[RELz] FCOM Convergence and UFCOM #66

Post » Thu Mar 24, 2011 3:57 am

So, after having fallen in Love with OOO not too long ago, I have been looking at FCOM again...

I had the impression of that OOO would remove almost all level scaling, but from what i've read on numerous threads and such, this appears to not be the case, I'm still unsure though.

So my question basically runs down to; with Fran's actually being named "Francescos Leveled etc" - how much of FCOM is levelled? - I'm looking for an experience where I, as a level 1, might run into the wrong dungeon and find enemies with daedric armor and weapons.


Neither OOO or FCOM (or Fran's for that matter) are unlevelled, you rather get capped levels overall and also OOO dungeons that are "unlevelled" in that the enemies have the same levels if you enter at Lvl 1 or Lvl 50. But they also have scaled loot, so you won't find much Daedric items on enemies at all - and only on higher levels.

Check out http://www.gamesas.com/index.php?/topic/820948-scaling-overhaul-comparison/ for just that.
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Laura Elizabeth
 
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Post » Thu Mar 24, 2011 2:34 am

What Arkngt Said

read this http://www.gamesas.com/index.php?/topic/820948-scaling-overhaul-comparison/page__p__11934228__fromsearch__1&#entry11934228 to get a better explanation of your choices.
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Captian Caveman
 
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Post » Wed Mar 23, 2011 4:29 pm

Thanks guys, the OOO paragraph explained it perfectly :)

Which makes me curious about how things would play out with FCOM in comparison to sole OOO.

I'm gonna have to try it some day ;)
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Devin Sluis
 
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Post » Wed Mar 23, 2011 3:50 pm

Hi, not sure but think I've got some problems with faction relations. Most factions seems to be working just fine. But I think there is a few not working as intended. I've got dremora fighting scamp / clanfear, imps vs rats / wolfs ( ? ) and adventurers fighting each other. Those are the ones I've noticed, not sure about the imps vs rats / wolfs, but dremora and adventurers seems a bit strange I think. Or is this the way it is intended to be?

Ooh, and im using all the bsa files available and I seem to be missing a few textures/meshes ( Armor and clothes missing or colored in white ). Don't know why though, I am pretty sure I've got the bsa files installed and named corectly.

BSA Names:

FCOM_Convergence.bsa
FCOM_Convergence_FraNewItems.bsa
FCOM_Convergence_MartsMonsterMod.bsa
Oblivion WarCry EV.bsa

Mod list:
Spoiler
Active Mod Files:00  Oblivion.esm01  Windfall.esm02  All Natural Base.esm  [Version 0.9.9.5]03  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5b]04  Francesco's Optional New Items Add-On.esm  [Version 4.5b]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Kvatch Rebuilt.esm09  Better Cities Resources.esm0A  BetterMusicSystem.esm0B  Progress.esm  [Version 2.2]0C  ShieldOnBack.esm  [Version 3.3]0D  Unofficial Oblivion Patch.esp  [Version 3.2.5]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  Better Cities .esp11  Francesco's Optional Chance of Stronger Bosses.esp12  Francesco's Optional Chance of Stronger Enemies.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.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  Immersive Interiors.esp17  Immersive Interiors - Lights Addon.esp18  MIS.esp19  MIS New Sounds Optional Part.esp1A  Side's EAX Control.esp  [Version 1.0]1B  WindowLightingSystem.esp1C  Display Stats.esp  [Version 1.2]1D  Enhanced Economy.esp  [Version 4.3.1]1E  sr_super_hotkeys.esp  [Version 0.54]1F  PTArtifacts.esp++  Francesco's No Reduced Backwards Running.esp20  Bob's Armory Oblivion.esp21  FCOM_BobsArmory.esp  [Version 0.9.9]22  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]23  Oblivion WarCry EV.esp  [Version 1.09]24  FCOM_WarCry.esp  [Version 0.9.9MB5]25  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]26  OMOBS.esp  [Version 1.0]27  OMOBS_SI.esp  [Version 1.0]28  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  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 - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]29  FCOM_Archery.esp  [Version 0.9.9]2A  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]2B  Shield on Back Plugin - OOO.esp2C  TamrielTransportationNetwork.esp2D  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp2E  Kvatch Rebuilt - Leveled Guards - FCOM.esp2F  Windfall.esp30  Knights.esp31  Knights - Unofficial Patch.esp  [Version 1.0.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]32  ElsweyrAnequina.esp33  BetterMusicSystem(Elsweyr).esp  [Version 1.1]34  Reaper's Esmeralda's Desert Manor.esp35  Walkabout.esp36  xuldarkforest.esp  [Version 1.0.5]37  xulStendarrValley.esp  [Version 1.2.2]38  xulTheHeath.esp39  XulEntiusGorge.esp3A  xulFallenleafEverglade.esp  [Version 1.3.1]3B  Anequina-Fallenleaf-Patch.esp3C  xulColovianHighlands_EV.esp  [Version 1.2.1]3D  xulChorrolHinterland.esp  [Version 1.2.2]3E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]3F  xulBravilBarrowfields.esp  [Version 1.3.2]40  xulLushWoodlands.esp  [Version 1.3]41  xulAncientYews.esp  [Version 1.4.3]42  xulAncientRedwoods.esp  [Version 1.6]43  xulCloudtopMountains.esp  [Version 1.0.3]44  xulArriusCreek.esp  [Version 1.1.3]45  xulPatch_AY_AC.esp  [Version 1.1]46  xulRollingHills_EV.esp  [Version 1.3.2]47  xulPantherRiver.esp48  xulRiverEthe.esp  [Version 1.0.2]49  xulBrenaRiverRavine.esp  [Version 1.0.2]4A  xulImperialIsle.esp  [Version 1.6.5]4B  xulBlackwoodForest.esp  [Version 1.0.4]4C  xulCheydinhalFalls.esp  [Version 1.0.1]4D  KvatchRebuilt-CheydinhalFalls patch.esp4E  xulAspenWood.esp  [Version 1.0.2]4F  xulSkingradOutskirts.esp50  xulSnowdale.esp  [Version 1.0]51  300_Test.esp  [Version 0.9.2]52  DropLitTorchOBSE.esp  [Version 2.4]53  ActorsHaveTorches.esp54  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.2]++  ScriptIcon_Replacer.esp55  Enhanced Economy - House prices.esp  [Version 1.0]++  boh_dungeonbgone.esp56  RealisticForceMedium.esp57  Unholy Darkness.esp58  AgarMoreVariedSpellEffects.esp59  SupremeMagicka.esp  [Version 0.90]5A  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]5B  EnchantmentRestore.esp5C  Denock Arrows.esp5D  ProgressGSD.esp  [Version 2.0]5E  ProgressMBSP.esp  [Version 2.0]5F  ProgressRacial.esp60  Better Cities Full.esp61  BCBravilFULL-Barrowfields patch.esp62  BCChorrol-ChorrolHinterland patch.esp63  BCCheydinhalFULL-CheydinhalFalls patch.esp64  BCSkingrad-SkingradOutskirts patch.esp65  Better Imperial City.esp66  Better Imperial City FPS Patch.esp67  Better Cities Full FPS Patch.esp68  PTNoRunningBowsSpellsHarder.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]69  Bashed Patch, 0.esp6A  Colored Map for Elsweyr 1.1.esp6B  Oblivion Graphics Extender Support.esp  [Version 0.2]6C  Streamline 3.0.esp


I hope you guys can help me out.

Thank you.
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Marquis deVille
 
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Post » Wed Mar 23, 2011 5:53 pm

I have a quick question about making my mod as compatible as possible with FCOM (and OOO for that matter). I'm wondering about leveled list dependencies and integrating FCOM lists into my mod.

Does FCOM change the leveled lists or the number of monster spawn points? I have no intention of touching leveled lists. By adding monster spawn points, do I get the FCOM monsters (becasue they're integrated into the leveled lists) or would I have to make my mod dependent on FCOM unique spawn points?

Thanks for the help.

~ Dani ~ :)
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Kara Payne
 
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Post » Thu Mar 24, 2011 12:12 am

Hi, not sure but think I've got some problems with faction relations. Most factions seems to be working just fine. But I think there is a few not working as intended. I've got dremora fighting scamp / clanfear, imps vs rats / wolfs ( ? ) and adventurers fighting each other. Those are the ones I've noticed, not sure about the imps vs rats / wolfs, but dremora and adventurers seems a bit strange I think. Or is this the way it is intended to be?


Dremora/Daedra infighting is intended as that is more lore friendly. Adventurers also have a tendency to start fighting each other, not because of faction issues but because of friendly fire. So - seems entirely normal. You can use the Friendlier Factions plugin if you want less infighting.

Your load order looks fine, except:

26 OMOBS.esp [Version 1.0] - Import Stats into the Bashed Patch and keep unchecked.
27 OMOBS_SI.esp [Version 1.0] - As above.

6C Streamline 3.0.esp - Update to 3.1 and don't forget the patch.

I have a quick question about making my mod as compatible as possible with FCOM (and OOO for that matter). I'm wondering about leveled list dependencies and integrating FCOM lists into my mod.

Does FCOM change the leveled lists or the number of monster spawn points? I have no intention of touching leveled lists. By adding monster spawn points, do I get the FCOM monsters (becasue they're integrated into the leveled lists) or would I have to make my mod dependent on FCOM unique spawn points?

Thanks for the help.

~ Dani ~ :)


It's better that Corepc or someone else takes this.
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Tyrel
 
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Post » Thu Mar 24, 2011 4:03 am

I have a quick question about making my mod as compatible as possible with FCOM (and OOO for that matter). I'm wondering about leveled list dependencies and integrating FCOM lists into my mod.

Does FCOM change the leveled lists or the number of monster spawn points? I have no intention of touching leveled lists. By adding monster spawn points, do I get the FCOM monsters (becasue they're integrated into the leveled lists) or would I have to make my mod dependent on FCOM unique spawn points?



As long as you use spawns from vanilla leveled lists, players using overhauls will get the monster spawns from the overhaul they are using, if the overhaul changes that particular list. FCOM changes most of the leveles lists, but not all.
So using vanilla spawns should make your mod as compatible with FCOM and OOO as possible.
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Naughty not Nice
 
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Post » Thu Mar 24, 2011 6:57 am

Dremora/Daedra infighting is intended as that is more lore friendly. Adventurers also have a tendency to start fighting each other, not because of faction issues but because of friendly fire. So - seems entirely normal. You can use the Friendlier Factions plugin if you want less infighting.

Your load order looks fine, except:

26 OMOBS.esp [Version 1.0] - Import Stats into the Bashed Patch and keep unchecked.
27 OMOBS_SI.esp [Version 1.0] - As above.

6C Streamline 3.0.esp - Update to 3.1 and don't forget the patch.


Phew, I was afraid my fcom install had be corupted or something. Well, its good to know thats the way it was inteded to be.


Thank you for the help :)
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Alyce Argabright
 
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Post » Thu Mar 24, 2011 2:07 am

I have a very minor bug report. I've encountered the creature Undead Nightmare (flaming skeleton-horse :mellow: ) twice now, and each time it's hostility was very strange. First, I watched it beat the snot out of 2 Imperial Road Watchers, who didn't react at all. Just kept sauntering on their horses, lol. Second time the Nightmare was just standing in a field while a group of Trolls and Goblins wailed on it. The creature attacked me on sight, but still did nothing against the other enemies.
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michael danso
 
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Post » Thu Mar 24, 2011 7:50 am

I have a very minor bug report. I've encountered the creature Undead Nightmare (flaming skeleton-horse :mellow: ) twice now, and each time it's hostility was very strange. First, I watched it beat the snot out of 2 Imperial Road Watchers, who didn't react at all. Just kept sauntering on their horses, lol. Second time the Nightmare was just standing in a field while a group of Trolls and Goblins wailed on it. The creature attacked me on sight, but still did nothing against the other enemies.

This might be another one of Oblivion's engine problems since I see plenty of instances when the AI breaks due to overload (I assume). I haven't seen this happen to Nightmares in particular in my game, but I've seen the same thing happen with the Leyawiin city guard when some friendly fire caused whatever-her-first-name-is Draconis to pound on a guard, while the guard continues his patrol as if nothing interesting was happening, and presumably wondering why he was grunting every second.
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Nathan Risch
 
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Post » Thu Mar 24, 2011 12:36 am

Just a quick question.
Is it really necessary to slow start your game ( As in enable one mod at the time ) whenever ever you start a new game? Read that you had to do it this way a few threads ago, but as I can't see you mentioning it in this thread.. Well, last time it took me an hour or so to do it that way, so if its not necessary, I'd rather not do it :P

Thanks.
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Naomi Ward
 
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Post » Wed Mar 23, 2011 10:49 pm

Just a quick question.
Is it really necessary to slow start your game ( As in enable one mod at the time ) whenever ever you start a new game? Read that you had to do it this way a few threads ago, but as I can't see you mentioning it in this thread.. Well, last time it took me an hour or so to do it that way, so if its not necessary, I'd rather not do it :P

Thanks.


I don't believe so, I beleive it's really only usefull when trying to get a stable FCOM build when adding new mods as it makes it easier to find conflicts. If I'm wrong I am sure one of the old FCOM hands will correct me. ;)
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Rachyroo
 
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Post » Wed Mar 23, 2011 7:35 pm

I didn't do so. I installed the FCOM mods, played trough the tutorial dungeon and a bit outside, made a backup copy of the install, and added rest of the mods. 6+ hours, no issues, four or five CTD; that's about what i expect.

...Come to think of it, i forgot to apply the 4GB patch, no wonder the game ran so sluggishly.
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ANaIs GRelot
 
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Post » Thu Mar 24, 2011 8:59 am

Everything I have seems to be working. I used a presorted mod pack, which for some reason someone added [censored] rings and such too - rather annoying as a matter of fact. Anyway, sometimes I encounter items with missing models or that make the limb completely invisible like my friend Bosmer Guy That I Forgot His Name who is a floating head with a cloak on.

Also I don't see alot of modded monsters, they show up occasionally but they are mostly the same modded ones. ALLLLLLLLLSO, I very rarely run into a unique enemy and Blackbow Bandits are extremely common - which means I also run into Blackbow Leaders and get enchanted items very frequently./

And lastly, sometimes people's money will just transform into 60,000 after I have sold or bought a few things. It's not a bad thing for me, finding people to sell to is annoying but it does cause me to have alot of cash.

Any idea what would cause all these things?

EDIT: Also I see alot of people in bikinis and goth clothes and stuff like that. Any idea of a mod that adds alot of those? I want to disable it, and if I disable it do they just run around naked or what?
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Kira! :)))
 
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Post » Wed Mar 23, 2011 11:05 pm

Everything I have seems to be working. I used a presorted mod pack, which for some reason someone added [censored] rings and such too - rather annoying as a matter of fact. Anyway, sometimes I encounter items with missing models or that make the limb completely invisible like my friend Bosmer Guy That I Forgot His Name who is a floating head with a cloak on.

Also I don't see alot of modded monsters, they show up occasionally but they are mostly the same modded ones. ALLLLLLLLLSO, I very rarely run into a unique enemy and Blackbow Bandits are extremely common - which means I also run into Blackbow Leaders and get enchanted items very frequently./

And lastly, sometimes people's money will just transform into 60,000 after I have sold or bought a few things. It's not a bad thing for me, finding people to sell to is annoying but it does cause me to have alot of cash.

Any idea what would cause all these things?

EDIT: Also I see alot of people in bikinis and goth clothes and stuff like that. Any idea of a mod that adds alot of those? I want to disable it, and if I disable it do they just run around naked or what?


What do you mean with "presorted mod pack"? We can't really give support to odd unofficial FCOM packages for several reasons.

Anyway, use FormID Finder or RefScope to check which mod an item or a missing mesh comes from. It's basically impossible to know without more specific info. Also difficult to guess on the money issue w/o knowing which mods you're using. That could be Living Economy - but that's just guess work. Not sure what you mean with a "unique enemy". If you mean like a named OOO boss, they are not so many of them so not strange that you run into them rarely.

Post your load order via Wrye Bash so we get more specific info.

Just a quick question.
Is it really necessary to slow start your game ( As in enable one mod at the time ) whenever ever you start a new game? Read that you had to do it this way a few threads ago, but as I can't see you mentioning it in this thread.. Well, last time it took me an hour or so to do it that way, so if its not necessary, I'd rather not do it :P

Thanks.


I recommend players to install FCOM incrementally, but it of course depends on if she/he is completely new to mods or have installed FCOM dozens of times before. But I think it's a good idea to start a new game with just a patched vanilla game. Just make sure that a new game loads etc. Why? Because then you know that the vanilla game seems to run alright - so if you get an issue it's probably caused by a mod (or a faulty install of it). If you install 100 mods at once it's very difficult to trouble shoot issues. My general recommendation is:

1. Install Oblivion, patch it, check that a new game loads fine and seems stable. Just walk around in the starting cell, open the inventory etc.
2. Install the UOP's and the core FCOM mods and check again.
3. Then, generally, go slow from there, adding mods while checking for issues/stability.

It's quite common with "I just downloaded Steam Oblivion and have never used mods previously. I installed FCOM plus 100 other mods and now I have CTDs etc." posts. And that's, frankly, quite stupid of course. If you build a house you want to check that each step is stable and functioning, especially if you never have built a house before.
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Nymph
 
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Post » Thu Mar 24, 2011 12:42 am

people's money will just transform into 60,000

Sounds like you've installed Living Economy. You should be using Enhanced Economy.
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Tiffany Castillo
 
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Post » Thu Mar 24, 2011 7:11 am

I recommend players to install FCOM incrementally, but it of course depends on if she/he is completely new to mods or have installed FCOM dozens of times before. But I think it's a good idea to start a new game with just a patched vanilla game. Just make sure that a new game loads etc. Why? Because then you know that the vanilla game seems to run alright - so if you get an issue it's probably caused by a mod (or a faulty install of it). If you install 100 mods at once it's very difficult to trouble shoot issues. My general recommendation is:

1. Install Oblivion, patch it, check that a new game loads fine and seems stable. Just walk around in the starting cell, open the inventory etc.
2. Install the UOP's and the core FCOM mods and check again.
3. Then, generally, go slow from there, adding mods while checking for issues/stability.

It's quite common with "I just downloaded Steam Oblivion and have never used mods previously. I installed FCOM plus 100 other mods and now I have CTDs etc." posts. And that's, frankly, quite stupid of course. If you build a house you want to check that each step is stable and functioning, especially if you never have built a house before.


Aah yes, I know what you mean. I've allready got a stable FCOM mod setup( pretty much ) which I've been working on the last few months or so, adding mods slowly as you and many others have recomended. But like I said in my previous post, I am wondering if I have to " Slow Start " every time I start a new game ( new character ). Since I allready know the game is stable, I should be able to just start right away? ( as in, without adding one mod at the time ).
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Sasha Brown
 
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Post » Thu Mar 24, 2011 3:18 am

Aah yes, I know what you mean. I've allready got a stable FCOM mod setup( pretty much ) which I've been working on the last few months or so, adding mods slowly as you and many others have recomended. But like I said in my previous post, I am wondering if I have to " Slow Start " every time I start a new game ( new character ). Since I allready know the game is stable, I should be able to just start right away? ( as in, without adding one mod at the time ).


OK. No, when you have a stable game even with loads of mods it's fine to start a new game with all of them loaded.
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Hazel Sian ogden
 
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Post » Wed Mar 23, 2011 11:02 pm

Ok, first issue. There is a skeleton floating in air holding a beer bottle in Imperial City Market District. I am using Better Cities mod, and the first two digits indicate the skeleton belongs to Oblivion WarCry.

Is this an incompatibility issue between BC and WC, and will these have more serious incompatibility issue in the future?
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Mark Hepworth
 
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Post » Wed Mar 23, 2011 7:48 pm

Ok, first issue. There is a skeleton floating in air holding a beer bottle in Imperial City Market District. I am using Better Cities mod, and the first two digits indicate the skeleton belongs to Oblivion WarCry.

Is this an incompatibility issue between BC and WC, and will these have more serious incompatibility issue in the future?

BC removed the wall the skeleton was sitting on at some point, you can just disable it via the console or use http://www.4shared.com/file/p5hxCGNb/BC-Warcry_skeleton_patch.html to move it to a wall.

I don't know of any other incompatibilities between the two atm.
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Melung Chan
 
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Post » Thu Mar 24, 2011 3:38 am

I figured that was case, it's position looked like it should be sitting on something. Well as long as nothing explodes i guess it doesn't matter :D
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Lawrence Armijo
 
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Post » Thu Mar 24, 2011 7:21 am

Hey, can someone help me figure out this crashing issue in a new install of FCOM? I made a seperate post in another thread, but was advised to bring the convo here:

I previously installed FCOM using a roll-up omod version, but was faced with persistent CTDs that I couldn't resolve. So I decided to reinstall FCOM using the guide at TESPOSItive, downloading all components and packing them myself. So I'm at the point where COBL, FCOMS modules and DLC have been installed, and am trying to test my game. I create a character, but the game crashes when I try to load "coc testinghall".

Can anyone advise me of what I'm missing here? This is the third time I've tried reinstalling this mod during the past month, and while I feel like I'm getting a better idea of how to troubleshoot, I don't know what more I can do here. Again I followed the directions from TESTPOSItive, which for the most part are clear and easy to follow. I don't know what I could've missed.... load order is posted below.

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Enhanced Daedric Invasion.esm07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Artifacts.esm  [Version 1.1]**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp0A  Unofficial Oblivion Patch.esp  [Version 3.3]0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  MOBS SI.esp  [Version 1.2.2a]0D  MOBS Optional Combat Settings.esp  [Version 1.2.2a]0E  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]0F  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.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  Item interchange - Extraction.esp  [Version 0.76]14  DLCHorseArmor.esp15  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]16  DLCOrrery.esp17  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]18  DLCVileLair.esp19  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1A  DLCMehrunesRazor.esp1B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1C  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1D  DLCThievesDen.esp1E  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1F  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]20  Cobl Glue.esp  [Version 1.72]21  Cobl Si.esp  [Version 1.63]22  Oblivion WarCry EV.esp23  FCOM_WarCry.esp  [Version 0.9.9MB3]24  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-DLT_Remover.esp  [Version 1.33]25  ArmamentariumArtifacts.esp  [Version 1.35]26  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]27  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]28  FCOM_RealSwords.esp  [Version 0.9.9]29  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]2A  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 - Less Reavers.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.69]2D  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]2E  DLCBattlehornCastle.esp2F  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]30  DLCFrostcrag.esp31  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]32  Knights.esp33  Knights - Unofficial Patch.esp  [Version 1.0.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]34  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]35  attack and hide medium v2.1.esp++  OOO-Level_Stock.esp  [Version 1.33]++  Item interchange - Placement for FCOM.esp  [Version 0.76]36  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]37  Bashed Patch, 0.esp38  Streamline 3.1.esp

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Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Thu Mar 24, 2011 12:12 am

SO hopefully I've found the right spot for this.....

I've been using MMM and OOO together for quite awhile. I used to use FCOM before the new version of MMM, with the BSA, but after that came up, install order was all over the place, and not much documentation on it. So after, I don't know how long, I've decided to try fcom and ufcom again.

I used the guide in this post for the most part (I remember (and used) the Official fcom site too.

Anyway. got fcom and ufcom installed. Boss'ed, wyre patched, and went to test it out.. CTD almost instantly... I know I'm probably forgetting something stupid simple, like forgetting to place in a fcom patch or something that doesn't belong anymore, so here is my Load Order

-------
What I have, newest versions (to the best of my knowledge):
obmm
obse (current stable version)
boss (with Sept 1 MasterList)
UOP
USIP
Oblivion patched to latest version (can't remember number)
-------


Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]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  Unofficial Oblivion Patch.esp  [Version 3.2.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  Francesco's Optional Chance of Stronger Bosses.esp0E  Francesco's Optional Chance of Stronger Enemies.esp0F  Francesco's Optional Chance of More Enemies.esp10  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]11  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]12  DLCHorseArmor.esp13  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]14  DLCOrrery.esp15  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]16  DLCVileLair.esp17  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]18  DLCMehrunesRazor.esp19  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1B  DLCThievesDen.esp1C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1D  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]1E  Cobl Glue.esp  [Version 1.72]1F  Cobl Si.esp  [Version 1.63]20  Bob's Armory Oblivion.esp21  FCOM_BobsArmory.esp  [Version 0.9.9]22  Loth's Blunt Weapons for Npcs.esp23  Oblivion WarCry EV.esp  [Version .]24  FCOM_WarCry.esp  [Version 0.9.9MB5]25  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OMOBS.esp  [Version 1.0]++  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]26  OOO 1.32-Cobl.esp  [Version 1.72]27  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]28  FCOM_Convergence.esp  [Version 0.9.9Mb3]29  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]2A  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.69]2F  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]30  DLCBattlehornCastle.esp31  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]32  DLCFrostcrag.esp33  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]34  Knights.esp35  Knights - Unofficial Patch.esp  [Version 1.0.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]36  Bashed Patch, 0.esp


---------------------
Oh before I forget. one thing I wasn't sure about, so thats why I'm asking here:
Are these supposed to be used together or only one?

++ OMOBS.esp [Version 1.0]
++ OMOBS_SI.esp [Version 1.0]

These are between 25 and 26 on the Load Order

---------------------

As you can tell, at the moment its strictly FCOM install, once i get it to work properly, I'll start my other mod installs... I'm waiting to do the x117 race mod, ear-lop elf mini, and the BP 2-ch edition, until I can get this issue worked out

Thank you in advance for any help :)
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Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Thu Mar 24, 2011 12:28 am

You should also be using FCOM_LothsBluntWeapons.esp since you're using Loth's Blunt Weapons for NPCs. Mart's Monster Mod - Additional Enemy NPC Vars.esp can cause hash table problems in a heavily modded game. You should use both OMOBS esp's because the SI one only adds MOBS to SI content.
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kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Thu Mar 24, 2011 1:21 am

You should also be using FCOM_LothsBluntWeapons.esp since you're using Loth's Blunt Weapons for NPCs. Mart's Monster Mod - Additional Enemy NPC Vars.esp can cause hash table problems in a heavily modded game. You should use both OMOBS esp's because the SI one only adds MOBS to SI content.


I added FCOM_LothsBluntWeapons.esp AND removed Mart's Monster Mod - Additional Enemy NPC Vars.esp

bossed, repatched, and still have a CTD, at the loading screen...

New Load Order:

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]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  Unofficial Oblivion Patch.esp  [Version 3.2.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  Francesco's Optional Chance of Stronger Bosses.esp0E  Francesco's Optional Chance of Stronger Enemies.esp0F  Francesco's Optional Chance of More Enemies.esp10  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]11  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]12  DLCHorseArmor.esp13  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]14  DLCOrrery.esp15  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]16  DLCVileLair.esp17  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]18  DLCMehrunesRazor.esp19  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1A  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1B  DLCThievesDen.esp1C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1D  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]1E  Cobl Glue.esp  [Version 1.72]1F  Cobl Si.esp  [Version 1.63]20  Bob's Armory Oblivion.esp21  FCOM_BobsArmory.esp  [Version 0.9.9]22  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]23  Oblivion WarCry EV.esp  [Version .]24  FCOM_WarCry.esp  [Version 0.9.9MB5]25  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OMOBS.esp  [Version 1.0]++  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]26  OOO 1.32-Cobl.esp  [Version 1.72]27  FCOM_Convergence.esp  [Version 0.9.9Mb3]28  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]29  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.69]2E  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]2F  DLCBattlehornCastle.esp30  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]31  DLCFrostcrag.esp32  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]33  Knights.esp34  Knights - Unofficial Patch.esp  [Version 1.0.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]35  Bashed Patch, 0.esp

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Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

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