[RELZ] FCOM:Convergence 0.9.9 beta

Post » Fri May 27, 2011 6:06 am

What exactly does Realswords do, and how does it work? I don't think I've ever encountered any Realswords content in my game.
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James Baldwin
 
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Post » Fri May 27, 2011 12:37 am

What exactly does Realswords do, and how does it work? I don't think I've ever encountered any Realswords content in my game.

http://www.gamesas.com/bgsforums/index.php?showtopic=805708&hl=

If you've encountered Goblin Moris in the tutorial dungeon you've encountered Real Swords.
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benjamin corsini
 
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Post » Fri May 27, 2011 5:04 am

Alright, cool, at least I can be sure it's working, since I have encountered a number of moris. However, this brings me to my next question, how is it implemented? I looked up all of the screens from that thread you linked, and only recall having seen the goblin mori and moria. I'm level 20 or so and have experienced a fair number of dungeons, so I have to ask, where would I go about looking for these weapons? Also, are all the racial weapons complete? The thread linked leads me to believe that four races' weapons aren't done yet, and it looks like the mod hasn't received Waalx's attention in some time.
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Sarah Knight
 
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Post » Fri May 27, 2011 11:13 am

Alright, cool, at least I can be sure it's working, since I have encountered a number of moris. However, this brings me to my next question, how is it implemented? I looked up all of the screens from that thread you linked, and only recall having seen the goblin mori and moria. I'm level 20 or so and have experienced a fair number of dungeons, so I have to ask, where would I go about looking for these weapons? Also, are all the racial weapons complete? The thread linked leads me to believe that four races' weapons aren't done yet, and it looks like the mod hasn't received Waalx's attention in some time.


He's focusing on his overhaul mod at the moment. WAC (Waalx Animals and Creature) is going to contain all his RealSwords content (and more stuff he's made) in one .esp file. I believe its not entirely compatible with FCOM yet, but I don't think he'd object to anyone making a version of his mod that works with FCOM. I think only a few of his WAC plug ins work entirely with FCOM, and FCOM_Realswords won't work with his TCOS plug in at all, I think. (Yet. Key word is yet.)

In short: Waalx is still working on his RealSwords. As for your other question...just look around on TESNexus to get screenies of his swords and see if you've seen any.
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Chris Guerin
 
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Post » Fri May 27, 2011 1:56 am

And with MMM and a wac swords module , who needs them , Waalx work is ok , but it's more of the same . If wac comes into fcom , it'll be over a year after WAC goes into beta since changes to the wac.esm and bsa file will make it a fruitless endevour , playing with wac in fcom now ruins and destroys the countless hours of gameplay balances that fcom does . Some of it is just unplayeable .... greenies and 2 pound poitions .


But honestly , my veiw on this is , how many [censored] different colours of jelly beans do you guys need . I'm fine for life without wac .
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Schel[Anne]FTL
 
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Post » Fri May 27, 2011 1:35 am

Really the only thing I want to know is where these swords should show up. Are they rare drops from any enemy, or does each race drop their related racial sword, or should I be looking for these in a particular shop somewhere... etc. I want to mess around a little with the content that I downloaded, even though it looks like my own race isn't supported yet.
And Shika, I don't see anything wrong with more variety, and it's not like this content is causing anyone trouble. If you don't want it, don't download it, simple enough.
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Holli Dillon
 
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Post » Fri May 27, 2011 1:26 pm

Really the only thing I want to know is where these swords should show up. Are they rare drops from any enemy, or does each race drop their related racial sword, or should I be looking for these in a particular shop somewhere... etc. I want to mess around a little with the content that I downloaded, even though it looks like my own race isn't supported yet.

I've found Argonian Nails (or whatever they're called) on Argonians before, and curvy krisses on Khajiits. I don't know if the swords only appear on enemies or what, but I know I've seen them dropped by the races that "should" wield them.
And Shika, I don't see anything wrong with more variety, and it's not like this content is causing anyone trouble. If you don't want it, don't download it, simple enough.

I agree with this. The only reason I use FCOM is for the variety I get when playing. Maybe it's just me, but I like seeing bandits or whoever wearing more than just Elven and Glass armor.
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Sammygirl500
 
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Post » Fri May 27, 2011 12:12 am

I've found Argonian Nails (or whatever they're called) on Argonians before, and curvy krisses on Khajiits. I don't know if the swords only appear on enemies or what, but I know I've seen them dropped by the races that "should" wield them.

I agree with this. The only reason I use FCOM is for the variety I get when playing. Maybe it's just me, but I like seeing bandits or whoever wearing more than just Elven and Glass armor.

Thanks, that's all I needed to know. Also, I love your avatar :D
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GabiiE Liiziiouz
 
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Post » Fri May 27, 2011 5:48 am

Really the only thing I want to know is where these swords should show up. Are they rare drops from any enemy, or does each race drop their related racial sword, or should I be looking for these in a particular shop somewhere... etc. I want to mess around a little with the content that I downloaded, even though it looks like my own race isn't supported yet.
And Shika, I don't see anything wrong with more variety, and it's not like this content is causing anyone trouble. If you don't want it, don't download it, simple enough.

Yes, they are all random drops by the various races and not added to specific leveled lists for bosses only.
And yes, they are all race related. Bretons will drop only weapons usable by that race, as will Bosmers etc.
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emma sweeney
 
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Post » Fri May 27, 2011 7:52 am

Nice job on making this new version of my vampire death sequence. I haven't checked it out yet, but if it does what it promises I'll include it into my next vampire mod. :)

It would have been nice if I was notified about this version though. ;)


Ofcourse my horse. Use it... Of in onze eigen taal. Kerel, jij hebt dit moois gemaakt. Al wat ik wilde was het tot zijn volledig recht laten komen!

Or in english. You've made this piece of art. All i did was do justice to what you made.

I'm sorry if you feel stepped on or neglected for not being notified. I read your thoughts on the orrigional standalone StarX vampire deaths mod. I kinda thought my alterations to his mod would become a replacer or rather an evolution of the older mod so if you were happy with the first standalone you'd be happy with this one to, so i just posted it. But thanx again for creating your starx vanilla vampires revised and this beautifull death animation. I believe that my mod is even compatible with vanilla vampires revised as the animations should both play. Tell me what you think or if it might need some tweaking.

greetings from limburg.
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Hope Greenhaw
 
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Post » Thu May 26, 2011 10:52 pm

Ofcourse my horse. Use it... Of in onze eigen taal. Kerel, jij hebt dit moois gemaakt. Al wat ik wilde was het tot zijn volledig recht laten komen!

Or in english. You've made this piece of art. All i did was do justice to what you made.

I'm sorry if you feel stepped on or neglected for not being notified. I read your thoughts on the orrigional standalone StarX vampire deaths mod. I kinda thought my alterations to his mod would become a replacer or rather an evolution of the older mod so if you were happy with the first standalone you'd be happy with this one to, so i just posted it. But thanx again for creating your starx vanilla vampires revised and this beautifull death animation. I believe that my mod is even compatible with vanilla vampires revised as the animations should both play. Tell me what you think or if it might need some tweaking.

greetings from limburg.


Oh well, I just want to keep informed about what happens to the stuff I make, unless it's one of my modder's resources. I do however appreciate the effort that has been made to optimise the effect. But now that there's a way to actually keep the effect the same without having to add it directly to a NPC (thus preventing compatabilty issues!) I can look into making similar effects for other (NPC) creature types (undead/daedra). Should be a nice side project. :)

Greetings from Amsterdam!
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REVLUTIN
 
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Post » Fri May 27, 2011 2:02 am

Since I re-installed Oblivion, I've been happily running a fairly standard extended FCOM install with a few extras, [such as Hunger/thirst/sleep stuff and a few basic starter homes/hovels] with little or no issues as such. I have noticed though [I hope this hasn't already been noted as a known bug or whatever] a rather odd repeating bug......basically, at radom points during gameplay, some apparantly innocuous action, such as walking over a bridge, approaching a well or a wall, reaching a particular cross roads etc etc [its always different] will cause a pseudo-repeating CTD at each new reload and re-try. I call it pseudo-repeating because I accidentally discovered that a quick fast travel to any place and back [I normally never use FT] will "fix" it and its possible to pass the "trigger point" for the CTD once more as normal. Thus far this has only happened outdoors but as such might be a hassle if it occurs inside a dungeon or whatever.....I'm hoping it won't. It does seem rather odd but fixable with the fast travel dodge. Perhaps something [running script or whatever] is altered by doing this?

A bit back there was discussion re. ArmamentariumLLOOO/LL.esp, oddly I find I'm using ArmamentariumLLVendors.esp....should this be changed? I thought it simply put items on sale rather than in leveled lists or something? I ask 'cos the OP on that one was having random CTDs too.

And finally, a silly query...does anything in the standard FCOM install contain Tent meshes etc, I recently added a varient of Treleths Pitchable Tent and found it overwriting meshes and texs for "tents" etc which is vaugely worrying....but then I'd not run into any tent dwelling NPCs or anything.
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Cartoon
 
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Post » Fri May 27, 2011 3:39 am

just out of curiosity, what will fcom do when two mods change the same thing? say one increases skill gain while the other lowers it (for example).
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Elle H
 
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Post » Fri May 27, 2011 7:29 am

A bit back there was discussion re. ArmamentariumLLOOO/LL.esp, oddly I find I'm using ArmamentariumLLVendors.esp....should this be changed? I thought it simply put items on sale rather than in leveled lists or something? I ask 'cos the OP on that one was having random CTDs too.

And finally, a silly query...does anything in the standard FCOM install contain Tent meshes etc, I recently added a varient of Treleths Pitchable Tent and found it overwriting meshes and texs for "tents" etc which is vaugely worrying....but then I'd not run into any tent dwelling NPCs or anything.


http://www.gamesas.com/bgsforums/index.php?showtopic=993298&hl=

No fcom does not touch tents. Sounds like a issue with that mod itself.

just out of curiosity, what will fcom do when two mods change the same thing? say one increases skill gain while the other lowers it (for example).


last mod wins, if one raise and the other lowers then last change win. Since you did not state what mods they where, really can't help you or direct you has needed.
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 9:47 am

http://www.gamesas.com/bgsforums/index.php?showtopic=993298&hl=

No fcom does not touch tents. Sounds like a issue with that mod itself.


Cool, thanks for the info. Re. the Tents/Fcom situation etc, I think it might be a market mod in Weye which I have that involves a tent that the veggie sellers live in that was being over-written, it seems there are no ill effects etc at any rate. I was just a little worried there might be some crowd of FCOM Forrester/Ranger types [that I'd somehow not run into yet], who'd be homeless or something. With regard to the Armaamentarium situation, upon closer examination and comparison with info on the thread link above it seems I'm ok LO-wise as per version 1.2 [I'll update soon, I guess]. I guess my CTDs/FT thing just comes under weird one-off Anomolies then? No worries, since its work aroundable etc, just some oddness particular to my rig and setup I suppose. Many thanks again for all your hard work on this most excellent, ongoing Mod project, which I continue to enjoy immensely.
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Tom
 
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Post » Fri May 27, 2011 12:35 am

Mmkay, I have a question, although I think I already know the answer... I'd like to double-check, just to make sure.
I recently restarted a new game with FCOM(And the new, updated MMM), and I entered Vilverin... Would anyone be willing to give me a breakdown of what a level 1 character should expect to see? I know the first couple of levels should be relatively easy, up until the Specters, but... Are you 'supposed' to run into two Staada, a Cyrrus the Destroyer, and two Corpsefires before the Specters...?
Basically, it went like this. I got in there, the first level seemed as it should, with Outlaws and Vilverin Thugs almost exclusively. I get to the second level, where the Undead start reigning, and I find a Staada, a Ghostly Apparition, some Boneflayers, and a Skeletal Mage in one room. So, somehow I manage to kill them off (I forgot to mention the Staada have no weapon. And the only times I have ever encountered them have been at the beginning levels.) and move on. The next area, that miniature hallway with four gates (Two on each side, I believe...) and the end of the hallway with two Iron Arrows sitting below a pillar with a Welkynd Stone at the top. In one of those four gates, there was a Cyrrus the Destroyer. He, too, was weaponless. In another, it was Corpsefire with two or three Boneflayers. I TGM and finish them. (At this point I want to check the rest of the dungeon.) So I continue on and run into yet another Staada... This isn't considered 'normal', is it?

The most common factor I can see in all of this is that I believe these monsters to be related with Warcry. They most definitely are not for a level one character, though. So should I use the FCOM_Warcry_Nospawn.esp for the time being? And are these issues being looked into for the next FCOM release? Most of the encountered Warcry monsters seem much stronger than they should be for their level. For example, running into a Fallen One Shaman at level one is an almost guaranteed trip to the menu screen. I'm considering using the warcry_nospawn.esp, but I love a lot of the monsters added into the game with Warcry, so... Is there any other option?
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Tamara Dost
 
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Post » Fri May 27, 2011 6:24 am

snip


Regarding Staadas:

Staada from Warcry is going to be updated for next FCOM release this is for sure. Has many have reported having problem with it appearing too early and not carrying weapons either.

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Kate Norris
 
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Post » Fri May 27, 2011 1:27 pm

Regarding Staadas:


Wow, I hadn't even seen that... Thanks! Any other information regarding other Warcry mobs?
And does this mean using the warcry_nospawn is probably the best way to handle it currently?
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Cody Banks
 
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Post » Fri May 27, 2011 2:57 am

Wow, I hadn't even seen that... Thanks! Any other information regarding other Warcry mobs?
And does this mean using the warcry_nospawn is probably the best way to handle it currently?

See post #82 of this thread.
Using the WC no spawn option would mean you missing out on some terrific creatures, especially the undead variety.
Corpsefire etc are normal critters for early levels, so :bolt: :ahhh:
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Joanne Crump
 
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Post » Fri May 27, 2011 4:43 am

Wow, I hadn't even seen that... Thanks! Any other information regarding other Warcry mobs?
And does this mean using the warcry_nospawn is probably the best way to handle it currently?


I've just restarted FCOM after a long while so I can't give details on particular enemies in this case. But you will certainly face enemies that a Level 1 char will have huge troubles with if you adventure, so that might be completely normal. Fallen One Shamans are plentiful in the ruin next to Vilverin right from the start for example. So you will have to learn how to flee for your life - or be very careful.
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Cathrin Hummel
 
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Post » Fri May 27, 2011 12:01 am

Hey Arkngt, welcome back. :wave:
Gonna hang around for a while this time?
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OTTO
 
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Post » Fri May 27, 2011 1:46 pm

Hey Arkngt, welcome back. :wave:
Gonna hang around for a while this time?


Hi there Shikishima, I see that the thread is in good hands! :toughninja:

Hopefully, if only I can have a stable game this time around. I have a new graphic card and so far everything runs very smoothly so knock on wood. Lots of exciting new stuff in MMM etc. to look forward to since my last game. Plus I'm amazed on how easy it is to set up with the BOSS/Wrye Bash/Bain combo.
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Niisha
 
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Post » Fri May 27, 2011 10:09 am

Alright, thanks very much for the info you two!
I think I'm confusing myself by thinking of the monsters as they are in Diablo II, where Corpsefire is a random boss, and Fallen one/Fallen one Shamans are relatively(See: Very easy) to dispose of haha.
Again, much thanks for the information!
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jodie
 
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Post » Thu May 26, 2011 10:15 pm

Hey Arkngt, welcome back. :wave:
Gonna hang around for a while this time?

StarX wants to wave at Arkngt as well! :wave:

Welcome back, mate! It's been to long.
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carley moss
 
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Post » Fri May 27, 2011 12:05 pm

Hi, I'm setting up a new install of FCOM and playing a new game from the start. Last time I installed this I was fighting strong enemies way too soon. I was seeing shadow wolfs and leopards at fourth level, and they could kill my character with 2 hits. So, what settings do you all recommend for new characters?
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Kirsty Collins
 
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