[RELZ] FCOM:Convergence 0.9.9 beta

Post » Fri May 27, 2011 5:12 am

Be wary of attacking Azkalan (sp?) Trolls, found in the south, with Addonay's scripted (the instant death variety) weapons! I found out the hard way. :lol: Was quite a surprise!

Remember that you can tweak the chance for the script to occur.
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Katie Pollard
 
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Post » Fri May 27, 2011 8:30 am

Seems the EntropicOrderRebalance in the OP is offline ?

The domain name has changed from .com to .net. It should be pointing http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z.

Eloise
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JUDY FIGHTS
 
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Post » Fri May 27, 2011 2:03 am

earthling-

Uhh could you be more specific? What happens?
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quinnnn
 
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Post » Fri May 27, 2011 9:10 am

Perhaps I'm wimpish but I wonder if Wild Pahmars should spawn on such low levels (my char is Lvl 3)? When I check them in the CS they don't seem so hard as they are levelled - but in practice they are pretty much impossible. Too fast to get away from so they are in your face almost immediately. And when they are you can't do much of anything as you're staggered and dead in a couple of hits. Well, I guess my char shouldn't be so far from civilization yet...
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Breanna Van Dijk
 
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Post » Fri May 27, 2011 5:19 am

Next question - although my question about Adonnay weapons and OOO trolls still stands - didn't quite understand the risk.

Sword replacers for FCOM.

So I'm sure we are all familiar with Fine and Rusty weapons replacers as detailed on TOTO, but what I'm confused about is which replacer to use.

Here we have the original mods:
http://www.tesnexus.com/downloads/file.php?id=7317
http://www.tesnexus.com/downloads/file.php?id=7190

then there is the OOO compatible version:
http://www.tesnexus.com/downloads/file.php?id=13302

and next we have the Frans compatible versions (actually just esp fixes):
http://www.tesnexus.com/downloads/file.php?id=17621

But apparently not one for both frans and OOO - aka FCOM.

This may be a moot point as I've been using Classic Sword Replacer: http://tesnexus.com/downloads/file.php?id=11451 which is awesomeness itself. Anyway I just found this compatibility patch between CSR and Fine weapons for OOO.

Anything I might be missing about all these? Which is recommended for FCOM?
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kyle pinchen
 
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Post » Fri May 27, 2011 10:44 am

I'd appreciate suggestions on which MMM options to include with my FCOM install? I'm using The Nice One's OMOD script installer, which works wonderfully, but really doesn't give you suggestions on which options to include or leave out. Thanks.
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Arnold Wet
 
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Post » Fri May 27, 2011 1:44 pm

earthling-

Uhh could you be more specific? What happens?

These particular Trolls have some sort of very high reflect damage/spell... if an instant death effect triggers with an attack on them you will die instantly! It took me a minute or two to figure out what was happening when I first encountered them. :ahhh: Each sword has a different script (I was using either Sorrow or Despair at the time), all of which Adonnay fully describes in the readme, and, depending on your current stats, only a couple would produce such dire results.

Tip:
Spoiler
The in-game hint book supplies clues as to the location of all the weapons *except* Frostfang. Look West of Bruma, a "days" march ("OB distance scale"), near a dark and foreboding place, up in a hilly area. It's cleverly hidden... I felt greatly satisfied when I finally found it after receiving some tips, but not before searching long and hard without any clues!


I love the swords so much (I can't really use others for any extended period :( )- especially the viking swords... utilitarian, clean and brutal!- that I've used the CS to edit the replicas to be appropriately powerful, and use them for my own enchanting! :)

Hope you've sorted your issues with OSR. :cold:
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kirsty joanne hines
 
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Post » Fri May 27, 2011 5:59 am

ok for fcom when it comes to using MMM esp files do i use marts monster mod.esp or marts monster mod - shivering isles.esp or do i use both? do i also use marts monster mod for fran.esp as well? also can i use MMM farm animals and the MMM passive wildlife plug ins with FCOM?
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Sheila Esmailka
 
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Post » Fri May 27, 2011 2:40 am

Don't use these:

Mart's Monster Mod.esp <- use FCOM_Convergence.esp instead.
Mart's Monster Mod for OOO.esm <- use FCOM_Convergence.esm instead.
Mart's Monster Mod for OOO.esp <- use FCOM_Convergence.esp instead.
Mart's Monster Mod for FCOM.esp <- only for old versions of FCOM.
Mart's Monster Mod for Francescos.esp <- use FCOM_Convergence.esp instead.
Mart's Monster Mod - Durability & Damage.esp <- redundant with OOO.
Mart's Monster Mod - Fran's Leveled Quests.esp <- redundant with OOO.
Mart's Monster Mod - Diverse Imperial Armor.esp <- problems with OOO guards.
Mart's Monster Mod - Diverse Creature Skins.esp <- already integrated into FCOM.


Shamelessly copy-pasted from the FCOM site: http://devnull.sweetdanger.net/convergence.html

If you want MMM to do shivering isles, do use the MMM for Shivering Islands esp (or whatever it is named). It is suggested (I believe) to load it after Fran's mods and insert bash tags: Delev,Relev. This will make MMM dominant over Fran's in SI (from what I recall reading - if you don't bash it or stick the esp under Fran's, you may not see much of MMM in shivering isles).

Do be sure to use the MMM esm. Generally any optional MMM esp aside those listed above (or for which an optional fcom plugin does the same thing) are fine to use.
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m Gardner
 
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Post » Fri May 27, 2011 12:10 pm

I'm testing FCOM on a fresh install in Windows 7. I've very little installed other than FCOM, DLC and UOP (I'll post my modlist later - not at home atm). I've a few issues based on going through the test-cells: The main ones are strange 'Jacob's Ladder' animations - NPCs and creatures that are running around and suddenly stop in one place and kind of 'flip' from side to side so fast they look as if they're shimmering - and spawns. I'm not sure what to expect with the new MMM; the FCOM readme said I should see everything, but lots of stuff was missing; ogres, minotaurs, frost giants, almost all the Daedric creatures, reavers, summoners, blood moon conjurers, etc.. Lots of consecutive cells spawned the same creatures as well.

I'd appreciate any advice at this point, though I will be checking my tags when I get home. Load-order to come...

Edit: Load order -
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9a7]07  HrmnsOblivionScriptOptimizationv1.0.esp08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  SM Plugin Refurbish - SI.esp  [Version 1.05]0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  Francesco's Optional Chance of More Enemies.esp11  Francesco's Optional Leveled Quests-SI only.esp12  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]14  Fran Armor Add-on.esp15  FranOBSEConfig.esp  [Version 0.5]16  Atmospheric Loading Screens - Random Quotes.esp17  DLCOrrery.esp18  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]19  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1A  DLCVileLair.esp1B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1C  SM Plugin Refurbish - VileLair.esp  [Version 1.11]1D  DLCMehrunesRazor.esp1E  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1F  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]20  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]21  DLCThievesDen.esp22  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]23  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]24  SM Plugin Refurbish - ThievesDen.esp  [Version 1.11]25  Cobl Glue.esp  [Version 1.72]26  Cobl Si.esp  [Version 1.63]**  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]27  Oblivion WarCry EV.esp28  FCOM_WarCryNoSpawn.esp  [Version 0.9.9]29  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]2A  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]2B  FCOM_RealSwords.esp  [Version 0.9.9]2C  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  FCOM_SaferRoads.esp  [Version 0.9.9]2D  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]2E  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]2F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]30  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Farm Animals.esp++  Mart's Monster Mod - More Passive Wildlife.esp++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp32  Geomancy & Gem Dust OOO.esp33  DLCBattlehornCastle.esp34  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]35  SM Plugin Refurbish - Battlehorn.esp  [Version 1.11]36  DLCFrostcrag.esp37  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]38  SM Plugin Refurbish - Frostcrag.esp  [Version 1.09]39  FrostcragAlchemySorter.esp++  DLCFrostcrag_MysticEmporiumPatch.esp3A  Knights.esp3B  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  Mart's Monster Mod - Knights.esp  [Version 3.7b3]++  KotN Wayshrine Fix.esp3C  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]3D  300_Test.esp  [Version 0.9.2]++  boh_dungeonbgone.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]3E  Cobl Silent Equip Misc.esp  [Version 01]++  Item interchange - Extraction.esp  [Version 0.76]++  Item interchange - Placement.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]3F  Bashed Patch, 0.esp

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Curveballs On Phoenix
 
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Post » Fri May 27, 2011 11:28 am

Perhaps I'm wimpish but I wonder if Wild Pahmars should spawn on such low levels (my char is Lvl 3)? When I check them in the CS they don't seem so hard as they are levelled - but in practice they are pretty much impossible. Too fast to get away from so they are in your face almost immediately. And when they are you can't do much of anything as you're staggered and dead in a couple of hits.
Err...
Well, I guess my char shouldn't be so far from civilization yet...
Indeed. ;)

(:whisper: Or you could try playing a khajiit)

Eloise
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Hella Beast
 
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Post » Fri May 27, 2011 8:30 am

I'm testing FCOM on a fresh install in Windows 7. I've very little installed other than FCOM, DLC and UOP (I'll post my modlist later - not at home atm). I've a few issues based on going through the test-cells: The main ones are strange 'Jacob's Ladder' animations - NPCs and creatures that are running around and suddenly stop in one place and kind of 'flip' from side to side so fast they look as if they're shimmering - and spawns. I'm not sure what to expect with the new MMM; the FCOM readme said I should see everything, but lots of stuff was missing; ogres, minotaurs, frost giants, almost all the Daedric creatures, reavers, summoners, blood moon conjurers, etc.. Lots of consecutive cells spawned the same creatures as well.

I'd appreciate any advice at this point, though I will be checking my tags when I get home. Load-order to come...


No idea on the first issue but I'm using FCOM with the latest bsa MMM release and have Ogres and Minotaurs at least. Everything seems to be fine but my char is only Lvl 4 yet so there's of course much I haven't seen yet. I think you can expect everything but the latest additions to turn up:

have you run into any Lesser Hill Giants yet, New Will O Wisp, New Undead with Helments, that is stuff that fcom is not picking up on in leveledlist.

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Sasha Brown
 
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Post » Fri May 27, 2011 2:26 pm

No idea on the first issue but I'm using FCOM with the latest bsa MMM release and have Ogres and Minotaurs at least. Everything seems to be fine but my char is only Lvl 4 yet so there's of course much I haven't seen yet. I think you can expect everything but the latest additions to turn up:

I wondered about level influence in the test cells; when you mention lvl4, I'm not sure if you realised I meant the 300_test.esp that comes with FCOM - it's for testing spawns - and I'm not sure if level is supposed to be a factor in those cells...

Regarding the quote from CorePC; there were undead with helmets in some of the test spawns, though I've no idea if they were new...
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Cccurly
 
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Post » Fri May 27, 2011 7:03 am

I wondered about level influence in the test cells; when you mention lvl4, I'm not sure if you realised I meant the 300_test.esp that comes with FCOM - it's for testing spawns - and I'm not sure if level is supposed to be a factor in those cells...

Regarding the quote from CorePC; there were undead with helmets in some of the test spawns, though I've no idea if they were new...


Yeah, I think I've seen an Undead with helmet ingame as well. I knew you were talking about 300_test.esp but I've never used it - I just wanted to point out that everything seems to work out fine with FCOM and the latest MMM. At least no issues that I've noticed. Guess there are some new enemies that won't spawn - but you wouldn't have them with the previous versions either.
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I love YOu
 
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Post » Fri May 27, 2011 8:14 am

I don't know of this is an F.C.O.M. error or not, but it happenes when I install the latest version of F.C.O.M.

(1) I do a clean install of Oblivion GOTY. I test the game and everything is fine.
(2) I install the Unofficial Oblivion and SI patches.
(3) I intall F.C.O.M., using the FiveFries cheat sheet and version 0.9.9 beta, and MMM 37 beta and MMM for SI 1-17784. (And, of course, all the other files.)

Once I have F.C.O.M installed, I run a new test and the meshes and textures for the Rusty Iron weapons in the CharGen dungeon are gone. And here's the funny thing...I have back up install of F.C.O.M., back to an earlier version, and if I install the meshes and textures from it, everything is fine. Maybe some of the paths are wrong? Is there any problem installing older meshes/textures?

Just letting you know. I've tested this now three times and the textures always go missing after I install F.C.O.M.
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Tinkerbells
 
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Post » Fri May 27, 2011 6:49 am

Yeah, I think I've seen an Undead with helmet ingame as well. I knew you were talking about 300_test.esp but I've never used it - I just wanted to point out that everything seems to work out fine with FCOM and the latest MMM. At least no issues that I've noticed. Guess there are some new enemies that won't spawn - but you wouldn't have them with the previous versions either.

I've edited my earlier post with my load order now. I'm okay with new enemies not spawning til FCOM gets updated, but I got the impression that lots of cells weren't spawning correctly. Many cells in a row spawned almost exactly the same types, even after resetting. Maybe 300_test is out of date?
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Hope Greenhaw
 
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Post » Thu May 26, 2011 11:28 pm

I don't know of this is an F.C.O.M. error or not, but it happenes when I install the latest version of F.C.O.M.

(1) I do a clean install of Oblivion GOTY. I test the game and everything is fine.
(2) I install the Unofficial Oblivion and SI patches.
(3) I intall F.C.O.M., using the FiveFries cheat sheet and version 0.9.9 beta, and MMM 37 beta and MMM for SI 1-17784. (And, of course, all the other files.)

Once I have F.C.O.M installed, I run a new test and the meshes and textures for the Rusty Iron weapons in the CharGen dungeon are gone. And here's the funny thing...I have back up install of F.C.O.M., back to an earlier version, and if I install the meshes and textures from it, everything is fine. Maybe some of the paths are wrong? Is there any problem installing older meshes/textures?

Just letting you know. I've tested this now three times and the textures always go missing after I install F.C.O.M.


Which version of MMM are you running exactly?

I've edited my earlier post with my load order now. I'm okay with new enemies not spawning til FCOM gets updated, but I got the impression that lots of cells weren't spawning correctly. Many cells in a row spawned almost exactly the same types, even after resetting. Maybe 300_test is out of date?


Sorry, I'm no help at all concerning 300_test as I've never ever used it. Your load order looks fine as far as I can tell.

EDIT: Should you really use both MMM_Knights and FCOM_Knights? EDIT again: No, you shouldn't. Use only FCOM_Knights. (See http://www.gamesas.com/bgsforums/index.php?showtopic=1037788&st=0.)

Also, OOO-Magic_Script_Effect_Fix is really only needed in certain cases - but it's no biggie to have it loaded.
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Holli Dillon
 
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Post » Thu May 26, 2011 9:59 pm

Which version of MMM are you running exactly?


http://www.tesnexus.com/downloads/file.php?id=17784

Hmmm . . . I think I installed MMM 3.5.5. and 3.6. I mean, I'm like 99% percent sure.
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Penny Wills
 
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Post » Fri May 27, 2011 8:46 am

http://www.tesnexus.com/downloads/file.php?id=17784

Hmmm . . . I think I installed MMM 3.5.5. and 3.6. I mean, I'm like 99% percent sure.


Make sure you have all MMM resources installed. In fact, if you're starting a new game I'd recommend using the latest bsa release, 3.7b3. It's a hassle to update to it as you'll have to remove all previous resources so you might as well start out with it IMO.
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mimi_lys
 
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Post » Thu May 26, 2011 11:22 pm

EDIT: Should you really use both MMM_Knights and FCOM_Knights? EDIT again: No, you shouldn't. Use only FCOM_Knights. (See http://www.gamesas.com/bgsforums/index.php?showtopic=1037788&st=0.)


Thanks for that! It's not flagged in BOSS, but I'll post it on that thread.
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Emma Louise Adams
 
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Post » Fri May 27, 2011 8:19 am

Make sure you have all MMM resources installed. In fact, if you're starting a new game I'd recommend using the latest bsa release, 3.7b3. It's a hassle to update to it as you'll have to remove all previous resources so you might as well start out with it IMO.


Okay, I checked it out. I'm sorry, but what do you mean "it's a hassle to update to as you'll have to remove all previous resources"? I have do a complete new reinstall of the game??!! So . . . wow, wow, wow . . . in order to use this version, 3.7b3PR3, I have to delete my current install of F.C.O.M., which I finally got working this afternoon, and start again from scratch? Luckily, I just did a clean install, I don't know what I would do if I had, like 200 other mods installed. And I had created several saves just to test this install . . .

Sorry, I don't mean to sound ungrateful, but the last time I installed F.C.O.M., about six months ago, it took all of three hours and I was done. This time it's taken over three days and I'm on my third attempt. My first attempt was in a hurry and I had problems with mods being so updated they're not compatible any more or don't work in the same way that they used to. My second attempt, which you helped fix, was dumped again when I made two install mistakes. This time I decided to be careful, take my time, make OMODs, clean all my files. I just got it to work and now I find out there's a new MMM install out there.

Can I just install it over current install - which has never been used, or do I have to completely delete Oblivion and completely reinstall it new again. The only thing that's in my current install is F.C.O.M., based on the FiveFriesCheat Sheet (with, of course, updated files . . . OOO, MMM (but obviously not the latest), and F.C.O.M. 9.9). Oh, and the DarkUI and the unofficial patches.

Again, I do appreciate the help. Dani
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JD FROM HELL
 
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Post » Fri May 27, 2011 12:36 pm

Don't use these:



Shamelessly copy-pasted from the FCOM site: http://devnull.sweetdanger.net/convergence.html

If you want MMM to do shivering isles, do use the MMM for Shivering Islands esp (or whatever it is named). It is suggested (I believe) to load it after Fran's mods and insert bash tags: Delev,Relev. This will make MMM dominant over Fran's in SI (from what I recall reading - if you don't bash it or stick the esp under Fran's, you may not see much of MMM in shivering isles).

Do be sure to use the MMM esm. Generally any optional MMM esp aside those listed above (or for which an optional fcom plugin does the same thing) are fine to use.


so MMM farm animals and the MMM passive wildlife plug ins are ok? and mmm slofs horses plugin and dungeouns of MMM plugins?
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Amy Gibson
 
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Post » Fri May 27, 2011 9:23 am

-snip-. Dani


By clean install he means, remove all of MMM files/resources and then install the New MMM 3.7b3pr3. Then wait for respawn time in interior cell or your is a new game?, then no worries play on. Oops, all that before and reinstall OOO as old MMM overwrote some of those resources, other than that your good to go unless I am mistaken.
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Gemma Flanagan
 
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Post » Fri May 27, 2011 9:36 am

By clean install he means, remove all of MMM files/resources and then install the New MMM 3.7b3pr3. Then wait for respawn time in interior cell or your is a new game?, then no worries play on. Oops, all that before and reinstall OOO as old MMM overwrote some of those resources, other than that your good to go unless I am mistaken.


Thanks for answering, but I've bit the bullet and I'm going to reinstall Oblivion/F.C.O.M. using the FiveFries F.C.O.M. Cheat Sheet.

Thanks for your help, though. :)
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Rodney C
 
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Post » Thu May 26, 2011 11:48 pm

also how do i bash patch fcom? and does bash patching automatically merge the lvl list or no and do i even have to merge the lvl list?

this is what the fcom site says to do but im still confused and i have the Newest version of bash.

"New Game
◦Make sure you have Bashed Patch, 0.esp in your \Oblivion\Data\ folder. If you don't have it, go to \Oblivion\Mopy\Extras\ and copy Bashed Patch, 0.esp to your \Oblivion\Data\ folder.
◦Start Wrye Bash and select your entire mod list (click on the first mod to select it and then scroll all the way down to your last mod and press+hold Shift and then select it).
◦Right-click anywhere on the selected mods and select Mark Levelers.
◦Find Bashed Patch, 0.esp (which is almost always at the very end of your load order unless you're using Deadly Reflex) and right-click on it.
◦Select Rebuild Patch.
◦Select (and check) Merge Patches and make sure all the FCOM Mergeable Mods are also checked.

◦Make sure Leveled Lists is checked and the checkbox next to Automatic is also checked. Do NOT change/move anything in the Override Delev/Relev Tags window unless you know what you're doing!

◦Enable/change any other options that you want. If you don't know what a particular option does, go to the Wrye Bash site or simply hover your mouse over an option and look at the small section at the bottom to get a short description.
◦If you're happy with the changes and have double-checked everything, click OK to build your Bashed Patch.
◦Review the changes that were made and start a new game.



now the problem im having is that my bash program is not saying "Mark Levelers" so what do i do? mines says "mark mergeable" and i accidently pressed it so im not sure what pressing it did.
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Terry
 
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