[RELz] FCOM Convergence and UFCOM #66

Post » Thu Mar 24, 2011 9:32 am

I just installed Hentai Mania and in BOSS it says to install FCOM_Hentai Manie.esp yet when I go looking in the FCOM optional files I don't see that esp. Where do I find it?
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April
 
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Post » Thu Mar 24, 2011 5:06 pm

I just installed Hentai Mania and in BOSS it says to install FCOM_Hentai Manie.esp yet when I go looking in the FCOM optional files I don't see that esp. Where do I find it?


Search Tesnexus has that is not a file that comes with FCOM itself..
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Crystal Clear
 
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Post » Thu Mar 24, 2011 10:09 pm

I just installed Hentai Mania and in BOSS it says to install FCOM_Hentai Manie.esp yet when I go looking in the FCOM optional files I don't see that esp. Where do I find it?


What Corepc said. I found http://www.tesnexus.com/downloads/file.php?id=33339, so that might be it.
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Spooky Angel
 
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Post » Fri Mar 25, 2011 2:10 am

ah thanks for helping out.
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SamanthaLove
 
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Post » Thu Mar 24, 2011 10:26 pm

I've actually never run the 300_test.esp so I guess I'll have to check it out. Your load order looks fine and I was going to recommend double checking that the MMM.bsa was renamed correctly, but that's apparently not it. Have you followed http://devnull.sweetdanger.net/convergence.html to get Fran's bsa loaded?

EDIT: It works fine for me, with my Lvl 21 char. And Cell 26 has indeed Undead spawns, so Shivering Zombie Master from MMM, Boneflayers from WarCry etc. I'd double check that the Fran's bsa is loading correctly as said. Not sure how you have installed WarCry - are you using the bsa or the default install? In short, follow the "required" part if using the test BSA's. Also, if using a body replacer you need to use Mart's Monster Mod - Zombies for Body Meshes.esp. That's all I can think of ATM.

BTW, I thought the test cells would be safe: "The spawns are behind an invisible barrier so you can examine the creatures/NPCs behavior, faction aggression, AI, etc. safely." But ranged attacks definitely works - my char was hit by both arrows and target spells.

EDIT 2: A minor note:

3D ArmamentariumLL4OOO.esp [Version 2.01] - You can merge this in the Bashed Patch and keep unchecked.
3E ArmamentariumLLMagicOOO.esp [Version 1.35] - As above.

Hey again and thanks for trying to help me :) first, yes I have named the BSA properly and all that, and yes that test room has killed me plenty of times during theese tests...far from safe heh :P

anyway, I have figured out what my problem was: the Bashed Patch - I rebuild it with other options and my game no onger crashes - and now, I am at a loss for how this patch really should be built to get all the proper content. Like, what options to check and so on. Yes I have read the entire section on this at the Wrye bash homepage and the FCOM homepage, and I have done some googling as well. Wrye homepage (as well as plenty google results) just says "choose the options youd like" which isnt helpfull of course, and apparently, not even true becouse in my tests, it is prooven that the bashed patch can make the game unstable if not used properly...so one can simply not "just choose" here... and FCOM page just says vaguely, to make sure to check simply "leveled lists" and your done. According to the opening post in this thread, which tells to check some options to get FCOM working, this is not true either... (you simply can't just check leveled lists and move on)

Here is what happened to my game: (this may be useful for other users too)
1. I installed only the mods instructed in the opening post here. Only. Becouse I wanted a stable FCOM setup before I ventured further with other mods.

2. I used BOSS (with latest masterlist) for getting good load order and get the bash tags imported. I followed BOSS instructions in the log to change tags, wherever needed (forstcrag spire DLC unnnoficial patch).

3. When it was time to rebuild the Bashed Patch, I carefully followed the instructions in the opening post:
Spoiler

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.

Of course, I read this: "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." and I then assumed, that thanks to BOSS, the mods showing up in the various sections (import cells, graphics, etc) are mods that are there for a reason and are supposed (or at the very least, is safe) to be checked. This kind of makes sense.

So, I went ahead and followed theese instructions to the letter, checking the various things and leaving out OOO where told to do so, and then I continiued to check sections with the mods that were not included in theese instructions, such as for example "import cells" which isnt even mentioned in the instructions at all, but many FCOM mods are listed there. For the sake of stability and testing, I did not include any bash fixes. I only checked the relevant mods (fcom)

4. I test the game. Cell 26 in the testmod crashes my game as I said before.

5. I rebuild the patch, using ONLY the instructions provided in the first post, uncheking EVERYTHING else.

6. Cell 26 works fine. The monsters seems to show up. Everything seems to work fine.

So I guess what I am trying to ask is, wont my game miss some things if I don't import the other things? Or have I misunderstood how the bashed patch works? Someone please enlighten me on this :S

For example http://sites.google.com/site/oblivionpoinfo/finishinstall/bashedpatch, it is implied that you can/should check other things, to get it's content.

Also i just went and installed the "Weather - All Natural" mod which says in it's readme that I should check it's components in "import cells" and the author also seems to imply (not in the readme) that one should simply "check all" mods in the import cells sections... but almost no mods readme says theese things... (most does not mention the bashed patch at all)

This has made me very confused - should I check all the mods that pop up in the sections or not? Seeing how something messed up my Cell 26 earlier, I am very hesistant to checking anything else in this thing...
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Antony Holdsworth
 
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Post » Thu Mar 24, 2011 12:33 pm

So, I went ahead and followed theese instructions to the letter, checking the various things and leaving out OOO where told to do so, and then I continiued to check sections with the mods that were not included in theese instructions, such as for example "import cells" which isnt even mentioned in the instructions at all, but many FCOM mods are listed there. For the sake of stability and testing, I did not include any bash fixes. I only checked the relevant mods (fcom) ...

This has made me very confused - should I check all the mods that pop up in the sections or not? Seeing how something messed up my Cell 26 earlier, I am very hesistant to checking anything else in this thing...


I have no FCOM mods turning up under Import Cells and I can't really see which ones that might. Which FCOM ones turn up for you?

As said in the OP, you'll get the bash tags from the mods themselves plus from BOSS - so generally you should be able to rely on those and thus check everything in the Import X sections. That is, a mod shouldn't have, say, the Import Cells bash tag if it isn't meant to be checked. In some cases BOSS might be wrong of course, but it should get almost everything right and especially popular mods, as it is updated almost constantly based on user feedback.

Personally, I'm checking everything excepting the ones mentioned in the Quick Bash Check Guide for Wrye Bash 287 in the OP.

Hard to give more specific advice based on the info given. For All Natural, the ones turning up under Import Cells should be checked in the Bashed Patch - but All Natural - Indoor Weather Filter For Mods.esp should be kept unchecked in the mod list.
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Joanne
 
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Post » Thu Mar 24, 2011 11:03 pm

I have no FCOM mods turning up under Import Cells and I can't really see which ones that might. Which FCOM ones turn up for you?

As said in the OP, you'll get the bash tags from the mods themselves plus from BOSS - so generally you should be able to rely on those and thus check everything in the Import X sections. That is, a mod shouldn't have, say, the Import Cells bash tag if it isn't meant to be checked. In some cases BOSS might be wrong of course, but it should get almost everything right and especially popular mods, as it is updated almost constantly based on user feedback.

Personally, I'm checking everything excepting the ones mentioned in the Quick Bash Check Guide for Wrye Bash 287 in the OP.

Hard to give more specific advice based on the info given. For All Natural, the ones turning up under Import Cells should be checked in the Bashed Patch - but All Natural - Indoor Weather Filter For Mods.esp should be kept unchecked in the mod list.

Ah yes, you are right of course, my misstake :) it is a long list but it is the DLCs mostly, and unnoficial patch components.

Ok so what you are saying is that, in order for the bashed patch to work it's magic amongst the mods (not only FCOM) then I should check the new ones which shows up in the various categories? Otherwise the mods will overlap eachother? Have I got this right? (I cannot believe that there is so little info on this bashed patch procedure...no wonder everyones mods are crashing :P )
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Laura Richards
 
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Post » Thu Mar 24, 2011 10:10 pm

Ok so what you are saying is that, in order for the bashed patch to work it's magic amongst the mods (not only FCOM) then I should check the new ones which shows up in the various categories?


Exactly.

Otherwise the mods will overlap eachother? Have I got this right? (I cannot believe that there is so little info on this bashed patch procedure...no wonder everyones mods are crashing :P )


I'm not an expert on bash tags/the Bashed Patch to say the least, but basically the stuff that is imported/merged in it will determine what turns up in the game as it loads last (or nearly last) so its settings will override earlier changes in other mods. Also note that the load order is still important. If you have several mods changing, say, the stats of a particular weapon and use Import Stats for all of them - it's the last one that changes those stats that "wins".
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James Hate
 
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Post » Thu Mar 24, 2011 7:49 pm

I want to try downloading FCOM for the first time, but I'm not sure what guide I should follow. I've found a few:

http://devnull.sweetdanger.net/fcominstall.html (doesn't seem to be up to date)
http://www.gamesas.com/index.php?/topic/1115084-relz-fcom-convergence-and-ufcom-66/ (not very specific)
http://tesivpositive.animolious.com/?page=guides_mod_installation&subpage=fcom_installation_guide (seems like the most comprehensive guide)
http://www.gamesas.com/index.php?/topic/1079933-50-steps-to-ctd-almost-free-fcom-game/

Which of these guides would you suggest an FCOM noob follow? I was thinking the TESIV:POSItive guide, myself. If I follow that one, though, would you suggest I install FCOM via the OMOD route or the BAIN route?
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Andrew
 
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Post » Thu Mar 24, 2011 5:39 pm

I want to try downloading FCOM for the first time, but I'm not sure what guide I should follow. I've found a few:

http://devnull.sweetdanger.net/fcominstall.html (doesn't seem to be up to date)
http://www.gamesas.com/index.php?/topic/1115084-relz-fcom-convergence-and-ufcom-66/ (not very specific)
http://tesivpositive.animolious.com/?page=guides_mod_installation&subpage=fcom_installation_guide (seems like the most comprehensive guide)
http://www.gamesas.com/index.php?/topic/1079933-50-steps-to-ctd-almost-free-fcom-game/

Which of these guides would you suggest an FCOM noob follow? I was thinking the TESIV:POSItive guide, myself. If I follow that one, though, would you suggest I install FCOM via the OMOD route or the BAIN route?


The opening post has the most up to date info, so follow it - but you also have to follow the respective install guides for the respective mods. I'd say that the OP is quite specific, but it's not very in depth of course. Can't really speak for the other other "unofficial" guides as I haven't checked them out. If you're not only new to FCOM but also new to mods in general I wouldn't recommend starting out with FCOM in the first place, as it's a rather complex install. Then it's perhaps better to start out with OOO + MMM, which is a great combo in itself. If you're already familiar with basic knowledge on how to install mods and to use OBMM/Wrye Bash/BOSS, it's not that difficult, though. I'd recommend using BAIN as your main installer. Also, focus on a core FCOM install first, before adding a bunch of other mods.
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Emzy Baby!
 
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Post » Fri Mar 25, 2011 1:26 am

I download the mods needed for FCOM, but I'm having a problem installing them with BAIN. I put all the archived mods in the "bain installers" folder, but they don't show up anywhere in Wrye Bash.

http://i53.tinypic.com/1zvpvec.png

I remember reading about problems with installing Oblivion in "Program Files," so I was sure to avoid doing that. Any idea as to what's wrong?
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Svenja Hedrich
 
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Post » Fri Mar 25, 2011 4:09 am

I download the mods needed for FCOM, but I'm having a problem installing them with BAIN. I put all the archived mods in the "bain installers" folder, but they don't show up anywhere in Wrye Bash.

http://i53.tinypic.com/1zvpvec.png

I remember reading about problems with installing Oblivion in "Program Files," so I was sure to avoid doing that. Any idea as to what's wrong?


Have you tried this:
If Bain is disabled (which you may have done by answering 'No' on the first time visit to the Bain tab), you can re-enable it by right clicking on the column tab and choosing 'Enable'.

And now for my own question: How big of an effect is it to change OOO from delev/relev to only relev in the bashed patch leveled lists? Through quite a bit of trial and error I have zeroed in on OOO "Delev" being a cause of consistent CTD when entering Wellspring Cave. So I disabled delev. I thought static leveling was one of the main reasons to use OOO though, so I'm concerned that I'll be missing out on a lot of the good stuff.

I'd be happy to hear about other things to try.

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  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.esm  [Version 1.1]09  Underwear HGEC Fighter.esm0A  Underwear HGEC Normal.esm0B  Progress.esm  [Version 2.2]0C  Unofficial Oblivion Patch.esp  [Version 3.3.1]0D  Oblivion Citadel Door Fix.esp0E  DLCShiveringIsles.esp0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Chance of More Enemies.esp12  Francesco's Optional Leveled Guards.esp13  FCOM_Francescos.esp  [Version 0.9.9]14  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]15  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]16  STHotkeys.esp17  DLCSpellTomes.esp18  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]19  EVE_StockEquipmentReplacer.esp1A  Underwear HGEC placed.esp1B  Armamentium female.esp1C  Cobl Glue.esp  [Version 1.73]1D  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]1E  Bob's Armory Oblivion.esp1F  FCOM_BobsArmory.esp  [Version 0.9.9]20  Oblivion WarCry EV.esp  [Version 1.09]21  FCOM_WarCry.esp  [Version 0.9.9MB3]22  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]23  ArmamentariumLLVendors.esp  [Version 1.35]24  ArmamentariumArtifacts.esp  [Version 1.35]25  OOO 1.32-Cobl.esp  [Version 1.72]26  FCOM_Convergence.esp  [Version 0.9.9Mb3]27  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]28  FCOM_RealSwords.esp  [Version 0.9.9]29  ArmamentariumLL4OOO.esp  [Version 2.01]2A  ArmamentariumLLMagicOOO.esp  [Version 1.35]2B  Fransfemale.esp2C  MMM-Cobl.esp  [Version 1.73]2D  EVE_StockEquipmentReplacer4FCOM.esp2E  EVE_StockEquipmentReplacer for OOO.esp2F  EVE_StockEquipmentReplacer4MMM.esp30  Artifacts.esp  [Version 1.1]31  ArtifactsFemaleArmor.esp32  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]33  DLCFrostcrag.esp34  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]35  FrostcragAlchemySorter.esp36  Knights.esp37  Knights - Unofficial Patch.esp  [Version 1.0.9]38  EVE_KnightsoftheNine.esp39  FCOM_Knights.esp  [Version 0.9.9Mb3]3A  EVE_ShiveringIslesEasterEggs.esp3B  Toggleable Quantity Prompt.esp  [Version 3.2.0]3C  Quest Award Leveling.esp3D  SupremeMagicka.esp  [Version 0.90]3E  SM_ShiveringIsles.esp  [Version 0.86]3F  SM_OOO.esp  [Version 0.89]40  SM_MMM.esp  [Version 0.89]41  All+5AttributeModifiers.esp42  EVE_KhajiitFix.esp43  Cobl Races.esp  [Version 1.52]44  Bashed Patch, 0.esp

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Austin Suggs
 
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Post » Thu Mar 24, 2011 6:57 pm

I download the mods needed for FCOM, but I'm having a problem installing them with BAIN. I put all the archived mods in the "bain installers" folder, but they don't show up anywhere in Wrye Bash.

http://i53.tinypic.com/1zvpvec.png

I remember reading about problems with installing Oblivion in "Program Files," so I was sure to avoid doing that. Any idea as to what's wrong?



Have you tried this:
If Bain is disabled (which you may have done by answering 'No' on the first time visit to the Bain tab), you can re-enable it by right clicking on the column tab and choosing 'Enable'.


Yes, that might be it. Also, you can't just install all mods via simply putting the archives in the Bash Installers folder. For simple archives (e.g. an esp and meshes/textures) that will work, but in some cases (e.g. when they have optional esp's and/or complex folder structures) it won't. In those cases you need to repackage the mod so it's BAIN ready,

And now for my own question: How big of an effect is it to change OOO from delev/relev to only relev in the bashed patch leveled lists? Through quite a bit of trial and error I have zeroed in on OOO "Delev" being a cause of consistent CTD when entering Wellspring Cave. So I disabled delev. I thought static leveling was one of the main reasons to use OOO though, so I'm concerned that I'll be missing out on a lot of the good stuff.

I'd be happy to hear about other things to try.


To have functioning leveled lists with FCOM you need to have both delev/relev, so you shouldn't mess with those tags. I've had no problems entering Wellspring Cave with FCOM, so something else should be up with the install.

FCOM_WarCry.esp [Version 0.9.9MB5]

Some notes:

09 Underwear HGEC Fighter.esm - Should you really use both? Not using it myself so not sure.
0A Underwear HGEC Normal.esm

0C Unofficial Oblivion Patch.esp [Version 3.3.1] - Skip. Probably not needed and can be problematic, so only use if necessary.

20 Oblivion WarCry EV.esp [Version 1.09]
21 FCOM_WarCry.esp [Version 0.9.9MB3] - Update to FCOM_WarCry109 (link first in the opening post). Might be it.

29 ArmamentariumLL4OOO.esp [Version 2.01] - Merge into the Bashed Patch and keep unchecked. Will save a slot.
2A ArmamentariumLLMagicOOO.esp [Version 1.35] - As above.

2D EVE_StockEquipmentReplacer4FCOM.esp - Only use this with FCOM, but install the resources for the others.
2E EVE_StockEquipmentReplacer for OOO.esp - Skip.
2F EVE_StockEquipmentReplacer4MMM.esp - Skip.

Try updating FCOM_WarCry, rebuild the Bashed Patch, wait for a respawn (four days if on default) and try entering the cave again. Also, double check that you have the bsa's you need and that you've followed the instructions to get them loaded.
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Lil'.KiiDD
 
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Post » Thu Mar 24, 2011 4:10 pm

Thanks, unfortunately after trying your suggestions, I'm still getting the same crash. I'm going to start from scratch and hopefully get things right this time around.

Thanks again!
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Alexx Peace
 
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Post » Thu Mar 24, 2011 1:01 pm

Which part of FCOM can I cut out to cut down on the number of enemies in a dungeon? I was playing a mage guild quest and had to go to Fort Blueblood. And at one point my FPS got so bad I was I wouldn't be surprised if i was doing 2 FPS.

Spoiler
Active Mod Files:00  Oblivion.esm01  Cybiades.esm  [Version 2.0]02  All Natural Base.esm  [Version 1.0]03  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]04  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.35]0A  Artifacts.esm0B  DremoraCompanion.esm0C  Better Cities Resources.esm  [Version 4.7.1]0D  CustomSpellIcons.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0E  Unofficial Oblivion Patch.esp  [Version 3.2.10]0F  Oblivion Citadel Door Fix.esp10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  Better Cities .esp13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  Fran_Lv30Item_Maltz.esp19  Atmospheric Loading Screens - Original Text.esp++  LoadingScreens.esp1A  Natural_Habitat_by_Max_Tael.esp1B  All Natural - Real Lights.esp  [Version 1.0]1C  All Natural.esp  [Version 1.0]1D  All Natural - SI.esp  [Version 1.0]1E  Immersive Interiors.esp  [Version 0.7]1F  Immersive Interiors - Lights Addon.esp  [Version 0.7]20  Enhanced Water v2.0 HD.esp21  AmbientTownSounds.esp22  LightningStrikes.esp23  SnakeLightningSpeed.esp24  Rainbows.esp25  WindowLightingSystem.esp26  Akatosh Mount By Saiden Storm.esp**  Book Jackets Oblivion - BP.esp27  aaaBorsBedrolls.esp28  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp29  SwampGrass.esp++  Item interchange - Extraction.esp  [Version 0.76]2A  Reznod_Mannequin.esp2B  Landmarks, w Wells.esp  [Version 1.11]2C  Enhanced Hotkeys.esp  [Version 1.3]2D  DLCHorseArmor.esp2E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2F  DLCOrrery.esp30  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]31  DLCVileLair.esp32  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]33  DLCMehrunesRazor.esp34  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]35  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp36  Armamentium female.esp37  DLCThievesDen.esp38  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]39  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]3A  Cobl Glue.esp  [Version 1.72]3B  Cobl Si.esp  [Version 1.63]3C  Bob's Armory Oblivion.esp3D  FCOM_BobsArmory.esp  [Version 0.9.9]3E  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3F  Oblivion WarCry EV.esp  [Version 1.09]40  FCOM_WarCry.esp  [Version 0.9.9MB5]41  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]42  OOO-No_Guild_Ownership.esp  [Version 1.33]43  Alluring Potion Bottles v2.esp44  OMOBS.esp  [Version 1.0]45  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]46  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]**  OOO 1.32-Cobl.esp  [Version 1.72]47  Mart's Monster Mod - 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User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Fri Mar 25, 2011 3:32 am

Quick question will the FCOM Archery combined with The Duke Patrick Combat Archery make archery one hit and one kill or something like that??
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Thu Mar 24, 2011 7:47 pm

Which part of FCOM can I cut out to cut down on the number of enemies in a dungeon? I was playing a mage guild quest and had to go to Fort Blueblood. And at one point my FPS got so bad I was I wouldn't be surprised if i was doing 2 FPS.

Spoiler
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don't cut off any - just add spawn rates replacer from FCOM optional files (or it was MMM spawn rates?)
if you want still a challenge - use spawn rates stronger - it would severe the number of monster but keep similair level of toughness
if you also want also FCOM to be easier, use spawn rates reduced or spawn rates reduced reduced - the first just cuts off spawn rates a bit, the second makes it much more severe
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Fri Mar 25, 2011 12:37 am

What qtp3 should i use with fcom and a lot of other mods redimized or reduced I have 1 gb of vram
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CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Thu Mar 24, 2011 6:41 pm

Quick question will the FCOM Archery combined with The Duke Patrick Combat Archery make archery one hit and one kill or something like that??

What I understand is that Duke Patrick's damage rebalancing is by script, so that it wins always with both mods installed.

You can reduce the damage from bows and arrows in DP's ini for the mod (by default, set at 7, I recommend lowering to 3 if you are worried bows become too powerful).
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Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Thu Mar 24, 2011 8:03 pm

Which part of FCOM can I cut out to cut down on the number of enemies in a dungeon? I was playing a mage guild quest and had to go to Fort Blueblood. And at one point my FPS got so bad I was I wouldn't be surprised if i was doing 2 FPS.


don't cut off any - just add spawn rates replacer from FCOM optional files (or it was MMM spawn rates?)
if you want still a challenge - use spawn rates stronger - it would severe the number of monster but keep similair level of toughness
if you also want also FCOM to be easier, use spawn rates reduced or spawn rates reduced reduced - the first just cuts off spawn rates a bit, the second makes it much more severe


What majaczek said. Use an FCOM reduced spawn esp. Spawn Rates Stronger has the same spawn rate as Slightly Reduced but with a chance of stronger enemies. Also:

15 Francesco's Optional Chance of More Enemies.esp - Skip.

What qtp3 should i use with fcom and a lot of other mods redimized or reduced I have 1 gb of vram


With 1 GB VRAM I'd go for Redimized.
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Danny Blight
 
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Joined: Wed Jun 27, 2007 11:30 am

Post » Thu Mar 24, 2011 10:04 pm

Thanks I'll try that when I get a chance.
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Irmacuba
 
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Joined: Sat Mar 31, 2007 2:54 am

Post » Fri Mar 25, 2011 2:15 am

Hi everybody, a quick question here:

Is the OOO Script Effect Silencer needed in a full FCOM setup with added LAME (or any other alternative magic system)?
Just wondering if it does me any good in my loadorder...

Keep up the great work, guys! :thumbsup:
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Hayley Bristow
 
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Joined: Tue Oct 31, 2006 12:24 am

Post » Fri Mar 25, 2011 1:55 am

Hi everybody, a quick question here:

Is the OOO Script Effect Silencer needed in a full FCOM setup with added LAME (or any other alternative magic system)?
Just wondering if it does me any good in my loadorder...




Not generally, no. Most magic overhauls already incorporate a script effect silencer. But other mods (not just magic mods) which load afterward can affect this... try taking the plugin out, and if you get unwanted spell effects/sounds at regular intervals, then you'll know if you need one or not.
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Dewayne Quattlebaum
 
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Post » Thu Mar 24, 2011 10:30 pm

Thanks for the advice and the quick response, daemondarque !
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renee Duhamel
 
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Joined: Thu Dec 14, 2006 9:12 am

Post » Fri Mar 25, 2011 2:00 am

don't cut off any - just add spawn rates replacer from FCOM optional files (or it was MMM spawn rates?)
if you want still a challenge - use spawn rates stronger - it would severe the number of monster but keep similair level of toughness
if you also want also FCOM to be easier, use spawn rates reduced or spawn rates reduced reduced - the first just cuts off spawn rates a bit, the second makes it much more severe

What majaczek said. Use an FCOM reduced spawn esp. Spawn Rates Stronger has the same spawn rate as Slightly Reduced but with a chance of stronger enemies. Also:

15 Francesco's Optional Chance of More Enemies.esp - Skip.

question though about one of the ESP's I'm using, I'm using FCOM more random Spawns. Would getting rid of that cut down on the number of enemies that show up in a dungeon? Or does that do something else with the game?
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Dan Scott
 
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