[RELZ] FCOM:Convergence 0.9.9 beta

Post » Fri May 27, 2011 4:49 am

I realise that the FCOM team are pretty busy right now, but I thought I'd suggest integrating Hel Borne's http://www.tesnexus.com/downloads/file.php?id=27544; I haven't tried it myself yet, but they look fantastic in the images and could add a bit more variety; something for later, maybe...
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Matt Bigelow
 
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Post » Fri May 27, 2011 4:50 am

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?

It sounds as if your being too ambitious in your early levels if your encountering those critters.
Default should be good for a new character, but for some hints on starting have a look here.
http://www.gamesas.com/bgsforums/index.php?showtopic=732734&hl
It may be titled OOO, but as Oscuro's is the dominant FCOM mod, most of what's there is still relevant.
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Kay O'Hara
 
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Post » Fri May 27, 2011 6:44 am

Hi, well I'm setting up FCOM for a friend (this is the third time i have installed FCOM+ in a year). I am not quite finished yet...hope to later tonight/this morning. However, I have been testing with the 300_test esp as i go along to make sure everything's right, but one thing that keeps popping up is that a heap of the npc's have pink hands (missing texture!) and some have invisible heads...I'm wondering if anyone would know what mod is doing this...I think it must be out of FCOM because I started getting these anomalies early in the install (but have proceeded anyway...). I'm thinking MMM because that is the hardest to install with all the updates and everything...I didnt know whether to install the PYFFII optimised BSA or not, so eventually I did to see if it would help, but it didnt. But i don't know if i was suppsed to try to uninstall something else first or what??? also, does FCOM .99 work with the newest MMM ? thanks ahead to you wonderful people who seem to know so much!
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marina
 
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Post » Fri May 27, 2011 11:53 am

Hi, well I'm setting up FCOM for a friend (this is the third time i have installed FCOM+ in a year). I am not quite finished yet...hope to later tonight/this morning. However, I have been testing with the 300_test esp as i go along to make sure everything's right, but one thing that keeps popping up is that a heap of the npc's have pink hands (missing texture!) and some have invisible heads...I'm wondering if anyone would know what mod is doing this...I think it must be out of FCOM because I started getting these anomalies early in the install (but have proceeded anyway...). I'm thinking MMM because that is the hardest to install with all the updates and everything...I didnt know whether to install the PYFFII optimised BSA or not, so eventually I did to see if it would help, but it didnt. But i don't know if i was suppsed to try to uninstall something else first or what??? also, does FCOM .99 work with the newest MMM ? thanks ahead to you wonderful people who seem to know so much!


If you're going to use the latest bsa release of MMM it's important to uninstall everything from the previous install - otherwise you'll get issues like that (at least there was a similar issue reported in the MMM thread). According to Corepc the latest release should work without issues with FCOM. Just rename MMM.bsa to FCOM_Convergence_MartsMonsterMod.bsa.

EDIT: Here's Corepc on 3.7b3PR3 and FCOM:

Yes, but, FCOM has not been updated to reflect changes that I have made to many of leveledlist among other things. So use at your own risk once again. It should work fine.


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

Welcome back, mate! It's been to long.


Hi there, StarX! :wave: Looking forward to your upcoming vampire saga!
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stephanie eastwood
 
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Post » Fri May 27, 2011 7:57 am

Thanks for your reply - you said i have to uninstall everything else to install the BSA. However, the bsa has no esp's in it right? So should I install the BSA and then just place the esp's i need into the data folder from other downloads? this is quite confusing....
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Tamara Primo
 
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Post » Fri May 27, 2011 2:04 am

Thanks for your reply - you said i have to uninstall everything else to install the BSA. However, the bsa has no esp's in it right? So should I install the BSA and then just place the esp's i need into the data folder from other downloads? this is quite confusing....


There are http://www.gamesas.com/bgsforums/index.php?showtopic=1037788&st=0, one with the bsa, one with updated plugins. As the release switches to bsa-format it is important to uninstall previously installed textures/meshes.

EDIT: Well, three really as there is a MMM Arrows and Ingredients Fixes as well...
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Roberta Obrien
 
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Post » Fri May 27, 2011 2:01 pm

You'll need to uninstall your current MMM as though you were removing the mod entirely, including all resources (meshes, textures, sounds etc.). This is much easier if you installed with OMOD or BAIN.

Then you'll need the three files listed in the first post here: http://www.gamesas.com/bgsforums/index.php?showtopic=1037788

You put the BSA in your Data folder and rename it to work with FCOM, then install the needed ESPs ESMs from the second download, and the fix from the third download.

There's an OMOD script available to make things easier, it was mentioned in the MMM thread I linked above.
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Leanne Molloy
 
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Post » Fri May 27, 2011 10:21 am

I cannot stress how important it is to do a clean reinstall of MMM, meaning remove all older MMM meshes and textures has having those installed while having the MMM.bsa loaded can causing major problem.

Any mod that is dependent on resource from MMM should be reinstalled has well, so that date of file in data directory meshes or textures is newer than date of file in the bsa.

Body Mods in particular: EVE and Robert's need to re be reinstalled, Cobl has well (which works out nice) since cobl textures and meshes will be used instead of MMM for some things. Since file date is newer than those stored in bsa once again. If you reinstall with Obmm that is.

in FCOM MMM would be the last major mod to install. So no need to reinstall Frans, WarCry, OOO, just MMM once again. Then rebuild bashed patch, wait x amount of days in same location for respawn to kick in.

I cannot guaranteee how the new MMM will work with fcom once again, Has with all beta releases of MMM have been. Has FCOM itself needs to be updated and Dev_Akm is still working on it and RL stuff has kept him busy has of late has well.

Corepc
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Anna Krzyzanowska
 
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Post » Fri May 27, 2011 2:50 am

Hi, thanks very much for your help. I have now uninstalled all the previous MMM and installed the new ones (the three files). I still have missing meshes, and I don't know if they are from MMM, but I guess it's likely. I'm just wondering what you mean by 'rename the bsa to suit fcom'? also, i can easily reinstall Cobl, which I will do now...are there any other mods relient on MMM? How would I know?

The items that have been missing meshes that I have seen thus far have been rusty bows and rusty axes...(still in the tute dungeon). If that makes any difference...

I also have another little oddity - i don't know if this has come up before, or if it's anything to do with MMM, but anything that dies or gets attacked turns green! I have no idea why?!?!

Thanks for all your help again....
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Eilidh Brian
 
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Post » Fri May 27, 2011 8:40 am

All that is probably the BSA.

Just rename MMM.bsa to FCOM_Convergence_MartsMonsterMod.bsa

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christelle047
 
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Post » Fri May 27, 2011 12:16 pm

All that is probably the BSA.


Thanks so much! I'll try that right now!
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Skrapp Stephens
 
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Post » Fri May 27, 2011 10:05 am

Hi, thanks very much for your help. I have now uninstalled all the previous MMM and installed the new ones (the three files). I still have missing meshes, and I don't know if they are from MMM, but I guess it's likely. I'm just wondering what you mean by 'rename the bsa to suit fcom'? also, i can easily reinstall Cobl, which I will do now...are there any other mods relient on MMM? How would I know?

The items that have been missing meshes that I have seen thus far have been rusty bows and rusty axes...(still in the tute dungeon). If that makes any difference...

I also have another little oddity - i don't know if this has come up before, or if it's anything to do with MMM, but anything that dies or gets attacked turns green! I have no idea why?!?!

Thanks for all your help again....


IIRC, the Rusty items in the tutorial dungeon are from OOO so make sure you have installed all files needed for it. The "turn green" issue is connected to the blood effects in MMM. Those should have been fixed for those who had issues with them already in MMM 3.6 Beta 3 IIRC so it's a bit odd. MMM comes with a No Blood plugin so you could use it, but you seem to have some install issues so you should probably make sure you have everything installed correctly first.
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kristy dunn
 
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Post » Fri May 27, 2011 10:51 am

okay, well after renaming the bsa, the dead people all turned back to normal colours, and i can see the items that were missing meshes before! who would have thought?!
however, after going a bit further into the dungeon i came across an iron bronze falchion which didn't show up - no 'missing mesh' sign, just invisible...then the game crashed :( i'll look up the source of that object now...

hmmmm nowhere to be found...

sorry i lied, it was an iron copper falchion, and it was a missing mesh. anyone know where that mesh comes from??!?!
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joseluis perez
 
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Post » Fri May 27, 2011 6:21 am

okay, well after renaming the bsa, the dead people all turned back to normal colours, and i can see the items that were missing meshes before! who would have thought?!
however, after going a bit further into the dungeon i came across an iron bronze falchion which didn't show up - no 'missing mesh' sign, just invisible...then the game crashed :( i'll look up the source of that object now...

hmmmm nowhere to be found...

sorry i lied, it was an iron copper falchion, and it was a missing mesh. anyone know where that mesh comes from??!?!


OK, I thought you already had renamed the bsa so that why I was a bit perplexed. Iron Bronze Falchion sounds like it's from Fran's Optional Items, which I don't use so I can't check. If so, make sure you have the bsa with the resources and not only the esp. Also, it must be registered in the ini - or better yet, follow http://devnull.sweetdanger.net/convergence.html under Francesco's Installation.

I wonder if there's an alternative download link for EntropicOrderRebalance? The one in the OP doesn't work.
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brian adkins
 
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Post » Fri May 27, 2011 2:02 am

I'm getting a CTD within seconds of starting a new game with FCOM, everytime. I started with a clean install of Oblivion, as suggested. I have painstakingly followed the First-Time User Install Guide on the official page, consulted the FCOM Expanded Load Order for notes on issues & compatibility, as well as the UESP's Tes4Mod:FCOM page for additional information on other mods used with FCOM. I use the latest BOSS masterlist (r371, dated today) & Bain for all but four of my mods (I let OBMM handle those few that need ini or shader edits). I've constructed my Bash patch per readmes & BOSS guidelines, & generated LOD last. In other words, I've been extremely careful to get this right, & apparently it hasn't. Can someone please advise me on some possible things to resolve? My load order follows here:

Active Mod Files:00  Oblivion.esm01  BP-CosmeticLibraryBase-Public.esm02  All Natural Base.esm  [Version 0.9.7]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Ulrim's Horses.esm07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b1]09  Enhanced Daedric Invasion.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9a7]0C  Kvatch Rebuilt.esm0D  Better Cities Resources.esm0E  Open Cities Resources.esm  [Version 3.3.1]0F  Progress.esm  [Version 2.2]10  Toaster Says Share v3.esm11  EyeCandy - Content.esm12  HrmnsOblivionScriptOptimizationv1.0.esp13  Unofficial Oblivion Patch.esp  [Version 3.2.0]14  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]15  Oblivion Citadel Door Fix.esp16  MG01-fix.esp17  DLCShiveringIsles.esp18  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]19  SM Plugin Refurbish - SI.esp  [Version 1.05]1A  Better Cities .esp1B  Francesco's Optional Chance of Stronger Bosses.esp1C  Francesco's Optional Chance of Stronger Enemies.esp1D  Francesco's Optional Chance of More Enemies.esp1E  Francesco's Optional Leveled Quests-SI only.esp1F  Francesco's Optional Leveled Guards.esp20  Francesco's Dark Seducer Weapons Patch.esp21  FCOM_Francescos.esp  [Version 0.9.9]22  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]23  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]24  All Natural - Real Lights.esp  [Version 0.9.7]25  All Natural.esp  [Version 0.9.7]26  All Natural - SI.esp  [Version 0.9.7]27  All Natural - Enhanced Weather.esp  [Version 0.9.6]28  Kvatch Rebuilt Weather Patch.esp29  phinix-waterfix.esp2A  Symphony of Violence.esp2B  MIS Low Wind.esp2C  MIS New Sounds Optional Part.esp2D  Hear-Me-Not.esp2E  MIS New Sounds Optional Part - Real Lights Patch.esp2F  WindowLightingSystem.esp++  Item interchange - Extraction.esp  [Version 0.76]30  Moist - Gate Room.esp31  P1DmenuEscape.esp32  personality_idles_custom.esp33  Portable Campsite.esp34  RAEVWD Cities.esp  [Version 1.4]35  RAEVWD Imperial City.esp  [Version 1.4]36  Skillbookssave.esp37  VAs Better Gold with no Menu Icon.esp38  Enhanced Economy.esp  [Version 2.1.2]39  Crowded Roads Revisited.esp  [Version 1.1]3A  Choices and Consequences.esp3B  Landmarks, w Wells.esp  [Version 1.11]3C  HouseMapMarkersOnlyBought.esp3D  DLCHorseArmor.esp3E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]3F  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]40  DLCOrrery.esp41  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]42  SM Plugin Refurbish - Orrery.esp  [Version 1.11]43  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 0.1]44  DLCVileLair.esp45  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]46  SM Plugin Refurbish - VileLair.esp  [Version 1.21]47  DLCMehrunesRazor.esp48  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]49  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]4A  DLCSpellTomes.esp4B  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]4C  EyeCandy Compilation.esp4D  Bodysuit for Exnem.esp  [Version 1.1]4E  PersuasionOverhaul.esp  [Version 1.4]**  StockClothingArmor-forExnems.esp4F  Exnem_Chaindress1.esp50  Slof's Horses Base.esp51  Slof's Extra Horses.esp52  kuerteeHorseCommands.esp53  Dude Wheres My Horse.esp54  DLCThievesDen.esp55  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]56  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]57  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]58  ExnemRuneskulls.esp59  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]5A  Slof's Oblivion Robe Trader.esp5B  Cobl Glue.esp  [Version 1.72]5C  Cobl Si.esp  [Version 1.63]5D  OOO 1.32-Cobl.esp  [Version 1.72]5E  FCOM_Cobl.esp  [Version 0.9.9]5F  Bob's Armory Oblivion.esp60  FCOM_BobsArmory.esp  [Version 0.9.9]61  Loth's Blunt Weapons for Npcs.esp62  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]63  Oblivion WarCry EV.esp64  FCOM_WarCry.esp  [Version 0.9.9]65  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]66  Choices and Consequences - OOO.esp  [Version 0.2]67  FCOM_Convergence.esp  [Version 0.9.9]68  Choices and Consequences - MMM.esp  [Version 0.2]69  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]6A  FCOM_RealSwords.esp  [Version 0.9.9]6B  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9]6C  FCOM_SaferRoads.esp  [Version 0.9.9]6D  FCOM_LessRats.esp  [Version 0.9.9]6E  FCOM_NoReaversInGates.esp  [Version 0.9.9]6F  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]70  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]71  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b1]72  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]73  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]74  TamrielTravellers4OOO.esp  [Version 1.39c]75  TamrielTravellersItemsCobl.esp  [Version 1.39c]76  ShiveringIsleTravellers.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp77  FCOM_TamrielTravelers.esp  [Version 0.9.9]78  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]79  FCOM_BobsGuardUnity.esp  [Version 0.9.9]7A  FCOM_HungersUnitySI.esp  [Version 0.9.9]7B  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]7C  PersuasionOverhaul_OOO.esp  [Version 1.2]7D  PersuasionOverhaul_MMM.esp  [Version 1.2]7E  StockClothingArmor-forExnems - OOO Patch.esp7F  MMM-Cobl.esp  [Version 1.69]80  Enhanced Quest Roleplaying.esp81  Enhanced Quest Roleplaying - OOO.esp82  Enhanced Quest Roleplaying - FCOM.esp83  Better Shady Sam.esp84  Kvatch Rebuilt.esp85  OCC-KR-Patch.esp86  Kvatch Rebuilt - OOO Compatibility.esp87  Kvatch Rebuilt - Leveled Guards - FCOM.esp88  DLCBattlehornCastle.esp89  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]8A  SM Plugin Refurbish - Battlehorn.esp  [Version 1.2]8B  DLCFrostcrag.esp8C  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]8D  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]8E  Ulrim's Horses.esp8F  Knights.esp90  Knights - Unofficial Patch.esp  [Version 1.0.9]91  SM Plugin Refurbish - Knights.esp  [Version 1.06]92  Ulrim's Horses - Knights patch.esp93  OCC-KOTN-Patch.esp  [Version 2.1]94  Consequences.esp95  Consequences_Knights.esp96  Consequences_Vile.esp**  DLC_MOBS.esp97  Origin of the Mages Guild.esp  [Version 5.1]98  FCOM_Knights.esp  [Version 0.9.9]99  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]9A  FCOM_OMGSRT.esp  [Version 0.9.9]9B  Enhanced Daedric Invasion.esp9C  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]9D  Oblivion Gate Map Marker Remover.esp  [Version 1.1.0]9E  Open Cities New Sheoth.esp  [Version 1.1]9F  Open Cities Full + Leyawiin Reborn.esp  [Version 3.3.1]A0  OCC-OOO-Patch.esp  [Version 2.2]A1  Bag of Alchemy.espA2  Dungeon Actors Have Torches 1.6 DT.espA3  Exterior Actors Have Torches 1.3 DT.espA4  Faster-grass.espA5  Faster-trees.espA6  Loot All Armor.espA7  P1DkeyChain.esp  [Version 5.00]A8  Toggleable Quantity Prompt.esp  [Version 3.1.1]A9  Quest Award Leveller.espAA  Quest Award Leveller - Battlehorn Castle.espAB  Quest Award Leveller - Vile Lair.espAC  Quest Award Leveller - Mehrunes Razor.espAD  Quest Award Leveller - Knights Of The Nine.espAE  RealisticForceLow.espAF  RealisticMagicForceMedium.espB0  Finders Keepers.espB1  hilarity_121.espB2  Life Detected - Skeleton - Medium - 2.espB3  PJs Spell Compendium - Spell Requirements.espB4  Remote Life Detect.espB5  SetEssentialActors.espB6  Stalk'em SI.esp  [Version 1.1]B7  SupremeMagicka.esp  [Version 0.89]B8  SM_ShiveringIsles.esp  [Version 0.86]B9  SM_DLCSpellTome.esp  [Version 0.80]BA  SM_OOO.esp  [Version 0.89]BB  SM_MMM.esp  [Version 0.89]BC  SM_COBL.esp  [Version 0.86]BD  SM_EnchantStaff.esp  [Version 0.80]BE  SM_Scrolls.esp  [Version 0.84]BF  SM_SigilStone.esp  [Version 0.83]C0  AgarVariedSpellSounds_SupremeMagicka.espC1  MidasSpells.espC2  OC+Midas Magic Patch.espC3  Syc_AtHomeAlchemy_No_Bounty_v2.espC4  Enchant Ripper.espC5  attack and hide medium v2.1.espC6  No psychic guards v1.2.espC7  RenGuardOverhaul.espC8  RenGuardOverhaulShiveringIsles.espC9  ProgressMBSP.esp  [Version 2.0]CA  ProgressSBSP.esp  [Version 1.0]CB  ProgressRBSP.esp  [Version 1.0]CC  ProgressRacial.espCD  ProgressArmorer.esp  [Version 1.0]CE  ProgressMercantile.esp  [Version 1.11]CF  RealisticLeveling.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]D0  Toaster Says Share Faction Recruitment.espD1  Companion Postal Service.espD2  bgBalancingEVCore.esp  [Version 10.5EV-D]D3  bgMagicEV.esp  [Version 1.7EV]D4  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]D5  bgMagicItemSigil.esp  [Version 1.68EV]D6  bgMagicEVStartspells.esp  [Version 1.68EV]D7  bgMagicBonus.esp  [Version 1.7EV]D8  bgMagicEVAddEnVar.esp  [Version 1.68EV]D9  bgMagicEVPaperChase.esp  [Version 1.68EV]DA  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]DB  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]DC  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]DD  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]DE  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]DF  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]E0  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]E1  bgHighElfSeamReducerFixEV.espE2  Better Imperial City.espE3  Better Cities - COBL.esp  [Version 0]E4  bgMagicEVShader.esp  [Version 1.7EV]E5  bgMagicShaderLifeDetect.esp  [Version 1.68]E6  bgMagicLightningbolt.espE7  Visually Realistic Deadly Lava.esp**  Open Cities LR Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.espE8  Bashed Patch, 0.espE9  DZ_Auto_Harvest.esp

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sarah taylor
 
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Joined: Thu Nov 16, 2006 3:36 pm

Post » Fri May 27, 2011 5:21 am

I'm getting a CTD within seconds of starting a new game with FCOM, everytime. I started with a clean install of Oblivion, as suggested. I have painstakingly followed the First-Time User Install Guide on the official page, consulted the FCOM Expanded Load Order for notes on issues & compatibility, as well as the UESP's Tes4Mod:FCOM page for additional information on other mods used with FCOM. I use the latest BOSS masterlist (r371, dated today) & Bain for all but four of my mods (I let OBMM handle those few that need ini or shader edits). I've constructed my Bash patch per readmes & BOSS guidelines, & generated LOD last. In other words, I've been extremely careful to get this right, & apparently it hasn't. Can someone please advise me on some possible things to resolve?


If it's a CTD on startup and you had a previous install of Oblivion it might be caused by the settings in the Oblivion.ini (My Documents/My Games/Oblivion). Try renaming or deleting it (make a backup if so) and let the game generate a new ini on startup.
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zoe
 
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Post » Fri May 27, 2011 11:40 am

If it's a CTD on startup and you had a previous install of Oblivion it might be caused by the settings in the Oblivion.ini (My Documents/My Games/Oblivion). Try renaming or deleting it (make a backup if so) and let the game generate a new ini on startup.


Thanks for the tip, but it didn't help.

To clarify, I'm able to pick my race (new game) & quest messages from various mods start showing up before it crashes, so it's not immediately upon loading the game.
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Cartoon
 
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Post » Fri May 27, 2011 1:56 am

Thanks for the tip, but it didn't help.

To clarify, I'm able to pick my race (new game) & quest messages from various mods start showing up before it crashes, so it's not immediately upon loading the game.


Sounds like a reproducible CTD, then. In that case, you need to start disabling plug ins that may conflict with what you recently installed. If it's a blatantly obvious FCOM incompatibility then posting a LO would help, however, your best bet is disabling stuff one by one.
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Steve Fallon
 
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Post » Fri May 27, 2011 8:49 am

Thanks for the tip, but it didn't help.

To clarify, I'm able to pick my race (new game) & quest messages from various mods start showing up before it crashes, so it's not immediately upon loading the game.

Hmm. I see you have Open Cities. Just a guess, but it might be due to OOO disabling the map markers, then attempting to reinstate the IC markers. There should be a plugin in the OOO install that undoes OOO's disabling of the markers, called something like 'Map Markers Stock', so dig that out, install it, and see if that cures the problem.

Eloise
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Victoria Bartel
 
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Joined: Tue Apr 10, 2007 10:20 am

Post » Thu May 26, 2011 10:47 pm

Thanks for the tip, but it didn't help.

To clarify, I'm able to pick my race (new game) & quest messages from various mods start showing up before it crashes, so it's not immediately upon loading the game.


? When you start a new character and get to exit of tutorial dungeon,

At the gate, Change your race, make a small change like changing hair? and tell it yes you want to be XXX race.. does it crash here?

Have you tried FCOM just by itself without all the other mods you are using has well?
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Shiarra Curtis
 
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Joined: Thu Jan 04, 2007 3:22 pm

Post » Fri May 27, 2011 9:59 am

Hmm. I see you have Open Cities. Just a guess, but it might be due to OOO disabling the map markers, then attempting to reinstate the IC markers. There should be a plugin in the OOO install that undoes OOO's disabling of the markers, called something like 'Map Markers Stock', so dig that out, install it, and see if that cures the problem.

Eloise


I did as you suggested, but still no luck. The crashes continue. :(


? When you start a new character and get to exit of tutorial dungeon,

At the gate, Change your race, make a small change like changing hair? and tell it yes you want to be XXX race.. does it crash here?

Have you tried FCOM just by itself without all the other mods you are using has well?


I haven't gotten as far as the exit. I'm still in the prison cell. The game crashes within a moment of starting a new game, after picking my race for the first time. It's not immediately after picking a new race, though, so I don't suspect bad race entries (I'm picking a Nord for my character). The game crashes within about 30-60 seconds later, while a bunch of quest messages show up (from installed mods).

I haven't tried FCOM without the other mods. I was hoping to get it all working in one shot, which is why I was so meticulous in following the directions given. I guess that's what I'll have to do though, if no other solutions present themselves.
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luis dejesus
 
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Joined: Sun Aug 19, 2007 7:40 am

Post » Fri May 27, 2011 10:31 am

Hmm. I see you have Open Cities. Just a guess, but it might be due to OOO disabling the map markers, then attempting to reinstate the IC markers. There should be a plugin in the OOO install that undoes OOO's disabling of the markers, called something like ', so dig that out, install it, and see if that cures the problem.

Eloise


Like I mentioned earlier, I tried what you suggested (using 'Map Markers Stock' from OOO) & it didn't solve my CTDs. After this, I tried disabling Open Cities altogether & that did stop the crashes. I don't know if it's because the 'Map Markers Stock' I used was from an older version of OOO (1.33, instead of the newer 1.34 beta, which doesn't have this additional plugin), or what part of Open Cities (main or one of the OCC compatibility patches I was using, as detailed above) was causing the problem. I'm just happy now to finally have a working game again.

Thanks for pointing me in the right direction! :)
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Maria Leon
 
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Joined: Tue Aug 14, 2007 12:39 am

Post » Thu May 26, 2011 11:49 pm

Like I mentioned earlier, I tried what you suggested (using 'Map Markers Stock' from OOO) & it didn't solve my CTDs. After this, I tried disabling Open Cities altogether & that did stop the crashes. I don't know if it's because the 'Map Markers Stock' I used was from an older version of OOO (1.33, instead of the newer 1.34 beta, which doesn't have this additional plugin), or what part of Open Cities (main or one of the OCC compatibility patches I was using, as detailed above) was causing the problem. I'm just happy now to finally have a working game again.

Thanks for pointing me in the right direction! :)

From http://www.gamesas.com/bgsforums/index.php?showtopic=1032143 I've been told it's a known problem when you run OOO, the Knights Unofficial Patch, and Open Cities together. If you don't want to disable one of the three, you can quicksave as soon as you start the new game, crash, and then load that save to workaround the problem.
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Nomee
 
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Joined: Thu May 24, 2007 5:18 pm

Post » Fri May 27, 2011 1:17 am

From http://www.gamesas.com/bgsforums/index.php?showtopic=1032143 I've been told it's a known problem when you run OOO, the Knights Unofficial Patch, and Open Cities together. If you don't want to disable one of the three, you can quicksave as soon as you start the new game, crash, and then load that save to workaround the problem.


Thanks Gilg! At least I know now it's a known issue, & how to circumvent it.

Perhaps this note should be added to the online documentation for FCOM installation. I know it's not strictly FCOM related, but since OOO is a key player in FCOM, & the other two are pretty popular mods, it would make sense to at least mention it alongside other known compatibility issues. Either way, it needs to be in a more prominent place, lest it slip away in obscurity. Had you not mentioned it, I would likely never have found your post from August.
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{Richies Mommy}
 
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Post » Fri May 27, 2011 2:08 am

Sorry if this has been answered before, but does FCOM_Knights really require MMM? It's just that the changes in it seem useful and from it's description one might think MMM isn't needed.
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Bethany Short
 
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