[RELZ] FCOM:Convergence 0.9.9 beta

Post » Fri May 27, 2011 4:36 am

If you use MMM then use it .

Use Boss :)


Ok, thanks!
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Fri May 27, 2011 4:09 am

Here is my current load list for FCOM:
I dropped the following mods from my list:
- Blood & Mood
- War Cry
for some reasons I find they are out of the line of perspective OOO/MMM.

New I use also Armamantarium + Artifact (without the Artifact Guild, renamed Artifact.bsa to Fra - Artifact.bas), so I'm also thinking to drop "Francesco Armor Addons" in the future.

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.6]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.71]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b1]08  FCOM_Convergence.esm  [Version 0.9.9a7]09  Armamentarium.esm  [Version 1.3]0A  Artifacts.esm0B  Progress.esm  [Version 2.2]0C  TR_OoT_Main.esm0D  HorseCombatMaster.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles no helms.esp0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  SM Plugin Refurbish - SI.esp  [Version 1.05]14  Fra.esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Quests-SI only.esp19  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  Fran Armor Add-on.esp1C  Fran_Lv30Item_Maltz.esp1D  All Natural - Real Lights.esp  [Version 0.9.6]1E  All Natural.esp  [Version 0.9.6]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]1F  Enhanced Water v2.0 HDMI.esp20  Book Jackets Oblivion.esp++  CM_Better Wine.esp++  Cyrodilic Brandy.esp++  Item interchange - Extraction.esp  [Version 0.74]21  MM_TextLocks.esp22  Spell Delete.esp23  Enhanced Economy.esp  [Version 2.0.2]24  Map Marker Overhaul.esp  [Version 2.3]25  Map Marker Overhaul - SI additions.esp  [Version 1.0]26  sr_super_hotkeys.esp27  DLCVileLair.esp28  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]++  Lair_mobs.esp29  DLCMehrunesRazor.esp2A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  Mehrunes_mobs.esp2B  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]++  MaleBodyReplacerV4.esp**  Armamentium female.esp2C  DLCThievesDen.esp2D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2F  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]++  Thievesden_mobs.esp30  Cobl Glue.esp  [Version 1.69]31  Cobl Si.esp  [Version 1.63]32  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]33  Bob's Armory Oblivion.esp34  FCOM_BobsArmory.esp  [Version 0.9.9]35  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]++  ArmamentariumLLVendors.esp  [Version 1.3]36  ArmamentariumArtifacts.esp  [Version 1.3]37  FCOM_Convergence.esp  [Version 0.9.9]38  Mart's Monster Mod - Diverse Runeskulls.esp  [Version 1.1]39  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9]3A  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoWyverns.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]3B  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b1]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b1]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b1]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b1]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b1]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b1]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]3C  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]3D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]3E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Farm Animals.esp  [Version 1.4]40  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]41  Mart's Monster Mod - Slof Horses Complete.esp++  Mart's Monster Mod - Diverse RuneSkull OOO Loot.esp++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]42  Mart's Monster Mod - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  FineWeapons for OOO.esp++  Fransfemale.esp**  RustyItems for OOO.esp43  Geomancy & Gem Dust OOO.esp44  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]++  OOOLivingEconomyWornRebalance.esp++  EVE_StockEquipmentReplacer4FCOM.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]45  thievery.esp46  TR_Stirk.esp47  Unique Dungeons - Lichs Lair.esp48  Unique Dungeons - Lost Glory.esp49  Cyrodiil Travel Services.esp  [Version 1.3]4A  Mighty Umbra.esp4B  Ungarion1TheWelkyndSword.esp  [Version 1.4]++  FCOM_MightyUmbra.esp  [Version 0.9.9]4C  ElsweyrAnequina.esp4D  NakedNord.esp4E  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]4F  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]50  BlackScreenSneakFix.esp51  Cliff_BetterLetters.esp  [Version 1.1]52  EVE_ShiveringIslesEasterEggs.esp53  P1DkeyChain.esp  [Version 5.00]54  Salmo the Baker, Cobl.esp  [Version 3.08]++  Enhanced Vegetation [100%].esp55  Toggleable Quantity Prompt.esp  [Version 3.1.1]56  wd purse of wonders.esp57  RefScope.esp  [Version 1.3.0]58  SupremeMagicka.esp  [Version 0.89]59  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]5A  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]5B  Lightweight Potions.esp  [Version 1.1]5C  SM Bounty.esp  [Version 1.21]++  CoblDeathFix.esp  [Version 1.20]5D  kuerteeLootingDeadGuardsIsStealing.esp5E  Enhanced Grabbing.esp  [Version 0.4]5F  Deadly Reflex 5 - Timed Block and 2.5x damage.esp60  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]61  ProgressMBSP.esp  [Version 2.0]62  ProgressSBSP.esp  [Version 1.0]63  ProgressRacial.esp64  ProgressArmorer.esp  [Version 1.0]65  ProgressMercantile.esp  [Version 1.11]66  RealisticLeveling.esp++  Item interchange - Placement for FCOM.esp  [Version 0.74]++  EVE_KhajiitFix.esp++  Real Lava 1.3.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]67  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp68  Bashed Patch, 0.esp69  MergedMaps.esp6A  FormID Finder4.esp6B  kuerteeCleanUp.esp6C  Combat Timescale x0.5.esp6D  thievery - EE patch.esp  [Version 1.0]

User avatar
Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Fri May 27, 2011 10:20 am

QUESTION - I have read over the MMM documentation and it appears that the mod now is effective in Shivering Isles: Nearly all features that you are accustomed to experience with MMM in Cyrodiil you will now find in the Shivering Isles. Faction wars are a key element to the Shivering Isles stemming from the animosity between the Zealots and the Heretics. The creatures of the Isles have adopted the same love to hate mannerisms within their own ranks. Mania creatures will not tolerate Dementia creatures and vis-?-vis. At various different levels you will encounter mini War Parties consisting of 6 randomly picked creatures and/or NPCs from either side. They will fight against one another (Dementia vs. Mania) until one is left standing or if that at all.

I looked over FCOM incorporation of MMM and it does not seem to take advantage of this feature. If my assumption is correct then the question I would like to ask if whether it eventually will?
User avatar
Jade Barnes-Mackey
 
Posts: 3418
Joined: Thu Jul 13, 2006 7:29 am

Post » Fri May 27, 2011 10:22 am

FCOM 0.9.9 is a fair bit old now, and is based of MMM 3.5.5 (I think). SI support is only in the 3.7 beta, so of course it won't take advantage of it. I think it's safe to assume that a future version will at one point though.
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Fri May 27, 2011 1:30 am

I am glad its Friday. My brain is mush. Trying to do these mod add ons as well as work is a tough act to keep up. Thanks for clarifying that - should have noticed it myself.
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Fri May 27, 2011 6:26 am

Was a minor patch ever created to fix the multiple staada issue with FCOM? I would love to actually play fcom but I refuse to use console kills to play it at 100% and I don't really want to disable warcry to play it knowing that I will be missing a lot :(
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Fri May 27, 2011 11:15 am

Was a minor patch ever created to fix the multiple staada issue with FCOM? I would love to actually play fcom but I refuse to use console kills to play it at 100% and I don't really want to disable warcry to play it knowing that I will be missing a lot :(

No, and will not be until the next release.
Staada, to be honest is a very minor inconvenience, and only until level 10 or so when you should be able to tackle her fairly.
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Fri May 27, 2011 6:58 am

QUESTION - I have read over the MMM documentation and it appears that the mod now is effective in Shivering Isles: Nearly all features that you are accustomed to experience with MMM in Cyrodiil you will now find in the Shivering Isles. Faction wars are a key element to the Shivering Isles stemming from the animosity between the Zealots and the Heretics. The creatures of the Isles have adopted the same love to hate mannerisms within their own ranks. Mania creatures will not tolerate Dementia creatures and vis-?-vis. At various different levels you will encounter mini War Parties consisting of 6 randomly picked creatures and/or NPCs from either side. They will fight against one another (Dementia vs. Mania) until one is left standing or if that at all.

I looked over FCOM incorporation of MMM and it does not seem to take advantage of this feature. If my assumption is correct then the question I would like to ask if whether it eventually will?


FCOM is dependant on both OOO 1.34 and MMM 3.7.
Oscuro's currently doesn't effect SI, but until such time as it does Frans and Mart's cover it pretty well.
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Fri May 27, 2011 7:36 am

New I use also Armamantarium + Artifact (without the Artifact Guild, renamed Artifact.bsa to Fra - Artifact.bas), so I'm also thinking to drop "Francesco Armor Addons" in the future.


Sounds like me, has I stopped using Frans a long time ago. because of it "caliper bug", in FCOM I only Use OOO/MMM/Bobs/Warcry/ with Arma and Artifacts..Yes you can use FCOM without the F part after all.

Just do not activate any of frans plugins once again..If you do not want WarCry or Bobs then drop down to OOO/MMMforOOO instead of FCOM.

I looked over FCOM incorporation of MMM and it does not seem to take advantage of this feature. If my assumption is correct then the question I would like to ask if whether it eventually will?


Next Version of FCOM will feature Better Intergration of Frans SI /MMMforSI for FCOM.

FCOM 0.9.9 is a fair bit old now, and is based of MMM 3.5.5 (I think). SI support is only in the 3.7 beta, so of course it won't take advantage of it. I think it's safe to assume that a future version will at one point though.


But all version after MMM 3.5.5 have worked very well with FCOM, even better, since most of changes have been to MMM stuff directly, and not any other changes to FCOM.

FransSI / MMMSI will work just fine in FCOM..Since MMMSI load after Frans in FCOM setup..It become dominate mod currently for Creatures and Npc in SI.. But using Wrye bash will pull in most of frans changes has well. Depending on what it is once again.

Once again Next Version of FCOM will have better Intergration of FransSI/MMMSI features working toghether better.

OOOforSI is still a long ways aways, we have talked about on our forum. But no plans are set in motion Yet for It.

Corepc
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Fri May 27, 2011 9:27 am

Just do not activate any of frans plugins once again..If you do not want WarCry or Bobs then drop down to OOO/MMMforOOO instead of FCOM.
Corepc

Yes this what I was thinking yesterday.
OOO + MMM is enough riche environment, especially with the plugins added by MMM.
In my opinion these two components should be major parts of any future developpment of FCOM.

I have just a question (considering that I will drop Francesco), is it advisable to use the plugin:

MMM - Additional NPC var enemies.

I'm not sure if the last versions of this plugin are enough stable for FCOM.
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Fri May 27, 2011 2:20 pm

In my opinion these two components should be major parts of any future developpment of FCOM.

MMM - Additional NPC var enemies.

I'm not sure if the last versions of this plugin are enough stable for FCOM.


What two components are you talking about OOO/MMM those are always major parts of FCOM..Will not work without those..

or Armamentarium with Artifacts Addon? I specifily but the Artifacts - ArmaCompleteAddon to work with Armamentarium itself so that it would work without having a need to build all new leveledlist for each weapon and armor that Artifacts added, since Armamentarium already had the stuff built into it and worked with OOO (FCOM) already , I went this route. Else Armamentarium/Artifacts are optional in FCOM. But highly recommended, some many weapons and because I do not think anyone will be able to ever find all the items that are added by these via leveledlist..Even if you went from Lvl 1 all the way up to Lvl 50+..Armor maybe, put weapons, no..

From http://pages.suddenlink.net/corepc/

Additionial Enemy Npc Variants: This adds over 1300 New Enemy Variants to Game. Maruaders, Bandits, Smugglers, Raiders, Reavers, Foresters, and more. Some people may have problem using this under stressful condition's. Has game engine has to generate faces on the fly after all.
-

With FCOM there is still some leveledlist balancing the needs to be done for AENV, but this has been fixed has well for Next FCOM release..Has FCOM will have it own version which does not add has much npcs has current MMM version does.
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Thu May 26, 2011 10:19 pm

I already read that passage in MMM manual several time yesterday.
I have noted that the price of armors coming from armamentarium are higher then the one from FCOM.
Example:

- A normal "Fur Greave" cost 16 Gold.
- A "Fur Dark Brown Greave" cost 80 Gold.

and I think the two armors have the same stats (?).

FCOM support additionally Real Swords this is an important (undroppable) component!
I don't know if there is support for Real Swords in MMM.
User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Thu May 26, 2011 10:27 pm

I have noted that the price of armors coming from armamentarium are higher then the one from FCOM.
Example:

- A normal "Fur Greave" cost 16 Gold.
- A "Fur Dark Brown Greave" cost 80 Gold.

and I think the two armors have the same stats (?).

I don't know if there is support for Real Swords in MMM.


Yep, I see that myself, fur dark brown greaves are is worth 80, OOO changes price of vanilla fur to 16, and vanilla fur is just 8..

Armamentariun stuff is pricey anyways That is how Trollf Intended them to be. Even though it does have the same ar rating after all has vanilla does.

I can increase the durablity for the dark brown fur to compsentate for the price difference. How does that sound.

Real Swords Support for MMM, doubt you will see this unless someone make a version that adds them to leveledlist like how the FCOM version does. Has I do not have any plans on adding them. Has Once next MMM is released it will be final for a very long time.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Thu May 26, 2011 11:09 pm

Little confused about something... In the install directions for FCOM it states to 'replace' certain MMM files. By replace, does it mean have it 'following' after the original MMM file or instructing me to delete the MMM file and keep the FCOM one?

thanks
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Fri May 27, 2011 7:38 am

Little confused about something... In the install directions for FCOM it states to 'replace' certain MMM files. By replace, does it mean have it 'following' after the original MMM file or instructing me to delete the MMM file and keep the FCOM one?

thanks


Unless specifically addressed in the MMM 3.7 readme, if there's an equivalent FCOM option then use it and remove the MMM version from your mod list. Examples would be FCOM_LessRats, FCOM_NoSpiders etc.
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Thu May 26, 2011 11:32 pm

Unless specifically addressed in the MMM 3.7 readme, if there's an equivalent FCOM option then use it and remove the MMM version from your mod list. Examples would be FCOM_LessRats, FCOM_NoSpiders etc.


I am going to apologize right from the get go incase I am totally missing what you are trying to advise me of...

Let me try to articulate what is confusing me once more...

FCOM notes state: 'FCOM_FriendlierFactions.esp (Optional! Use instead of MMM - Friendlier Factions.esp)'
PROBLEM - there is no such file exactly named that.

There are however two files with the names:
- Mart's Monster Mod - Friendlier Factions MMM+Fran.esp: 'Use this one for standalone MMM or MMM and Francescos'
- Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp: 'Use this one for MMM and OOO or MMM and FCOM.'

So what am I suppose to do?
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Fri May 27, 2011 7:52 am

Just like Shikishima stated if there is an FCOM version of any of the overhaul modifiers use the FCOM version instead. EVEN IF the MMM version is wrongly named somewhere.

And slow down ... seriously - I'm no computer programmer or modder - just a mod user like you.

That said I was able to install Wrye Bash, OBMM, FCOM and most replacers without posting for help. Not that I also didn't stick my foot in my mouth and get frustrated when 254 mods that I installed didn't work with no problems too. I, similar to you, even challenged people to prove it could be done.

I was then schooled on patience and encouraged to learn.

Installing FCOM really is just the beginning. It took me months to learn how to get FCOM to work with 200 other mods. It would be that way with any other 200 mods as well. Even now if a mod has got errors (for any number of reasons) it only makes it exponentially harder to debug when you have more and more mods installed.

Your going to need to read and read scan the forums for load orders to study. You will not get your goal operational inside of a week.

Sorry.
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Fri May 27, 2011 3:09 am

I am going to apologize right from the get go incase I am totally missing what you are trying to advise me of...

Let me try to articulate what is confusing me once more...

FCOM notes state: 'FCOM_FriendlierFactions.esp (Optional! Use instead of MMM - Friendlier Factions.esp)'
PROBLEM - there is no such file exactly named that.

There are however two files with the names:
- Mart's Monster Mod - Friendlier Factions MMM+Fran.esp: 'Use this one for standalone MMM or MMM and Francescos'
- Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp: 'Use this one for MMM and OOO or MMM and FCOM.'

So what am I suppose to do?
Yes, this one is a bit of trouble. If I recall correctly, you should use the FCOM -Friendlier Factions.esp version. The Mar's Monster Mod - Friendlier Factions OOO+FCOM.esp used to be for both FCOM and OOO, but is really only used for OOO now. But you can't rename it without potentially screwing up someones game, I think.

It will need CorePC to confirm, but I think the general "FCOM replace rule" does cover this.
User avatar
Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Fri May 27, 2011 4:09 am

I can increase the durablity for the dark brown fur to compsentate for the price difference. How does that sound.

Because of the leveling list I think it is more adequate to change prices rather then durabilty stats. Maybe add some 10% of price for the retexture if items have the same stats as OOO standard items.
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Fri May 27, 2011 12:43 am

When installing Fancesco's mod, do I select Lyrondor's combat Behavior to be installed?
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Fri May 27, 2011 11:24 am

When installing Fancesco's mod, do I select Lyrondor's combat Behavior to be installed?

Not a necessity, but highly recommended to do so.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Fri May 27, 2011 7:23 am

Is there a rough estimate on when .9.9.5 will be out? was planning on returning to oblivion when it came out.
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Fri May 27, 2011 8:35 am

Is there a rough estimate on when .9.9.5 will be out? was planning on returning to oblivion when it came out.

That's one of the reasons behind dev_akm's recent inactivity in the forums.
The next release depends on updates to both MMM and OOO, which he's currently trying to finalize.
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Fri May 27, 2011 12:18 am

Because of the leveling list I think it is more adequate to change prices rather then durabilty stats. Maybe add some 10% of price for the retexture if items have the same stats as OOO standard items.


Let move Armamentarium talk to ArmaComplete thread. Since making changes to armor stats would affect not just OOO users but vanilla users has well..
User avatar
Kayla Oatney
 
Posts: 3472
Joined: Sat Jan 20, 2007 9:02 pm

Post » Fri May 27, 2011 9:34 am

Ok i've made some requests recently which nobody really seemed interested into doing. And my scripting skill isn't all that. But people seemed to agree, so i've completed 2 mods:

OOO no lock bash - I've cleaned the scripts pretty well. You no longer need to sheathe your sword to open a chest and purple crap anymore. Just go for lock bash omega and no 2 lockbash plugins conflicting with eachother anymore! StarX Vampire Deaths improved - Every vampire (as long as they have the vampire bit enabled) will now have the deathscene wether from mods or vanilla doesn't matter. A worker script attaches it realtime. so no more need to add vampires, it does that job all by itself.

Hope you people enjoy!


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. ;)
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

PreviousNext

Return to IV - Oblivion