[RELZ] FCOM:Convergence 0.9.9 beta

Post » Fri May 27, 2011 5:31 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.


FCOM requires MMM, and will not work without MMM.

FCOM Knights Patch adds creatures from both OOO and MMM that have knights factions are added to them so that it works with Knights of Nine once again. So MMM is required and will not work without that added.
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Fri May 27, 2011 12:34 am

Hi.

When will FCOM 1.0 be released?

Thank you.
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Thu May 26, 2011 10:48 pm

Hi.

When will FCOM 1.0 be released?

Thank you.

when it is... nice unhelpful answer I know but the changes are very large and MMM keeps being updated - once MMM is final... which is the plan for very soon - FCOM update shouldn't be very far behind.
Pacific Morrowind
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Fri May 27, 2011 9:29 am

Is the current version compatible enough with LAME and RBP to allow use of "Integration: The Stranded Light"?

Also, Thanks for a great mod, couldn't play Oblivion without it.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Fri May 27, 2011 2:02 am

Yes, it is. Well, I'm no expert in either mods, but I'm 99.99% sure it's all fine and well, and see no reason why it would have changed recently.
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Fri May 27, 2011 11:33 am

Is the current version compatible enough with LAME and RBP to allow use of "Integration: The Stranded Light"?

Also, Thanks for a great mod, couldn't play Oblivion without it.


Should work just fine. LAME and RBP are compatible with FCOM and http://www.gamesas.com/bgsforums/index.php?showtopic=1032826&hl= says: "there are no conflicts with FCOM or Unique Landscapes." IIRC, bg2408 uses FCOM himself.
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Fri May 27, 2011 2:16 am

Hey I have been looking in to Francescos leveled creatures mod but dont want OOO or WarCry, and I already have MMM. Anyone know if there will be conflict? I think they have some of the same .esps which I could avoid but other than that is there any problems?

I have looked for an official thread and have looked at the readmes but have found no documentation on compatibility. If you cant help with the above question, maybe you could send me somewhere where I can solve this...

big thanks...
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Fri May 27, 2011 11:44 am

Hey I have been looking in to Francescos leveled creatures mod but dont want OOO or WarCry, and I already have MMM. Anyone know if there will be conflict? I think they have some of the same .esps which I could avoid but other than that is there any problems?

I have looked for an official thread and have looked at the readmes but have found no documentation on compatibility. If you cant help with the above question, maybe you could send me somewhere where I can solve this...

big thanks...


Are you asking if Francesco and MMM are compatible? If so, they are - MMM comes with an Mart's Monster Mod for Fran.esp. If you're wondering if you can run FCOM with only Francesco and MMM, you can't as FCOM basically is based on OOO and so depends on it.
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Fri May 27, 2011 6:52 am

Hey I have been looking in to Francescos leveled creatures mod but dont want OOO or WarCry, and I already have MMM. Anyone know if there will be conflict? I think they have some of the same .esps which I could avoid but other than that is there any problems?

I have looked for an official thread and have looked at the readmes but have found no documentation on compatibility. If you cant help with the above question, maybe you could send me somewhere where I can solve this...

big thanks...

read the MMM readme re: Load Order and Use MMMForFrans rather than FCOM if you don't want OOO or WC.
Pacific Morrowind
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Fri May 27, 2011 8:19 am

I feel like an idiot ill ask anyway...

so you are saying I need to download Francescos creature and item mod AND use MMM's mmmforfrans esp?
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Fri May 27, 2011 2:19 pm

I feel like an idiot ill ask anyway...

so you are saying I need to download Francescos creature and item mod AND use MMM's mmmforfrans esp?


Exactly. And check the Francesco and MMM Install part in http://www.gamesas.com/bgsforums/index.php?showtopic=1037788 for which esp's to use and the correct load order (or use BOSS for that).
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Fri May 27, 2011 1:34 pm

Hey Folks
I don't know if this is the right place to ask, but here goes.

Ive been trying to get FCOM up and running along with some minor mods; All natural, Lost paladins etc (see modlist for all). But after two reinstalls of both the games and mods, i still get ctd's. So far they have only occurred when i am in combat. I've tried using FCOM and MMM as omods, following the thread http://www.gamesas.com/bgsforums/index.php?showtopic=995334. But to no avail, the problem is still there. I am pretty sure my load order is correct, but i also suspect it of making the ctds.

Oblivion.esmAll Natural Base.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmMart's Monster Mod for OOO.esmEnhanced Daedric Invasion.esmFCOM_Convergence.esmHorseCombatMaster.esmTNR ALL RACES FINAL.espTNR - ShiveringIsles no helms.espUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFCOM_Francescos.espFCOM_FrancescosItemsAddOn.espFCOM_FrancescosNamedBosses.espFran Armor Add-on.espFran_Lv30Item_Maltz.espLoadingScreens.espAll Natural - Real Lights.espAll Natural.espAll Natural - EW + NW + AWS.espphinix-waterfix.espStorms & Sound.espWindowLightingSystem.espExnemRuneskulls.espFCOM_ExnemRuneskulls.espBob's Armory Oblivion.espFCOM_BobsArmory.espLoth's Blunt Weapons.espLoth's Blunt Weapons- Mobs.espLoth's Blunt Weapons for Npcs.espFCOM_LothsBluntWeapons.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espMart's Monster Mod - Additional Enemy NPC Vars.espFCOM_Convergence.espFCOM_EntropicOrderRebalance.espFCOM_RealSwords.espFCOM_DurabilityAndDamage.espMart's Monster Mod - More Wilderness Life.espFCOM_SaferRoads.espFCOM_LessRats.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse WaterLife.espMart's Monster Mod - Diverse Runeskulls Loot G&GD.espFCOM_DiverseGuardUnity.espFCOM_BobsGuardUnity.espFCOM_HungersUnitySI.espFCOM_Archery.espFCOM_FriendlierFactions.espFCOM_MoreRandomSpawns.espFCOM_MoreRandomItems.espMart's Monster Mod - Shivering Isles.espOOO-WaterFish.espThe Lost Spires.espMighty Umbra.espUngarion1TheWelkyndSword.espBlood&Mud.espLost Paladins of the Divines.espMannimarcoRevisited.espMannimarcoRevisitedOOO.espFCOM_MightyUmbra.espFCOM_Blood&Mud.espEnhanced Daedric Invasion.espFCOM_EnhancedDaedricInvasion.espFCOM_UnofficialFranArmorAddon.espDeadly Reflex 5 - Timed Block with no damage or durability changes.espDeadlyReflex 5 - Combat Moves.espMart's Monster Mod - Resized Races.espBashed Patch, 0.espStreamline 3.1.espMart's Monster Mod - More Passive Wildlife.esp


Any help would be appreciated
Cheers
Doglike-spike
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Fri May 27, 2011 1:46 am

Put Deadly Reflex after the Bashed Patch. If that doesn't work, try disabling Deadly Relfex and see how it goes.
User avatar
Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Fri May 27, 2011 8:02 am

Hey Folks
I don't know if this is the right place to ask, but here goes.

Ive been trying to get FCOM up and running along with some minor mods; All natural, Lost paladins etc (see modlist for all). But after two reinstalls of both the games and mods, i still get ctd's. So far they have only occurred when i am in combat. I've tried using FCOM and MMM as omods, following the thread http://www.gamesas.com/bgsforums/index.php?showtopic=995334. But to no avail, the problem is still there. I am pretty sure my load order is correct, but i also suspect it of making the ctds.

Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm

Any help would be appreciated
Cheers
Doglike-spike



I see that you are using both Mart's Monster Mod.esm and Mart's Monster Mod for OOO.esm. Remove Mart's Monster Mod for OOO.esm as it should replace the other when you are using OOO. Since you have a FCOM install you only need Mart's Monster Mod.esm.

Also, are you using BOSS? If not, you should give it a try.
User avatar
Adam Kriner
 
Posts: 3448
Joined: Mon Aug 06, 2007 2:30 am

Post » Fri May 27, 2011 12:31 pm

Put Deadly Reflex after the Bashed Patch. If that doesn't work, try disabling Deadly Relfex and see how it goes.


Thanks, that seemed to stop it from crashing :D
But any idea on why Deadly Reflexes doesnt work in fcom, or at least in my setup?

I see that you are using both Mart's Monster Mod.esm and Mart's Monster Mod for OOO.esm. Remove Mart's Monster Mod for OOO.esm as it should replace the other when you are using OOO. Since you have a FCOM install you only need Mart's Monster Mod.esm.

Also, are you using BOSS? If not, you should give it a try.


Hmm, i did wonder a lot over why there had to be two MMM esm, thanks for clearing that out for me :)
And yes i am using BOSS, wonderful tool i might add.

Cheers
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Fri May 27, 2011 11:19 am

Starting up again after quite sometime away (over 12 months); reinstalling everything and I had a question about getting started with FCOM. When installing OOO the FCOM Convergence site states to select the full option only. Does this mean that we are not to select any of the other options (harvest flora, living economy, OOO fish, etc.)? Walk through/clarification on exactly which OOO options to select for FCOM install would be much appreciated. I plan to use Enhanced Economy rather than LE eventually anyway, so should I just leave LE out altogether? Thanks.
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Fri May 27, 2011 10:10 am

LE dosen't even activate in OOO, well for me anyways, I have to get the standalone version.
User avatar
kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Fri May 27, 2011 2:55 am

Starting up again after quite sometime away (over 12 months); reinstalling everything and I had a question about getting started with FCOM. When installing OOO the FCOM Convergence site states to select the full option only. Does this mean that we are not to select any of the other options (harvest flora, living economy, OOO fish, etc.)? Walk through/clarification on exactly which OOO options to select for FCOM install would be much appreciated. I plan to use Enhanced Economy rather than LE eventually anyway, so should I just leave LE out altogether? Thanks.


Only the OOO esm and esp are needed for a FCOM install. Harvest Flora and Living Economy are optional. I'm using neither, but IIRC it's recommended to rather use the latest standalone version of LE than the one bundled with OOO. OOO-WaterFish.esp is also optional - use it if you want to add the OOO fish spawns. It was merged into OOO previously but is separate since the latest release.

Bofra's different Level_Rates_Modified and the OOO-Level_Normal.esp etc. are also optional. If you want slower or faster skill progression rates than the default in OOO, you can change it with them. See the readme for details. I'd rather recommend Progress for this as it's very easily customizable, but note that you need OBSE to run it.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Thu May 26, 2011 11:29 pm

A couple of weeks ago I finally installed FCOM. Since I used MMM and OOO before I'd like you to check my load order, mainly if I'm missing some .esp's. I followed the instructions to the letter and read everything BOSS told me, and cleaned up a bit. I just want to know if I messed something up and if I'm missing something. (BOSS did all the sorting)

Oblivion.esmAll Natural Base.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmFCOM_Convergence.esmBab.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Guards.espFCOM_FrancescosNamedBosses.espAll Natural.espAll Natural - Real Lights.espWindowLightingSystem.espAliveWaters.espAliveWaters - Koi Addon.espAliveWaters - Slaughterfish Addon.espRAEVWD Cities.espRAEVWD Imperial City.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espAW_Wings.espSlof's Male Clothing.espTFF_Armor_Base.espTFF_Clothing_Base.espNamirasEmbraceArmour.espGloria Armor.espDianoArmor2.espSlof's Horses Base.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espSlof's Oblivion Robe Trader.espBob's Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espFCOM_Convergence.espFCOM_RealSwords.espCurseOfHircine.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Foxes.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Durzog Addon.espFCOM_MoreRandomSpawns.espFCOM_MoreRandomItems.espMart's Monster Mod - Shivering Isles.espLyre's Imperial City Bab Boutique.espBabShop.espadTreeHome.espMountainTower.espSlof's Oblivion Goth Shop.espUFF Gypsy Market.espUshnars Skinned Hound.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espKnights.espKnights - Unofficial Patch.espHarvest [Flora].espHarvest [Flora] - DLCFrostcrag.espSlof's Dogs.espSupremeMagicka.espSM_ShiveringIsles.espSM_EnchantStaff.espMidasSpells.espRenGuardOverhaul.espRenGuardOverhaulShiveringIsles.espOblivion XP.espVisual Enchantments v1.0.espElvenFantasy.espMHE v2 - UFF&Robert Tail.espBlissful_Dreams.espIt's A Wig!.espBashed Patch, 0.esp


The "Oblivion.esp" I made following instructions on how to make sure Fran's BSA is loading correctly. It's showing red in Wrye but I guessed it was normal. Using WEOCPS the game isn't crashing more than before, crash rate is once per hour/half hour if it gets worse. But that's normal since my graphics card is failing.
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Fri May 27, 2011 9:42 am

Seems the EntropicOrderRebalance in the OP is offline ?
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Fri May 27, 2011 1:52 pm

Only the OOO esm and esp are needed for a FCOM install. Harvest Flora and Living Economy are optional. I'm using neither, but IIRC it's recommended to rather use the latest standalone version of LE than the one bundled with OOO. OOO-WaterFish.esp is also optional - use it if you want to add the OOO fish spawns. It was merged into OOO previously but is separate since the latest release.

Bofra's different Level_Rates_Modified and the OOO-Level_Normal.esp etc. are also optional. If you want slower or faster skill progression rates than the default in OOO, you can change it with them. See the readme for details. I'd rather recommend Progress for this as it's very easily customizable, but note that you need OBSE to run it.


Thanks for the direction...what I will probably do is deactivate the OMOD and then reactivate it. This not give me any problems, correct? THanks again for the help.
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Fri May 27, 2011 10:07 am

Hey guys been a while since I posted here. After finally ironing out my issues with all those mods and FCOM it's been running flawlessly for the past few months. Been having a blast with the craziness, but I have one concern. This up coming Thursday I'm going to have to format and install a fresh copy of Windows 7 Professional. I'm dreading hunting down all the mods I installed, redownloading, and installing them. Is it at all possible for me to backup my current data folder, install a fresh copy of Oblivion fully updated and past my backed up data folder into my fresh copy with out any errors? I would assume it would run fine since all the data is pretty much in there no? Or maybe should I just back up the entire oblivion folder it'self? What do you guys think?
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Fri May 27, 2011 2:50 am

I am gearing up to merge some (a bunch actually) unique weapon mods together into one esp for my load order. Including weapons by hel borne, Nico, Addonay and a few others.

See if I can do it with tes4edit too.

My question this is are Adonnays mods (classical or elven) already included with FCOM through some other means? I have Artifacts and Armamentarium too - so not sure about those either.

thanks for any help.

[edit] then also what about Akiviri imports - isn't that already in Armamentarium?
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Fri May 27, 2011 5:03 am

I am gearing up to merge some (a bunch actually) unique weapon mods together into one esp for my load order. Including weapons by hel borne, Nico, Addonay and a few others.

See if I can do it with tes4edit too.

My question this is are Adonnays mods (classical or elven) already included with FCOM through some other means? I have Artifacts and Armamentarium too - so not sure about those either.

thanks for any help.

[edit] then also what about Akiviri imports - isn't that already in Armamentarium?

(most or all not sure) of the meshes from Adonnays' swords are in OOO but not the scripted stuff... and they are compatible.
Akaviri imports is not in Arma... some similar weapons but different meshes/textures
Pacific Morrowind
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Fri May 27, 2011 2:56 am

OK cool thanks

So far going to combine: Adonnay classical and elven, Akivir Imports, Nicoroshi creations, trolfs Junkyard, several Hel Borne weapon mods, and a few other things.

Mostly stuff that is either found in a dungeon (those needed cleaning) or at a vendor.

I needn't worry so much about MOBS stats as Duke Patrick mods trump that in just about every way plus my character is getting up there in level and doubtful this stuff will So unbalance the game (but we'll see wont we).
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

PreviousNext

Return to IV - Oblivion