[RELz] FCOM Convergence and UFCOM #66

Post » Wed Mar 23, 2011 6:06 pm

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/1113274-relz-fcom-convergence-and-ufcom-65/


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.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/page__view__findpost__p__16187398 (optional, if applicable)
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 (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/, http://www.gamesas.com/index.php?/topic/1105791-relzmartsmonstermod37b3-public-release-3-relz/page__view__findpost__p__16187398 (optional, if applicable), 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 or http://theelderscrolls.info/?go=dlfile&fileid=215 (optional), 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.

DOWNLOAD:
http://www.tesnexus.com/downloads/file.php?id=34830 [Note: Fran's New Creatures shouldn't be used with FCOM.]

ENJOY
TEAM FCOM

User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Wed Mar 23, 2011 6:40 pm

I'm having a bit of a problem... I have followed all the steps carefully, and my game seemed to be working pretty much flawlessly. I managed to get my character to level 8 without any CTD. However, I'm now starting to come across creatures with missing meshes (the big yellow star sign). Young Durzogs, Virvatuli, and I think Uber-something larva were the ones I've come across. Farm animals also seem to be missing meshes, but I had desactivated the ESP instead. I've also come across an Albino Boar, and only it's mane was visible. Where would the missing meshes/textures be?
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Wed Mar 23, 2011 1:06 pm

I'm having a bit of a problem... I have followed all the steps carefully, and my game seemed to be working pretty much flawlessly. I managed to get my character to level 8 without any CTD. However, I'm now starting to come across creatures with missing meshes (the big yellow star sign). Young Durzogs, Virvatuli, and I think Uber-something larva were the ones I've come across. Farm animals also seem to be missing meshes, but I had desactivated the ESP instead. I've also come across an Albino Boar, and only it's mane was visible. Where would the missing meshes/textures be?


I think it will be in BSA, however i'm not FCOM expert
so if BSAs named badly it won't load - the starting part of name should be exactly the same as mod name without ".esp" (and it have to be done for esp - with only esm it won't work)
if they're not in BSA its probably you downloaded testing BSAs and some content may be missing, as it's still in testing
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Madeleine Rose Walsh
 
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Post » Wed Mar 23, 2011 11:09 am

Young Durzogs, Virvatuli, and I think Uber-something larva were the ones I've come across. ...


All those are from MMM, so make sure that the MMM.bsa is renamed FCOM_Convergence_MartsMonsterMod.bsa. Seems a bit odd that you'd notice it first now, though.
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Annick Charron
 
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Post » Wed Mar 23, 2011 2:39 pm

All those are from MMM, so make sure that the MMM.bsa is renamed FCOM_Convergence_MartsMonsterMod.bsa. Seems a bit odd that you'd notice it first now, though.


Ah, thanks! That worked. But yeah, I played it pretty safe so far, sticking mostly to outlaw caves and a few of the early Fighters Guild quests, I wasn't exploring much.
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Alexxxxxx
 
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Post » Wed Mar 23, 2011 4:37 pm

I'm having a slight problem as well.

Seems as I have missed some Meshes somewhere... -.-

It's right at the beginning in the "tutorial" where you meet the first armed Goblin where this pops up: http://img267.imageshack.us/img267/5093/wtfmesh.png

Which mod would that be? MMM, Fran? I guess Fran. But I'm sure I got the right version of it, and all files added to the mesh/texture folder.

I just noticed that the MMM.bsa hadn't been renamed, I renamed it. Do I need to reinstall all the mods again or would it work with a restarted game?
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Laura Mclean
 
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Post » Wed Mar 23, 2011 6:44 pm

I'm having a slight problem as well.

Seems as I have missed some Meshes somewhere... -.-

It's right at the beginning in the "tutorial" where you meet the first armed Goblin where this pops up: http://img267.imageshack.us/img267/5093/wtfmesh.png

Which mod would that be? MMM, Fran? I guess Fran. But I'm sure I got the right version of it, and all files added to the mesh/texture folder.

I just noticed that the MMM.bsa hadn't been renamed, I renamed it. Do I need to reinstall all the mods again or would it work with a restarted game?

http://www.tesnexus.com/downloads/file.php?id=16704 This will tell you where it's from.
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Rhiannon Jones
 
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Post » Wed Mar 23, 2011 2:10 pm

I just noticed that the MMM.bsa hadn't been renamed, I renamed it. Do I need to reinstall all the mods again or would it work with a restarted game?


No need to reinstall/restart - just rename it to FCOM_Convergence_MartsMonsterMod.bsa and you should be good to go. FormID Finder or RefScope are very useful when wanting to pinpoint which mod a missing mesh is connected to.
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Darian Ennels
 
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Post » Wed Mar 23, 2011 9:10 pm

Thanks for the help.

I'll see if FormID Finder sorts it out.

Awesome work as usual btw.

EDIT: Cant seem to get FormID Finder to work (as in Alt + Right Click doesn't add a scroll to my inventory or what it should do).
Thou now I see that it's a Iron Brown Shield that's black with no icon and it's floating in the air when I kill said Goblin.
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Laura Shipley
 
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Post » Wed Mar 23, 2011 4:14 pm

Thanks for the help.

I'll see if FormID Finder sorts it out.

Awesome work as usual btw.


Generally, there are three FCOM mods to double check if having missing meshes connected to it:

- MMM. Most often not having MMM.bsa renamed correctly. Sometimes not having it.
- OOO. Missing resources from OOO 1.33 Complete. Usually cayused by just installing the OOO 1.34 Beta 5 Patch - or jumping from the ancient OOO 1.3 to OOO 1.34 Beta 5.
- Fran's Optional New Items. Not having the bsa renamed correctly or not registered in the ini. Or not having it.

Of course, there can be other causes/mods as well, but that covers like 99% of the cases.
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Matt Terry
 
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Post » Wed Mar 23, 2011 5:41 pm

EDIT: Cant seem to get FormID Finder to work (as in Alt + Right Click doesn't add a scroll to my inventory or what it should do).
Thou now I see that it's a Iron Brown Shield that's black with no icon and it's floating in the air when I kill said Goblin.


Then it's Armamentarium - or perhaps Artifacts. So you're missing the Arma Complete Resources, alternatively Artifacts.bsa.

EDIT: That's not counted btw - as it's not an FCOM mod proper. :)

EDIT 2: As for FormID Finder, Alt+Right Click should open up a window with info. Requires OBSE.

It's from Armamentarium BTW - just checked.
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Josephine Gowing
 
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Post » Wed Mar 23, 2011 6:45 pm

Ah!
Found what I had missed!

The resource download from Armamentarium. Ha ha.

Too long ago I added mods it seems lol.

Thanks for the help!
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Breanna Van Dijk
 
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Post » Wed Mar 23, 2011 8:55 pm

Hey again everybody, still haven't got my comp back yet, but I've been doing a little research into things to visually enhance Oblivion to pass the time and found some nice things that won't conflict with anything in any unexpected ways. I've got a few more questions., however.

When testing with the 300_Test.esp should it be loaded before or after the bashed patch (or just let BOSS handle it)? I forgot about this and figure it'd be the easiest way to determine if I've got a stable FCOM build.

It's my understanding that FCOM doesn't really touch magic, so I was thinking about using LAME. I figure that if I'm going to be overhauling the rest of Oblivion with FCOM, that I might as well do magic as well, or would it adversely affect the balance of FCOM in any serious manner? There are a few modules with LAME that I was wandering if they'd conflict with FCOM:

Bonus: This replaces nearly all of the various greater powers and fortify skill abilities you get as quest rewards with something that is in my humble opinion more useful, small permanent bonuses (like resist fire 5 and the like). I never have used the greater powers to begin with, so... A final warning: The birthsign stone bonuses were inspired by my race balancing project, not from Vanilla Oblivion's birthsigns. Of course their bonuses are many times weaker. Please use this only with the other module, because that other module makes some important enchantments weaker, and without that this part may be a bit too much. And it adds the missing Nirn stone to the game. Try to find it - no clues given.


bgMagicItemSigil: This balances out every single sigil stone and premade enchantment. Main reason for this is to remove exploits (or making them much harder to get, like chameleon 100), and to make some underpowered gear (mostly quest rewards) actually useful, and to balance things a bit more out. Three examples: 1. Plain shield Sigil Stones are now more powerful than the Elemental Shield ones (which give, additionally to the shield bonus, elemental resistances). 2. The quest reward for the "A Brotherhood Betrayed" quest now has a small fatigue regeneration, because otherwise it was just a very weak fortify speed amulet, and not worth the trouble. 3. Fortify Alchemy and Fortify Armorer were replaced completely, because these effects didn't work at all.


These are the only LAME modules that look like they might conflict with FCOM, other than the one that adds LAME spells to enemies which I wasn't planning on using, though if there are any that I missed please let me know.

Sorry for all the questions, but I figure it best to ask those who are more experienced with FCOM and its myriad changes rather than blindly stumble about only to find that I've got a seriously screwed up game. I also figure that I might as well get as much straitened out before I get my comp back so that I can actually enjoy the game once I get it back.
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Charlotte Buckley
 
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Post » Wed Mar 23, 2011 5:26 pm

I ran into a bandit named "Iessa the Bandit" and she is missing her head (mesh error) and feet. I've also noticed that some bows are missing their mesh and Im not too certain which mod may be causing this. I recently updated Warcry and installed COBL (which appears to be working as intended). Any suggestions? She was wearing a "Nighteye Griffin Helmet"
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danni Marchant
 
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Post » Thu Mar 24, 2011 2:23 am

I ran into a bandit named "Iessa the Bandit" and she is missing her head (mesh error) and feet. I've also noticed that some bows are missing their mesh and Im not too certain which mod may be causing this. I recently updated Warcry and installed COBL (which appears to be working as intended). Any suggestions? She was wearing a "Nighteye Griffin Helmet"


Grab http://www.tesnexus.com/downloads/file.php?id=16704. After you find whats missing, check that the relevant files/BSAs exist. Do take note of Arkngt's post a few up as well, as that happened to me.

Edit: for grammar and added the link
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Matthew Aaron Evans
 
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Post » Thu Mar 24, 2011 12:31 am

Solved it earlier, turns out Frans was the issue.
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His Bella
 
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Post » Thu Mar 24, 2011 6:00 am

It's my understanding that FCOM doesn't really touch magic, so I was thinking about using LAME. I figure that if I'm going to be overhauling the rest of Oblivion with FCOM, that I might as well do magic as well, or would it adversely affect the balance of FCOM in any serious manner?


With FCOM it's OOO that overhauls the magic system. Personally, I think OOO's magic is nicely balanced. LAME is built around another vision on how magic should be so it's quite different from OOO, which doesn't mean that it's wrong to use it of course - but it does alter the balance much or less completely. LAME is compatible with FCOM, however, so basically - use it if you prefer LAME's magic system over OOO's.

Also, personally, I think it's easier to set up Supreme Magicka so that it's balanced much as OOO but also adds new spells, features etc.

Not 100% regarding 300_Test as I've never used it, but I think you can just have it loaded last and checked.
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Anna Krzyzanowska
 
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Post » Wed Mar 23, 2011 7:25 pm

Thanks, I forgot OOO modified magic. One more quick question. I noticed the Diverse Waterlife Update for MMM mentioned, but not MMM DLCHorseArmor+Slof update. Is that incompatible with FCOM and thus should not be used, or is it another reason?

PS: There may be a typo in the OP, under the recommended install order section Francesco's Creatures-Items 4.5 is marked as optional.

Edit: fixed typo
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Becky Palmer
 
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Post » Thu Mar 24, 2011 3:41 am

Thanks, I forgot OOO modified magic. One more quick question. I noticed the Diverse Waterlife Update for MMM mentioned, but not MMM DLCHorseArmor+Slof update. Is that incompatible with FCOM and thus should not be used, or is it another reason?

PS: There may be a typo in the OP, under the recommended install order section Francesco's Creatures-Items 4.5 is marked as optional.

Edit: fixed typo


Fran's is optional - but at the same time it's of course part of the original FCOM. Much as WarCry.

I added Diverse Waterlife Update to the OP as the question pops up so often and it's also a critical update - but the Quick Start guide should really be kept at a minimum IMO. Otherwise, there's really no limit to which optionals/addons etc. we could add there. Plus the readmes and release threads of the included mods should of course be consulted/followed. Anyway, use the MMM DLCHorseArmor+Slof update if applicable and you want its changes.
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Laura Wilson
 
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Post » Wed Mar 23, 2011 2:42 pm

So in this weeks updates I have reviwed the latest BOSS masterlist and noted yet more changes in recommended tags for the overhauls.

Seems they change about once every two weeks.

All well and good - glad it is being tracked but wow - they do seem to change a lot.

Anyway then I noticed in the bottom field where the auto add tags field is at there is a tag on FCOM.esm for 'SpellsOnly' Which I think is an old tag. Very strange as there is not an option to remove it and it is not in the description field with the {{tag}} (old school method).

I suppose it is harmless as bash is not going to read it, but thought I'd make sure.
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My blood
 
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Post » Wed Mar 23, 2011 3:20 pm

So in this weeks updates I have reviwed the latest BOSS masterlist and noted yet more changes in recommended tags for the overhauls.

Seems they change about once every two weeks.

All well and good - glad it is being tracked but wow - they do seem to change a lot.

Anyway then I noticed in the bottom field where the auto add tags field is at there is a tag on FCOM.esm for 'SpellsOnly' Which I think is an old tag. Very strange as there is not an option to remove it and it is not in the description field with the {{tag}} (old school method).

I suppose it is harmless as bash is not going to read it, but thought I'd make sure.


Which FCOM_Convergence.esm version are you talking about? Neither the FCOM_Convergence_Beta9.9 or the UFCOM version have SpellsOnly tags when I check - both have Delev, Factions, Relations, Relev.

BOSS (and the Quick Bash Check Guide in the OP) is updated to reflect changes in Wrye Bash releases (and at times for mod updates as well of course), so it's not like they're updated "every two weeks" just for the sake of it.
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Lawrence Armijo
 
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Post » Wed Mar 23, 2011 10:52 pm

The version I have is Version: 0.9.9MB3 according to the description field. The last UFCOM version that I'm aware of.

I try and stay on top of every update to every mod I have (explaining my presence here).

I seem to recall it was a tag that has since been updated by other tags, but I could be wrong - memory is fuzzy. I've not added the tag via the old fashion way with the description field so the only thing I can think happened was that it was added at one point by bash, but then removed yet since I probably didn't remove the tag before updating to a version that did not support that tag it has remained, but that does not quite make sense either because This esm I'm pretty sure came after that.

And I suppose every two weeks is an exaggeration, but they do change and move around a lot. I've seen tags get applied to the main DLC then moved to the unofficial patches, I've seen tags be recommended for the overhauls then moved to the FCOM patches. I've seen tags get recommended for OOO then not recommended then again recommended. I can't say that I have tracked these to offer examples it is just that in updating I usually compare what the masterlist recommends and it seems to change with regularity.

Hopefully with the next version of BOSS I will feel comfortable running BOSS on my actual data folder on a consistent basis because it is more configurable.
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Dagan Wilkin
 
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Post » Wed Mar 23, 2011 10:08 pm

Anyway then I noticed in the bottom field where the auto add tags field is at there is a tag on FCOM.esm for 'SpellsOnly' Which I think is an old tag. Very strange as there is not an option to remove it and it is not in the description field with the {{tag}} (old school method).


The version I have is Version: 0.9.9MB3 according to the description field. The last UFCOM version that I'm aware of.


I don't get a 'SpellsOnly' tag for FCOM_Convergence.esm 0.9.9MB3 as said - only Delev, Factions, Relations, Relev. Just redownloaded and double checked.
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kyle pinchen
 
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Post » Wed Mar 23, 2011 11:06 pm

Anyway then I noticed in the bottom field where the auto add tags field is at there is a tag on FCOM.esm for 'SpellsOnly' Which I think is an old tag. Very strange as there is not an option to remove it and it is not in the description field with the {{tag}} (old school method).


SpellsOnly was a older tag once again which has since been changed over Actors.Spells and Actors.ForceSpells

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.

You should be able to remove the old bash tag , by turn off automatic tagging on those esp and then reactivate automatic tagging.
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Jeremy Kenney
 
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Post » Thu Mar 24, 2011 3:18 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.
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Charlotte X
 
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