO and MMM is required followed by FCOM 9.9 beta.

Install UFCOM overwriting all current files and check your load order, rebuild the bashed patch, and wait x number of days for re-spawn to take effect and alterations to work.

Issues will most certainly occur if the above steps are not followed.

Please read http://www.gamesas.com/index.php?/topic/1091526-relzmartsmonstermod37b3-public-release-3-relz/ for install instructions for OOO/MMM/COBL/FCOM.

You must have the MMM 3.7b3 BSA installed and rename it FCOM_Convergence_MartsMonsterMod.bsa in order for meshes, textures and sounds to work with FCOM properly.

For compatibility reasons with the MMM BSA it's now important in which order some mods are installed.

Recommended install order:

Note: It's very much recommended to start from a clean install of the game before installing FCOM. Oblivion must be patched to 1.2.0416.

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1417
http://www.tesnexus.com/downloads/file.php?id=10739 (if applicable)
DLC's + Patches (if applicable)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=268 (optional)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953 patched to http://tesnexus.com/downloads/file.php?id=15256 (required)
http://www.worldofelderscrolls.de/?go=dlfile&fileid=12 patched to http://rapidshare.com/files/57753891/OWC_Patch_1.08b_1.085b.7z.html, patched to http://www.4shared.com/file/gQaLp9Ho/OblivionWarCry109.html (optional)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860 (optional)
http://www.tesnexus.com/downloads/file.php?id=18417 and http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5653 (optional)
http://pages.suddenlink.net/corepc/ (required)
http://www.tesnexus.com/downloads/file.php?id=21104 (optional)
http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/page__view__findpost__p__16187398 (optional, if applicable)
Cobl Races (optional)
http://www.tesnexus.com/downloads/file.php?id=12249 + supported add-ons (add-ons optional)
Body Replacement mods (Roberts, Exnem. EVE etc) (optional)
Texture replacers (optional)

To complete FCOM, install the http://www.4shared.com/file/144608444/c47efc89/ufcom.htmll files, overwriting where prompted. Also, get the http://www.4shared.com/file/REdXF9Ks/FCOM_WarCry109.html update.

Leveled list Creatures Fixes

  • Checked every single leveledlist for Creatures and NPC's and fixed as needed for MMM compatibility <- Tons of lists checked.
  • Checked every single Creature entry and updated those as needed <- Butt load of creatures fixed.
  • Checked all Factions and adjusted as needed.
  • Updated Liches to have Undead Faction added to them <- Beware - Liches and Undead are allies now, so undead groups are back in effect.
  • Reavers no longer spawn in undead locations. Liches and Undead types have been increased instead.
  • Both types of Balrogs have been rebalanced in the leveledlists. You will encounter them a little less than before. MMM now controls how they are placed in the leveledlists, which will make them rare - meaning you should no longer encounter them at level 1. They will now start to appear at level 10.
  • Balrogs are Boss type creatures once again.


MMM Creatures Additions to FCOM

  • Lesser Hill Giants, lvl 1-6.
  • Lesser and Ancient Tree Sprite.
  • Lesser Balrogs, and tweaks so they do not appear as often.
  • Lesser and Greater Elemental and Golem Types.
  • Diverse Will-O-Wisps.
  • Slof Horses and Spiders.
  • Adds many new Undead Skeletons with helmet variations.
  • Updated FCOM_Knights Plug-in - for better bash compatibility, merge option.
  • Updated ALL FCOM Spawn Rate Plugins for MMM 3.7b3 creatures and tweaks.
  • Updated FCOM_WarCry so that Staada does not appear until lvl 25.
  • The MMM No XXX Plug-ins will now work with FCOM - in particular Balrogs, Uberhulks and Skeep.
  • Diverse Runeskulls - you no longer require the Runeskulls.esp or FCOM_Runeskulls add-on with FCOM. Also check out Diverse Runeskulls re-balance.
  • Many more tweaks and fixes most likely that I have forgotten.



Important Note: Make sure you've got Wrye Bash 221 or later -- it contains the latest bug fixes. If you use Wrye Bash 106-112 to import/update NPC levels, you'll start seeing in-faction fighting and possibly CTDs. The problem is fixed in Wrye Bash v116. You may need to use the new Repair Factions command to fix any savegames mangled by the earlier bugged function.

As always, make sure you follow the http://devnull.sweetdanger.net/fcomloadorder.html and be sure to rebuild the bashed patch after installing this update!

See the http://devnull.sweetdanger.net/fcomversions.html page for details on prior versions

Highly recommended: TheNiceOne has made http://www.gamesas.com/bgsforums/index.php?showtopic=995334 which ensures that exactly the correct files are installed and the BSA is properly renamed.

Be sure to get the http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z, which fixes several issues already discovered with the Entropic Order (that patch download also includes an optional EntropicOrderhardcoe plugin that makes them extremely deadly; use either the Rebalance or hardcoe, not both)


QUICK START
=============

Note: It's very much recommended to start from a clean install of the game before installing FCOM. Oblivion must be patched to 1.2.0416.

Install
http://tesnexus.com/downloads/file.php?id=22368 and http://www.tesnexus.com/downloads/file.php?id=2097, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1417, http://www.tesnexus.com/downloads/file.php?id=10739, DLCs & http://www.tesnexus.com/downloads/file.php?id=9969, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=268, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953 and http://tesnexus.com/downloads/file.php?id=15256 (patch requires OOO 1.33 Full. Full version only ATM), http://www.worldofelderscrolls.de/?go=dlfile&fileid=12 and the http://rapidshare.com/files/57753891/OWC_Patch_1.08b_1.085b.7z.html and http://www.4shared.com/file/gQaLp9Ho/OblivionWarCry109.html patches, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860 and http://www.tesnexus.com/downloads/file.php?id=12939 (opt), http://www.tesnexus.com/downloads/file.php?id=18417 and http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5653 (opt), http://pages.suddenlink.net/corepc/, http://www.tesnexus.com/downloads/file.php?id=21104 (opt), http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/page__view__findpost__p__16187398 (opt, if applicable), Cobl Races or http://theelderscrolls.info/?go=dlfile&fileid=215 (opt), http://www.tesnexus.com/downloads/file.php?id=12249 and http://www.4shared.com/file/144608444/c47efc89/ufcom.htmll, the http://www.4shared.com/file/REdXF9Ks/FCOM_WarCry109.html update, http://www.tesnexus.com/downloads/file.php?id=28537, Other Mods, Body Replacers, Texture Replacers.

See the http://devnull.sweetdanger.net/fcominstall.html and the http://devnull.sweetdanger.net/convergence.html for more details.


Updated Fran's Quick Install Guide from the First Time User Install Guide

Shivering Isles Version (only if you have SI installed)
Lyrondor's Combat Behavior (recommended)
MOBS (highly recommended, so that Fran's Weapons get MOBS stats)

hardcoe Loot (recommended)
Do not use Living Economy - use http://www.tesnexus.com/downloads/file.php?id=25078 instead (requires OBSE)
Optional Leveled Guards (for the SI version)
Optional Chance of More Enemies (for the SI version)

Optional Chance of Stronger Enemies (required)
Optional Chance of Stronger Bosses (required)
New Items Add-On' (required by the FCOM add-on FCOM_FrancescosItemsAddOn.esp)
Do not Merge Optional Files!

Cell Respawn Time (if you want to change this, do so in Wrye Bash)
Day Length Rescale (if you want to change this [I use a value of 12], do so in the console by typing the command set timescale to )
Skill Progression Speed (use another mod like http://www.tesnexus.com/downloads/file.php?id=14304 instead for this)

Download and install Fran's 4.5b Add-On Package and select the following:
http://i31.tinypic.com/316995e.png
http://i32.tinypic.com/esq8vk.png or

http://www.megaupload.com/?d=ZAENT2I2 and rename the bsa to FCOM_Convergence_FraNewItems.bsa

At this point, only these plugins from Fran's should be in your "Data" folder (together with 'FraNewItems.bsa'):

Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Chance of More Enemies.esp (only if you have SI installed)
Francesco's Optional Leveled Guards.esp (only if you have SI installed)


Quick Cobl for UFCOM Guide

1. Download and install http://www.tesnexus.com/downloads/file.php?id=21104.
2. Download and install http://www.tesnexus.com/downloads/file.php?id=21104.
3. Download and install the http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/page__p__16187398&#entry16187398.
4. Don't use FCOM_Cobl.esp or Cobl Tweaks.esp. Use OOO Cobl 1.32 has well


Load Order
Before you start, please read http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Setting_the_Load_Order. Really. The whole thing. Even if you think you know what you're doing. You've been warned. Good. With that out of the way, we can continue.

*http://devnull.sweetdanger.net/fcomloadorder.html This is the basic, minimal configuration guide for FCOM. Does not include details on the optional files.
*http://devnull.sweetdanger.net/fcomloadorderexpanded.html This is a much more advanced and complex configuration guide for FCOM - including details on all of the optional files.


Quick Guide on using BOSS and Wrye Bash for bash tagging and setting the load order

Install: http://www.tesnexus.com/downloads/file.php?id=20516.

1. Copy Bashed Patch, 0.esp from the Mopy/Extras folder to the Data folder.
2. Open Wrye Bash, go to the Mods window, click Load Order to have the mods listed accordingly. Right-click the File-header in the Mods window and make sure Lock Times is unchecked. Also, right-click in the Bash Tags window in the lower right and make sure that Automatic is checked.
3. Launch BOSS. Note that Wrye Bash has handy shortcut icons for BOSS and other utilities.
4. When BOSS is finished the esp's will be correctly tagged - and the mods correctly load ordered. Note that BOSS also gives useful comments on version numbers, compatibility issues etc., so it's a good idea to check the BOSSlog.text.


Quick Bash Check Guide for Wrye Bash 287
A quick guide on what to check in the Bashed Patch when rebuilding it for an FCOM setup. Based on Wrye Bash 287.

Generally you can rely on BOSS and Wrye Bash giving the correct bash tags and load order, so as a general rule you can check all mods that turn up in the respective Bashed Patch sections. There are a couple of exceptions with the current FCOM release, though, noted in the guide below.

1. Right-click Bashed Patch, 0.esp in Wrye Bash > Rebuild patch:

Merge Patches - Generally all mergeable mods can be checked.
Import Actors - All FCOM mods and UOP checked.
Import Actors: AIPackages - All FCOM mods and UOP checked. Tag FCOM_Convergence.esp with Actors.AIPackagesForceAdd.
Import Actors: Death Items - All FCOM mods and UOP checked.
Import Actors: Spells - All FCOM mods checked. Tag Oscuro's_Oblivion_Overhaul.esm, Mart's Monster Mod.esm and Oscuro's_Oblivion_Overhaul.esp with Actors Spells. Tag FCOM_Convergence.esp with Actors.SpellsForceAdd.
Import Factions - All FCOM mods and UOP checked. Exception: Oscuro's_Oblivion_Overhaul.esp.
Import Graphics - All FCOM mods. Tag Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp with graphics.
Import Inventory - All FCOM mods and UOP checked.
Import Relations - All FCOM mods and UOP checked. Exceptions: Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp.
Import Scripts - All FCOM mods and UOP checked.
Import Stats - All FCOM mods and UOP checked.
Leveled Lists - Generally rely on tags.
Tweak Names - Rename Dwarven to Dwemer.

Notes to the Quick Bash Check Guide:
- "All FCOM mods" means select FCOM, Frans, OOO, MMM, WarCry in that patch section but take note of exceptions.
- Adding a bash tag to a mod: highlight it in the Mod window > right-click in the Bash Tags window in the lower right > choose appropriate tag.

See the http://devnull.sweetdanger.net/convergence.html section on the FCOM Homepage for more info (scroll down a bit to find it). [Note: The info is somewhat outdated but a good introduction.]

FCOM FAQs
A bunch of common questions and answers, covering very important topics like how to set up FCOM and unimportant topics like how the project got started and where it's heading, etc.: http://devnull.sweetdanger.net/fcomfaqindex.html.


Also, don't forget to check out the awesome trailer by Vini!

FCOM: Convergence 1.0 Official Trailer

http://www.megaupload.com/?d=7U7JVRLO

Note: The MegaUpload Hi-Res version requires Xvid codec. Does not work with the DivX codec. If it looks pixellated, you've got the wrong codec.

http://www.gametrailers.com/player/usermovies/142365.html


TESTING
=============

Cleitanious has created a great test module for FCOM (actually it will work even with vanilla Oblivion, but he made it to help test this mod, for which I am very grateful). It's in the TestResource subdirectory and is named 300_Test.esp.

If you load up the game with 300_Test.esp active, you will automatically be teleported to the first testing room.

There are 30 different test cells in all. Each cell includes different containers and spawn points. The spawns are behind an invisible barrier so you can examine the creatures/NPCs behavior, faction aggression, AI, etc. safely.

Use the console command "coc 300TestCell00" through 29 to view them all.

Each cell also has a sigil stone that will respawn each cell except the one you are currently in. So, if you need to re-test a certain spawn multiple times, just coc to the next room, hit the sigil stone, then coc back.

Every spawn point and loot chest are there, so you should see everything except Dremora currently (this will soon change).

The point of all this is it gives an easy way to test for Bashed List problems, check spawn counts, check faction aggression, check whether bandits attack the bandit leader, etc.

Don't forget to deactivate 300_Test.esp when you're done testing and want to continue with regular playing


Team FCOM:
dev_akm -- project leader.
Martigen -- original MMM for FCOM design and WarCry faction integration.
Waalx -- original RealSwords modules and new Undead RealSwords used as the basis for FCOM_RealSwords.
StarX -- FCOM FAQ, user guide, and tons of help maintaining the ESF thread!
nb_nmare -- Unity project.
Wrye and ElminsterEU -- critical tools.
Vini -- WarCry and MMM faction integration, trailer.
Shadowborn -- massive script improvements.
Corepc -- Current Manager for MMM, Armamentarium and Artifacts, EVEHGEC, MOBS, Travellers, help with everything Frans/OOO/MMM/FCOM related
Showler -- tons of bugfixes and help on forum threads.
Cleitanious -- test module.
SpaceBoy -- Bob's Armory rebalance.
Arkngt, Shikishima and Tobit -- massive help maintaining the FCOM threads on ESF.
Sein_Spvssyn -- Runeskulls rebalance, Entropic Order, bugfixes.
ElminsterEU -- Slof's Robe Trader integration.
Random007 -- BOSS load-order setup utility.
Lilith -- updates to Martigen's Monster Mod.
Axil -- support patch for KDCircletsOOOOptimized - NPC Equip.
Beta Testers: markb50k, Vini, Cleitanious, StarX, Corepc, Chambertain, SickleYield, cl526, kumkum, ska8tdude, SpaceBoy, LurksInShadow, Psyringe, Arkngt, XD829, Twipley, lollerich, jdayT, Dazu, Eventine Shangea, Skycaptain, Tobit, showler, Axil, Jaded42, Shikishima, Shikamaru_4, Sein_Spvssyn, Chewu, Lyrondor, daemondarque, bg2408, PacificMorrowind and many more.
Entropic Order credits: created by Sein_Spvssyn. Contributors included dev_akm (testing, balancing, and spawn control), Nicoroshi (Dreadweave set), blackshark64 (Dragon Armor), commissardan (Rivan Sword), TaylorSD (stealth armor compilation), Cryo_ (face mask), LHammonds (texture modifications to stealth armor and face mask), Painkiller97 (Morrowind-style Ebony sword and shield), and zman (Negotiator sword).


CREDITS
=============

In addition to the core team working on this mod, a lot of other folks have contributed greatly. I don't really even know where to begin.

The real heroes, of course, are the original creators of all the great mods integrated by FCOM, including: Sotobrastos, Martigen, Newcomer24, L@zarus, Mr. Dave, Waalx, Loth DeBonneville, Tarnsman, and more. You guys rock!

Martigen deserves special recognition because he spent many long hours discussing various ideas and technical details with me, in addition to supporting the project directly with the original MMM for FCOM plugin.

Huge thanks go to all of the creators of the fantastic mods supported by the optional add-ons, and especially to nb_nmare for the Unity project and to Quarn and Kivan for the Unofficial Oblivion Patch (which is required for some of the optional add-ons and is probably used in some that don't specifically require it).

I also owe a huge debt to ElminsterEU and his fantastic TES4Edit program. I never would've had the time to make all the optional add-on plugins with TESCS, even if it were technically possible (which is doubtful).

None of this would work without the massive contributions of Wrye and his amazing Wrye Bash program.

We also could not have done any of this without ScripterRon's original TES4 Plugin Utility and KomodoDave's improvements in TES4Gecko.

Also, a huge thank-you is owed to the many beta testers who have offered support, encouragement, and feedback for the numerous beta versions. Thanks so much for all your help!

dev_akm




================================

BSA Testing

The FCOM Team ask for your assistance with BSA testing for UFCOM, Oblivion WarCry and Bob's Armory Oblivion.

Required: You need to uninstall all resources from FCOM_Convergence, WarCry and Bob's before using these bsa's. Do not uninstall Frans, OOO, MMM - only FCOM_Convergence, Bob's and WarCry resources. Use either BAIN or make an omod with just the meshes, textures, sounds from those mods, and install, overwrite and uninstall - then replace with bsa.

================================

http://www.megaupload.com/?d=0IGOWXL4

  • FCOM resources packaged in single uncompressed BSA.
  • It has been pyfii but it was an older version.
  • Textures have been checked for mip map as well.


But a few could have been missed so report any purple objects, flat black looking or missing mesh - wtf problems.

================================

http://www.megaupload.com/?d=LNG7LWO1

  • Oblivion WarCry resources packed into a single uncompressed BSA.
  • Has not been pyfii, WarCry has some weird stuff once again.
  • Textures have been checked for mip map as well.


But a few could have been missed so report any purple objects, flat black looking , or missing mesh - wtf problems.

BSA Loading and BSA File Date

  • Do not rename the BSA's, they are named correctly and will load as needed.
  • FCOM RealSwords and WarCry do not overwrite any other mod resources, so file date on bsa is not of importance, unless you have textures replacer or meshes replacers for their resources. Which you need to reinstall after these.


================================

http://www.megaupload.com/?d=VHBH920B

  • Bob's Armory Oblivion resources packed into a single uncompressed BSA.
  • Not Pyfii.
  • Added Mip Map to all Textures that needed so users should be able to run in small or medium textures settings with Bob's Armory now.
  • Do not change name as BSA will launch if Bob's Armory Oblivion.esp is activated.
  • Does not contain any overwrite or conflicts for sure, all new objects so date does not matter, unless you have a texture replacer or body mods for Bob's (which I want if you do)..install those after.


Please report any problems that you have with them.

Enjoy

TEAM FCOM


==============

Optimized Fran's New Items and New Creatures BSAs

By Arthmoor

A while back in either an FCOM thread or on a Fran's thread I had mentioned that I'd gone through and cleaned up a lot of broken meshes and done PyFFI on those that could be. Ive had the files sitting around for awhile now, and have been unable to get ahold of Dewshine. Hardly a surprise I guess as she's not been here in eons.

Anyway, someone asked me about it today and I just uploaded the files:

Hopefully someone somewhere can get these to where they need to go to be distributed as needed.

http://www.megaupload.com/?d=ZAENT2I2
http://www.megaupload.com/?d=NB1V4HTS [Note: Fran's New Creatures shouldn't be used with FCOM.]

ENJOY
TEAM FCOM

User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Mon Aug 02, 2010 5:14 pm

Update Diverse Waterlife to version posted in MMM Thread post 3

Okay, did that, but I'm still having the strange issue where, when I engage some humanoid enemies, they run straight past me and start attacking fish.
User avatar
stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Mon Aug 02, 2010 6:50 pm

Started a new game with the updated Diverse Waterlife. Still getting land fish.

Edit: Hmm, actually maybe I need to make a new Bashed Patch, I can't remember if I made one or not. I'll try again. (Edit2: Nevermind, you can't even Bashed Patch Diverse Waterlife.)
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Mon Aug 02, 2010 8:33 am

Okay, I've got a nasty glitch to report with using Deadly Reflex and FCOM. When I got a speed debuff put on me, it allowed me to move backward at full speed. I'm not sure if Deadly Reflex is to blame or not.

Edit: How odd, now I can't seem to replicate it with the same save.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Mon Aug 02, 2010 4:36 am

Okay, I've got a nasty glitch to report with using Deadly Reflex and FCOM. When I got a speed debuff put on me, it allowed me to move backward at full speed. I'm not sure if Deadly Reflex is to blame or not.

Edit: How odd, now I can't seem to replicate it with the same save.


I had something like this happen to me today on a botched fcom install as well. I got the disease "Helljoint" which is supposed to drain agility and speed by 5 each. Caught it from a wolf. Instead, I have the ability to run super fast. Might be because of the botched fcom install or might be something with fcom proper itself?
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Del Arte
 
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Post » Mon Aug 02, 2010 4:53 pm

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. For the Unofficial Oblivion Patch, how much does it matter what you answer about the custom body mod question? Does FCOM do anything about fixing the stock armor/clothing on its own, making it unnecessary? What if a user installed a body mod later, can it safely overlap?

Trying to make sure I get everything right step by step.
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Philip Lyon
 
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Post » Mon Aug 02, 2010 1:40 pm

After re-reading the install instructions more, I think I have a much better grasp for things. Re-created the bash patch and things appear to be working fine.


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  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 3.2.10]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  MOBS SI.esp  [Version 1.2.2a]0D  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]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]13  All Natural - Real Lights.esp  [Version 0.9.9.5]14  All Natural.esp  [Version 0.9.9.5]15  All Natural - SI.esp  [Version 0.9.9.5]16  Living Economy.esp17  Living Economy - Items.esp18  Cutthroat Merchants.esp19  DLCHorseArmor.esp1A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1B  DLCOrrery.esp1C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1D  DLCVileLair.esp1E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1F  DLCMehrunesRazor.esp20  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]21  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]22  DLCThievesDen.esp23  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]24  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]25  Bob's Armory Oblivion.esp26  FCOM_BobsArmory.esp  [Version 0.9.9]27  Oblivion WarCry EV.esp  [Version 1.09]28  FCOM_WarCry.esp  [Version 0.9.9MB3]29  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]2A  OMOBS_SI.esp  [Version 1.0]2B  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2C  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]2D  FCOM_RealSwords.esp  [Version 0.9.9]2E  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]2F  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Werewolves.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]36  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 G&GD.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]37  FCOM_Archery.esp  [Version 0.9.9]38  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]39  FCOM_MoreRandomItems.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]3A  OOO-WaterFish.esp  [Version 1.34]3B  Artifacts.esp3C  DLCBattlehornCastle.esp3D  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]3E  DLCFrostcrag.esp3F  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]40  Knights.esp41  Knights - Unofficial Patch.esp  [Version 1.0.9]42  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]43  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]44  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]45  Alternative Start by Robert Evrae.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]46  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp47  Bashed Patch, 0.esp48  Streamline 3.1.esp


Regarding MOBS and OMOBS, are they both supposed to be installed, or just one? And should I be using turning off FCOM archery if I'm using OMOBS/MOBS?
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Jake Easom
 
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Post » Mon Aug 02, 2010 4:48 am

After re-reading the install instructions more, I think I have a much better grasp for things. Re-created the bash patch and things appear to be working fine.

*snip*

Regarding MOBS and OMOBS, are they both supposed to be installed, or just one? And should I be using turning off FCOM archery if I'm using OMOBS/MOBS?


Get rid of MOBS and just use OMOBS. OMOBS has additions that were designed to work specifically with OOO and FCOM. Archery is a great tweak that can be used right along with OMOBS.

Also get rid of these:

33 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
46 Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

Gems & Gem Dust doesn't work well with FCOM. Use MMM - Diverse Runeskulls Loot OOO.esp instead. Also, instead of using Fran's respawn and timescale options, change it in the Bash patch instead. They are under "Globals:Timescale[1]" and "Tweak Settings:Cell Respawn Time [1 Day]." Just right-click on each option to change its value.

When rebuilding the Bash patch, make sure there are no plugins you won't be using in the Data directory or else the Leveled Lists may be messed up. I was ignorant of this before and now the encounters and loot make a lot more sense.
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BaNK.RoLL
 
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Post » Mon Aug 02, 2010 8:31 am

Great tip about the unactive items in the data folder, thanks.

re: the Global values, what would you recommend for each value?
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Cccurly
 
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Post » Mon Aug 02, 2010 6:05 pm

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. For the Unofficial Oblivion Patch, how much does it matter what you answer about the custom body mod question? Does FCOM do anything about fixing the stock armor/clothing on its own, making it unnecessary? What if a user installed a body mod later, can it safely overlap?

Trying to make sure I get everything right step by step.

This package does not include any of the mods themselves, right? UOP's install has nothing to do with FCOM, other than that it needs to be installed beforehand. If you do not have a body replacer, choose no. If you do use a body replacer, still choose 'No' because you can simply install the body mod on top of the UOP. FCOM expands the game. It does not replace every file.

If you use a body replacer, just grab the FCOM (or Fran, MMM and OOO) mesh replacers for that body mod. You can find such replacers on TESNexus for any of the well-known body replacers.


Edit: @Vis: The only mod for which (current) FCOM docs mention MOBS is Fran. Everything else should be OMOBS, if possible. Install stand-alone OMOBS, not MOBS. That instruction is clear as day in the opening post. It does not make sense to install both since their changes overlap completely. You would only see the effects of one anyway. Also, kick the combat settings add-on. OOO takes care of that. Remove MOBS and install OMOBS...
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Smokey
 
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Post » Mon Aug 02, 2010 6:23 pm

Great tip about the unactive items in the data folder, thanks.

re: the Global values, what would you recommend for each value?

I like using a Timescale of 12 because I like to avoid using fast-travel. With this setting it takes about 2 in-game hours to reach Chorrol from the IC, and about 4-5 to reach Bruma. This way I can reach a location before most of the day is gone. I still like the default Cell Respawn Time of 3 Days. I still like to exploit it just a little to get loot that I want. Plus with the timescale at 12, three days is more than enough time to go back for something you may have forgotten. It also keeps the encounter rate up to keep the game interesting.
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Rhysa Hughes
 
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Post » Mon Aug 02, 2010 7:17 pm

I like using a Timescale of 12 because I like to avoid using fast-travel. With this setting it takes about 2 in-game hours to reach Chorrol from the IC, and about 4-5 to reach Bruma. This way I can reach a location before most of the day is gone. I still like the default Cell Respawn Time of 3 Days. I still like to exploit it just a little to get loot that I want. Plus with the timescale at 12, three days is more than enough time to go back for something you may have forgotten. It also keeps the encounter rate up to keep the game interesting.

My settings are similar at a timescale of 10 and the default 3 days cell respawn time. At first, with this most recent build, I set the respawn to 14, but as I was thinking about testing (since that is the stage I am at with the build, currently) two weeks is way too long. The sooner you pick up on respawn bugs, the better; not to mention, triggering cell respawns is a common troubleshooting/updating method, and waiting more than 72 hours is more annoying... You could empty Cyrodiil (as much of it as your character's stats can handle) at a timescale of 10 or 12 with a really long cell respawn time...
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Adam Baumgartner
 
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Post » Mon Aug 02, 2010 5:42 am

This package does not include any of the mods themselves, right?


The plan is to include every program and mod (in omod format) required or recommended for FCOM, numbered according to appropriate install order and already updated with the separate hotfix patches, as well as a step by step guide that leaves nothing out and uses screenshots. Probably going to use a torrent. Might be private if people fuss about redistribution.
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KIng James
 
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Post » Mon Aug 02, 2010 4:11 am

The plan is to include every program and mod (in omod format) necessary for FCOM, numbered according to appropriate install order and already updated with the separate hotfix patches, as well as a step by step guide that leaves nothing out and uses screenshots. Probably going to use a torrent. Might be private if people fuss about redistribution.

You are going to hear from the team about this as soon as they log on. I, personally, am completely against FCOM compilations (and most other compilations.) Not only is it disrespectful to go against the explicit wishes of the current managers of these mods, but since all of the components are managed separately and no one has the experience to maintain support for all of the involved mods, it is not completely fair to the users either. I am on the conservative side of respecting authors rights to control the distribution and modification of their mods, and I do not make any mods.
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Skrapp Stephens
 
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Post » Mon Aug 02, 2010 4:19 pm

You are going to hear from the team about this as soon as they log on. I, personally, am completely against FCOM compilations (and most other compilations.) Not only is it disrespectful to go against the explicit wishes of the current managers of these mods, but since all of the components are managed separately and no one has the experience to maintain support for all of the involved mods, it is not completely fair to the users either. I am on the conservative side of respecting authors rights to control the distribution and modification of their mods, and I do not make any mods.

Step by step compilation packages do a good job of teaching someone who has never touched an Oblivion mod before a very user-friendly introduction to maintaining his mods should he feel the need to update. Right now a new user has to pour in days of research to not only get everything set up according to the instructions, but fix mistakes and possibly start over from scratch. It is not easy, and there's a lot of obstacles that can deter new users, and even speaking as someone who has done this before, the amount of options there are nowadays is a bit overwhelming.

As I said, I'm prepared to make this private.
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AnDres MeZa
 
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Post » Mon Aug 02, 2010 6:39 pm

The plan is to include every program and mod (in omod format) required or recommended for FCOM, numbered according to appropriate install order and already updated with the separate hotfix patches, as well as a step by step guide that leaves nothing out and uses screenshots. Probably going to use a torrent. Might be private if people fuss about redistribution.


Honestly, if you were going to do something like this, the way to go about it would be to set up a GIT repository that you can update what you need so that only files that get changed would be pushed to a client synching into the repository. Once you know a new build is stable, you just put the changes up. It would also need to be for your own private use and that of some friends, not something you could post about here.
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Joe Bonney
 
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Post » Mon Aug 02, 2010 12:45 pm

Honestly, if you were going to do something like this, the way to go about it would be to set up a GIT repository that you can update what you need so that only files that get changed would be pushed to a client synching into the repository. Once you know a new build is stable, you just put the changes up. It would also need to be for your own private use and that of some friends, not something you could post about here.


That's a good idea, I'll look into it.

It's really a shame there are so many mod creators/maintainers against compilation packages, they do a lot to bring in new people into the community.
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Rude_Bitch_420
 
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Post » Mon Aug 02, 2010 8:31 am

That's a good idea, I'll look into it.

It's really a shame there are so many mod creators/maintainers against compilation packages, they do a lot to bring in new people into the community.


It's an age old battle, people don't like to lose control of content they've created, even if it's only where it's hosted. The OblivionGIT idea was something I tossed around for the last few days, and it's probably entirely feasible. But, you'd have to make it for your own private use, the mods and community wouldn't let you post it here. It's an interesting idea though, if only for personal use for backups, etc. You could essentially use it to create your own "version" or "vision" of oblivion and not only that, but constantly update it as well, creating a de-facto evolving/living version of Oblivion or any other total conversion you wish to make.

Now if you *really* want to get crazy, use a system like gentoo uses (portage?) to let you create you own version on the fly with an interface, but thats a project that would take several people who would never want to see something like that (or OblivionGIT) happen.
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Flash
 
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Post » Mon Aug 02, 2010 7:31 am

Step by step compilation packages do a good job of teaching someone who has never touched an Oblivion mod before a very user-friendly introduction to maintaining his mods should he feel the need to update. Right now a new user has to pour in days of research to not only get everything set up according to the instructions, but fix mistakes and possibly start over from scratch. It is not easy, and there's a lot of obstacles that can deter new users, and even speaking as someone who has done this before, the amount of options there are nowadays is a bit overwhelming.

As I said, I'm prepared to make this private.

You can teach users how to use mods without 1) choosing one of the most complicated mods available for Oblivion and 2) without disrespecting various modders. FCOM is not for new mod users. Most are made for FREE by these authors here. They have no obligation to write extensive ReadMes or support their mods at all. Plus, if you hand them some cookie cutter set of OMODs that simply work, what are they going to do when they want to install a mod that is not provided in such nice packaging? There is a difference between teaching and handing out shortcuts. If you were really interested in teaching users how to use mods instead of making a convenient FCOM package, you would not use FCOM at all. At least, a good teacher would not choose the a mod with the most complicated install around. However, I guess the user would not even realize that that was the case. They will have a nice FCOM setup and a nice Bashed Patch with no understanding of the hows and the whys of modding in general, not to mention Wrye Bash. It would take weeks upon weeks to to cover the depth required for teaching users about all of the utilities and conflicts and compatibility issues that the FCOM install involves.


Edit: It is a shame that many people do not feel an ounce of guilt over theft...(and, yes, I saw your comment about how you are willing to make the package private.) I would hardly associate that word with the decision of certain modders to express a desire to maintain control over works they have poured many hours of their lives into...
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Rinceoir
 
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Post » Mon Aug 02, 2010 7:36 pm

You can teach users how to use mods without 1) choosing one of the most complicated mods available for Oblivion and 2) without disrespecting various modders. FCOM is not for new mod users. Most are made for FREE by these authors here. They have no obligation to write extensive ReadMes or support their mods at all. Plus, if you hand them some cookie cutter set of OMODs that simply work, what are they going to do when they want to install a mod that is not provided in such nice packaging? There is a difference between teaching and handing out shortcuts. If you were really interested in teaching users how to use mods instead of making a convenient FCOM package, you would not use FCOM at all. At least, a good teacher would not choose the a mod with the most complicated install around. However, I guess the user would not even realize that that was the case. They will have a nice FCOM setup and a nice Bashed Patch with no understanding of the hows and the whys of modding in general, not to mention Wrye Bash. It would take weeks upon weeks to to cover the depth required for teaching users about all of the utilities and conflicts and compatibility issues that the FCOM install involves.


I'm really not interested in getting into a multi-page forum argument about this and open old wounds, but needless to say, I disagree from what I've seen.
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Abi Emily
 
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Post » Mon Aug 02, 2010 1:03 pm

I'm really not interested in getting into a multi-page forum argument about this and open old wounds, but needless to say, I disagree from what I've seen.

Although you disagree with their opinions, please respect them anyway. There are many mods available online that have ReadMes stating that they are open for redistribution, although many of the authors do ask that you at least credit them. If you have been using mods for a while, I would hope you have noticed this.

Why look to redistribute mods authored by those that do not want them redistributed when there are mod you can do whatever you want with without offending anyone? Is convenience more important than ethical actions or are such ethical boundaries simply lacking for many people? These are questions I want to ask but do not want to understand one side of...


Edit: wording...
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BRAD MONTGOMERY
 
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Post » Mon Aug 02, 2010 2:24 pm

Although you disagree with their opinions, please respect them anyway. There are many mods available online that have ReadMes stating that they are open for redistribution, although many of the authors do ask that you at least credit them. If you have been using mods for a while, I would hope you have noticed this.

Why look to redistribute mods authored by those that do not want them redistributed when there are mod you can do whatever you want with without offending anyone? Is convenience more important than ethical actions or are such ethical boundaries simply lacking for many people? These are questions I want to ask but do not want to understand that the answers to...


You're being a bit overdramatic. Yeah, I had a feeling I'd have to make it private, but I threw it out there just in case I was worried over nothing. I do think there is a point where convenience matters more so there are still new people to mod for in the long run.
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Emma Parkinson
 
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Post » Mon Aug 02, 2010 8:34 am

You're being a bit overdramatic. Yeah, I had a feeling I'd have to make it private, but I threw it out there just in case I was worried over nothing. I do think there is a point where convenience matters more so there are still new people to mod for in the long run.

Actually, I am just really conservative when it comes to this topic. For example, your last statement makes no sense to me, not applied to this case. You would not be modding for anyone by creating a compilation pack of others' works... People learn a lot through making mistakes, anyway. How long had you been using mods before you installed FCOM? Do you not think any of your previous experience with using mods helped at all? I have walked users, completely new to mods and very experienced with mods through the FCOM install process, and there is a huge difference. Working with the latter is much easier on both parties.

The wording in my last post was definitely awkward, but I was kind of shocked after your proposal about providing a compilation comprising of many mods whose teams have gone through much trouble to dissuade previous attempts and offerings of this nature, especially when I did not sense that you had much personal knowledge of FCOM and its components.
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JD FROM HELL
 
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Post » Mon Aug 02, 2010 5:27 am

Almost needless to say as it should be obvious, but Team FCOM doesn't approve of unoffical FCOM packages. For one thing, it will soon be out of date as FCOM is continuously updated - which means the huge package would have to be updated and redownloaded by the users. It also leads to confusion as we then have to deal with yet another unofficial method of accessing/installing the mods in this support thread. If people want to support FCOM, it's better to point out things that can be bettered when it comes to the instructions in the opening post here or in the FCOM mods themselves. Please don't continue the discussion about this in this thread.
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Brιonα Renae
 
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Post » Mon Aug 02, 2010 6:35 am

Since you were curious, Tomlong, I left before Bash patching got real popular, so that was new to me. The rest of my difficulty has been simply finding everything, then finding about a hotfix that wasn't mentioned and going back and doing that, etc. All the information is rather spread out and there are exceptions and double exceptions everywhere.
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Eddie Howe
 
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