[RELZ] FCOM Convergence

Post » Thu Apr 01, 2010 4:18 pm

Could you guys explain to me what the U in UFCOM is? I can't find anywhere on the first post explaining what it is. Maybe an FAQ would help.


Unofficial...i think
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Inol Wakhid
 
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Post » Thu Apr 01, 2010 6:09 am

Update: I removed uFCOM and Cobl, renamed the MMM BSA back to Mart's Monster Mod.bsa, game runs fine - a few missing meshes, but I assume that's because I'm running the FCOM mods without the FCOM plugins.

Next step: Reinstall Cobl and see if that is what is causing the freezes.

In the meantime, I'll answer some questions.
Did you remove the resources from the previous MMM install? Did you rename MMM.bsa?
Yes to both. I used Bain for my old MMM install and uninstall. When I first had problems, I built an Omod of the older version of MMM and installed it, then uninstalled. Really should be no traces left. TheNiceOne's Omod installer renames the bsa, but I also did a visual check to make sure.

OOO 1.32-Cobl.esp WTF is this?

A plugin required when using Cobl alongside an FCOM setup.
BOSS told me that Mart's Monster Mod - Additional Enemy NPC Vars.esp this shouldn't be in the load order
BOSS says it may cause crashes, but the current MMM page seems to say that it has been updated. In any case, I tried with and without this plugin, no change.
BOSS told me that this Cobl Filter Late MERGE ONLY.esp shouldn't be in the load order aswell
You'll see that it is merged into the bashed patch and not active, all as it should be.
OOO-WaterFish.esp i think that you should have just installed the FULL version without any of the other plugins that OOO provides
The waterfish plugin is an optional but fine addition. I've played with it before. In any case, definitely not the source of my current problem.
Mart's Monster Mod - Resized Races.esp does this even work?
Yes.
Don't forget to wait for the respawn after you fixed this problem Maybe the reason of the problem would be the fact that you didn't wait for a respawn?
Don't forget to read my post ;)

gothemasticator
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T. tacks Rims
 
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Post » Thu Apr 01, 2010 8:28 am

A plugin required when using Cobl alongside an FCOM setup.

I wouldn't say "required". Unless it's been heavily modified since I made it, all it does is expose OOO's options to COBL's options menu.
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Cedric Pearson
 
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Post » Thu Apr 01, 2010 2:24 pm

Could you guys explain to me what the U in UFCOM is? I can't find anywhere on the first post explaining what it is. Maybe an FAQ would help.

I think post #2, which you are immediatley directed to explains it pretty well. :lol:
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Amber Hubbard
 
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Post » Thu Apr 01, 2010 6:45 am

Showler: directions for FCOM - Cobl Glue specify to also include OOO 1.32 Cobl Glue. That is what I was refering to.

Update: Installed Cobl, decided to not include a bashed patch in the setup. Game runs fine. This, of course, means that Fran's, WarCry, Bob's, OOO, and MMM are not properly working together (no FCOM plugins yet as well as no bashed patch), also Cobl's merge-only plugins like Item Interchange are inactive. However, the game runs fine. After waiting out the respawn period, the WarCry IC Market skeleton is in his place, female guards around IC, guards have torches, Vilverin spawns spectral warriors deep down, etc.

But, when I activate the uFCOM omod and build a bashed patch (thus also bringing Item Interchange, etc., into the mix), the game refuses to get past the opening credit-movies: freezes on 2K logo screen.

Hmmm...

Yes, I remember to rename the MMM.bsa back to FCOM_Convergence - MMM.bsa when I added in FCOM.

I wonder if it is a Cobl problem?
Did I do something wrong with uFCOM?

Load order again. This is the order that freezes:
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 0.9.9MB3]07  Unofficial Oblivion Patch.esp  [Version 3.2.4]08  DLCShiveringIsles.esp09  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0A  Francesco's Optional Chance of Stronger Bosses.esp0B  Francesco's Optional Chance of Stronger Enemies.esp0C  Francesco's Optional Chance of More Enemies.esp0D  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]0E  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  Item interchange - Extraction.esp  [Version 0.76]0F  DLCOrrery.esp10  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]11  DLCMehrunesRazor.esp12  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]13  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]14  Cobl Glue.esp  [Version 1.72]15  Cobl Si.esp  [Version 1.63]16  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]17  Bob's Armory Oblivion.esp18  FCOM_BobsArmory.esp  [Version 0.9.9]19  Oblivion WarCry EV.esp1A  FCOM_WarCry.esp  [Version 0.9.9MB3]1B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1C  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]1D  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]1E  FCOM_RealSwords.esp  [Version 0.9.9]1F  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]20  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]21  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]22  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]24  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]25  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]26  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]27  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]28  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]29  DLCBattlehornCastle.esp2A  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]2B  Knights.esp2C  Knights - Unofficial Patch.esp  [Version 1.0.9]2D  Mighty Umbra.esp2E  Blood&Mud.esp2F  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]30  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]31  Kyoma's Journal Mod.esp  [Version 3.2.0]32  Salmo the Baker, Cobl.esp  [Version 3.08]33  Enhanced Grabbing.esp  [Version 0.4]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]34  MiniMap.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]35  Bashed Patch, 0.esp
thanks,

gothemasticator
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Ben sutton
 
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Post » Thu Apr 01, 2010 10:01 am

I've occasionally had an issue where it was the save game.

Didn't say the save game was corrupt just wouldn't load.

Try exporting the last ten saves to a new profile and then remove one at a time after each failed reload.

May be a long shot but worth a try.
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Tai Scott
 
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Post » Thu Apr 01, 2010 7:01 am

I'd minimize the choices you use in the bashed patch and see if that works.

There was someone recently that had serious issues with the bashed patch and ended up having to do a complete reinstall.

Did you read through the bashed patch report and see if it reported any errors?
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Dylan Markese
 
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Post » Thu Apr 01, 2010 5:31 am

I've occasionally had an issue where it was the save game.

Didn't say the save game was corrupt just wouldn't load.

Try exporting the last ten saves to a new profile and then remove one at a time after each failed reload.

May be a long shot but worth a try.
I would, except that the game itself won't load. Freezes at 2K games logo movie.
I'd minimize the choices you use in the bashed patch and see if that works.

There was someone recently that had serious issues with the bashed patch and ended up having to do a complete reinstall.

Did you read through the bashed patch report and see if it reported any errors?
I'll try this, thanks. I gotta go to work now. I'll so some further troubleshooting later tonight.

gothemasticator
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Luis Longoria
 
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Post » Thu Apr 01, 2010 5:02 am

You move the saves with Wrye bash - no need to have the game active.

Then after you crash you peal another save away.

Or try generating a new character with vanilla load order then put that new character in the this test profile then load up ufcom and see if it loads - then test with the older saves.
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Lilit Ager
 
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Post » Thu Apr 01, 2010 1:22 pm

It shouldn't be a save. It's freezing well before she ever gets to select a save game.
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Rhiannon Jones
 
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Post » Thu Apr 01, 2010 1:20 pm

@gtm: I've had nothing but problems with the newest COBL installation...especially if you use the races plugins along with it, and most of all if you use the optional plugins for cross mod foods and items. Crash after crash, bugged saves, crashes on fast travel to only 1 or 2 specific areas...you name it. The major problem is once these creep in, your savegame is pretty much doomed unless you know how to 'clean' it outside of the game...which I dunno how to do :D


Right now my load list is pretty spartan compared to yours, and I guarantee its not 'a cat hair' this time, heh, so my first guess is the old nagging issue of people releasing great...but dirty...mods.

The problem is, the mod CAUSING the problem could actually be clean, but its functions get borked by some piddling little thing like a spell delete mod that happens to be dirty, so we end up picking on the wrong mod :(

I completely lost a save because out of every location in the game world, I had ONE game location I could neither teleport to nor walk to, even leaving the city nearby it caused a crash, and it happened after activating the COBL omod.

So, its a guessing game right now, considering the huge changes to FCOM/UFCOM recently, I guess :) Just keep us posted!
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Antonio Gigliotta
 
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Post » Thu Apr 01, 2010 12:46 pm

Back from work. Just did the next troubleshooting step. Still no success.

I disabled Cobl, rebuilt the bashed patch. Freeze on logo screen. Below is the load order that currently still freezes. Does anyone see an error here that I am missing?

The really odd thing is that with this same load order minus a bashed patch, the game runs fine (you know, except that all the FCOM components are not playing nice together).

I'd like to not have to try to reinstall Wrye Bash, but I'm open to suggestions on what to try next.
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  FCOM_Convergence.esm  [Version 0.9.9MB3]06  Unofficial Oblivion Patch.esp  [Version 3.2.4]07  DLCShiveringIsles.esp08  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]09  Francesco's Optional Chance of Stronger Bosses.esp0A  Francesco's Optional Chance of Stronger Enemies.esp0B  Francesco's Optional Chance of More Enemies.esp0C  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]0D  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]0E  DLCOrrery.esp0F  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]10  DLCMehrunesRazor.esp11  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]12  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]13  Bob's Armory Oblivion.esp14  FCOM_BobsArmory.esp  [Version 0.9.9]15  Oblivion WarCry EV.esp16  FCOM_WarCry.esp  [Version 0.9.9MB3]17  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]18  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]19  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]1A  FCOM_RealSwords.esp  [Version 0.9.9]1B  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]1C  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]1D  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]22  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]24  OOO-WaterFish.esp  [Version 1.34]25  DLCBattlehornCastle.esp26  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]27  Knights.esp28  Knights - Unofficial Patch.esp  [Version 1.0.9]29  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]2A  Kyoma's Journal Mod.esp  [Version 3.2.0]2B  Enhanced Grabbing.esp  [Version 0.4]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]2C  MiniMap.esp2D  Bashed Patch, 0.esp
gothemasticator
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Prue
 
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Post » Thu Apr 01, 2010 11:07 am

Funny, you just got home from work, I just got TO work ^^

Rebuild the patch, but put only the barest necessities for FCOM in it? Or do that after re-installing Bash. And this might be a dumb question, but you're sure you have the right Python?

And an unrelated question. Is there an FCOM friendly mod that lets me drink more than three potions at a time? I'm starting to use longer-lasting potions, but sometimes I need to chug down more and can't afford to wait 30 seconds for one to wear off.
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[Bounty][Ben]
 
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Post » Thu Apr 01, 2010 4:12 pm

Python - check. I've been playing for six months, so this is a new problem. I have my doubts that Wrye Bash suddenly went wonky on me, but judging by this forum I guess it's been known to happen.

Potions - umm, something newish called Alchemy Advanced, I think?

I suppose I'll try ticking even less in the bashed patch and see what happens.

I'd still love to hear from some others, though. I really don't want to reinstall Wrye Bash right now.

gothemasticator
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Danger Mouse
 
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Post » Thu Apr 01, 2010 10:50 am

I'm tellin ya - I had a similar thing happen and what fixed it was moving my saves to a new profile and creating a new bashed patch.

I believe (though not based on logic I can map out for you) that wrye bash profiles can become corrupt as can bashed patches. I've seen it many times where a bashed patch kept information from a previous bash with a mod that I took out still having information in retained in the bashed patch.

Don't just make a new bashed patch rename the bashed patch. I have three main save game profiles and any divergent character I make gets their own bashed patch such as John - Bash.esp, Thotep - Bash.esp. Renaming bashed patch forces all new references to be made (my uneducated speak for somehow it worked).

Other than that reduce down to just basic FCOM with a renamed bash and try that (without new save game profile).

she?
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Jade Payton
 
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Post » Thu Apr 01, 2010 2:52 am

Don't just make a new bashed patch rename the bashed patch.

I go even farther than that. Whenever I make large changes to a mod list I delete my old Bash Patch.esp and copy/paste a new one into my Data folder. I'm paranoid that old data won't be deleted properly during a rebuild.
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xx_Jess_xx
 
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Post » Thu Apr 01, 2010 8:22 am

Yeah that is what I mean ... but in fairness gtm did say that (s)he(?) created a new bashed patch in a post above.

There are some posts I made in the Wrye Bash thread in the last 2-3 months about how the bashed patch held information even after rebashing without a problem mod.
Or another variant the Bashed patch maintaining that a deactivated mod (that I made triple sure was not part of bashing procedure) was still seen as a master for the bashed patch and the game would ctd as if missing a master. To the point I had to take the mod (forget which now - I think an MMM mod) physically out of the data folder (not just deactivated) in order to get bash to stop seeing it as master.

Brand new bashed patch (from Mopy folder) that is renamed and then delete the old bashed patch completely.
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Poetic Vice
 
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Post » Thu Apr 01, 2010 1:55 am

Re: bashed patch. When I began this rebuilding process, I brought a new bashed patch out of Mopy\Extras.

Update: I reduced my optional plugins choices from MMM and FCOM to almost nil and reduced the bashed patch options to the bare minimum, and it runs!

So, the load order below works, while the one up above in my recent post does not. Curiouser and curiouser...

Working load order:
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  FCOM_Convergence.esm  [Version 0.9.9MB3]06  Unofficial Oblivion Patch.esp  [Version 3.2.4]07  DLCShiveringIsles.esp08  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]09  Francesco's Optional Chance of Stronger Bosses.esp0A  Francesco's Optional Chance of Stronger Enemies.esp0B  Francesco's Optional Chance of More Enemies.esp0C  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]0D  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]0E  DLCOrrery.esp0F  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]10  DLCMehrunesRazor.esp11  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]12  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]13  Bob's Armory Oblivion.esp14  FCOM_BobsArmory.esp  [Version 0.9.9]15  Oblivion WarCry EV.esp16  FCOM_WarCry.esp  [Version 0.9.9MB3]17  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]18  FCOM_Convergence.esp  [Version 0.9.9Mb3]19  FCOM_RealSwords.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]1A  DLCBattlehornCastle.esp1B  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]1C  Knights.esp1D  Knights - Unofficial Patch.esp  [Version 1.0.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]1E  Kyoma's Journal Mod.esp  [Version 3.2.0]1F  Enhanced Grabbing.esp  [Version 0.4]20  MiniMap.esp21  Bashed Patch, 0.esp

What I removed from the freezing load order to get the above:
18 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]1B FCOM_DurabilityAndDamage.esp [Version 0.9.9]++ FCOM_SpawnRatesStronger.esp [Version 0.9.9Mb3]1C Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]++ FCOM_NoAdventurersInGates.esp [Version 0.9.9]++ FCOM_LessReaversInGates.esp [Version 0.9.9]++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]1D Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]1E Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]1F Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]20 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]21 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]22 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]23 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]++ FCOM_BobsGuardUnity.esp [Version 0.9.9]++ FCOM_HungersUnitySI.esp [Version 0.9.9]++ FCOM_Archery.esp [Version 0.9.9]24 OOO-WaterFish.esp [Version 1.34]29 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]

Any suggestions as to the culprit? Again, have I made an installation order including any of these?

Thanks for sticking with me,

gothemasticator
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Crystal Birch
 
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Post » Thu Apr 01, 2010 4:14 pm

Probably you're going to have to go the distance and test each one.

I would always begin with basic FCOM and then slowly build a patch after each addition to FCOM - leaving out all non FCOM mods till I found the problem.
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Liv Brown
 
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Post » Thu Apr 01, 2010 9:10 am

Yeah, what's bothering me is that the difference between a freezing load order and a working one is made up only of FCOM files - and MMM files.

gtm

EDIT: I'm a he.

EDIT2: I'm too tired to do more methodical troubleshooting tonight. If anyone in the meantime looks over the above load order info and spots likely culprits, I'll be grateful.

I'm going to play some Torchlight and go to bed.

gtm
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Bryanna Vacchiano
 
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Post » Thu Apr 01, 2010 1:35 pm

What I removed from the freezing load order to get the above:

18 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]++ FCOM_SpawnRatesStronger.esp [Version 0.9.9Mb3]++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]++ FCOM_NoAdventurersInGates.esp [Version 0.9.9]++ FCOM_LessReaversInGates.esp [Version 0.9.9]++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]20 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]23 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]++ FCOM_HungersUnitySI.esp [Version 0.9.9]24 OOO-WaterFish.esp [Version 1.34]

Any suggestions as to the culprit? Again, have I made an installation order including any of these?

Thanks for sticking with me,

gothemasticator


AENV does come with a warning after all..May cause ctd for some..So keep it disabled..

Reactivate SpawnRateStronger but do not activate hte more passive wildlife, noadventurers, less reavers plugin..

You should not really be using gems & gems dust with FCOM, Since OOO has geomancy once again, else you need to use Cobl to swap gems correctly..

Do you really need fcom_hungersuntiysi..

Do you really need two fish mods overkill in that area..use MMM version..

Some thing to try

else make sure that you followed the install order correctly once again. UOP, OOO, MMM, Cobl, that is most important part getting that right so that bsa time and date stamps work correctly for stuff still shared between UOP and Cobl once again..Not going to go over that since it has been covered so many times already..

Corepc
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Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Thu Apr 01, 2010 3:50 am

Mod order:
Active Mod Files:•  00 Oblivion.esm •  01 Francesco's Leveled Creatures-Items Mod.esm •  02 Francesco's Optional New Items Add-On.esm •  03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] •  04 Mart's Monster Mod.esm [Version 3.7b3p3] •  05 FCOM_Convergence.esm [Version 0.9.9MB3] •  06 Unofficial Oblivion Patch.esp [Version 3.2.0] •  07 DLCShiveringIsles.esp •  08 Unofficial Shivering Isles Patch.esp [Version 1.4.0] •  09 Francesco's Optional Chance of Stronger Bosses.esp •  0A Francesco's Optional Chance of Stronger Enemies.esp •  0B Francesco's Optional Chance of More Enemies.esp •  0C Francesco's Optional Leveled Guards.esp •  0D Francesco's Dark Seducer Weapons Patch.esp •  0E FCOM_Francescos.esp [Version 0.9.9] •  0F FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] •  10 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] •  11 Enhanced Economy.esp [Version 3.3.4] •  12 DLCHorseArmor.esp •  13 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5] •  14 DLCOrrery.esp •  15 DLCOrrery - Unofficial Patch.esp [Version 1.0.3] •  16 DLCMehrunesRazor.esp •  17 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] •  18 DLCSpellTomes.esp •  19 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] •  1A Bob's Armory Oblivion.esp •  1B FCOM_BobsArmory.esp [Version 0.9.9] •  1C Oblivion WarCry EV.esp •  1D FCOM_WarCry.esp [Version 0.9.9MB3] •  1E Oscuro's_Oblivion_Overhaul.esp [Version 1.34] •  1F FCOM_Convergence.esp [Version 0.9.9Mb3] •  20 FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] •  21 FCOM_RealSwords.esp [Version 0.9.9] •  22 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] •  23 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] •  24 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] •  25 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] •  26 OOO-WaterFish.esp [Version 1.34] •  27 Knights.esp •  28 Knights - Unofficial Patch.esp [Version 1.0.9] •  29 FCOM_Knights.esp [Version 0.9.9Mb3] •  2A Alternative Start by Robert Evrae.esp •  2B Oblivion XP.esp [Version 4.1.5] •  2C Bashed Patch, 0.esp 


Alright, so I have a couple questions. First, I just reinstalled Oblivion with FCOM and all that fun stuff, and have reached level 4. However, I just realized that I did not complete the final step in putting it all together -- creating the bash patch. I followed the guide on doing that, and things appear to be working alright, as they did before. However, past cell 13 in the 300 test, no chests are displayed. Not sure what that means or if it's a problem, but the guide seemed to indicate that I should be seeing chests in every cell. Is there a good way to check that everything is working as intended?

Also, a quick question about FCOM in general: is there anything in it that changes the scaling of quest items, or are they still rewarded at various qualities depending on the player level?

Additionally, I've had the intermittent CTD since installing and just had one again, so it doesn't seem to be the lack of a bash patch causing that. Any tips?
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Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Thu Apr 01, 2010 12:47 pm

...about FCOM in general: is there anything in it that changes the scaling of quest items...

No, for that you need the http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1546 mod.
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Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Thu Apr 01, 2010 2:56 pm

Re: my freezing problems.

Since my RC version of Windows 7 expires in 10 days or so, I'm off to buy (at a student discount, thankfully) a full version. So, this weekend, I will take the opportunity to reformat, repartition, and do general cleanup. Then, I'll reinstall Oblivion and start from scratch, so, we'll see if I don't just breeze through with no problems this time around.

Thanks for all the suggestions. I'll take your advice on plugins, Corepc.

gothemasticator
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Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Thu Apr 01, 2010 9:47 am

Since my RC version of Windows 7 expires in 10 days or so, I'm off to buy (at a student discount, thankfully) a full version. So, this weekend, I will take the opportunity to reformat, repartition, and do general cleanup. Then, I'll reinstall Oblivion and start from scratch, so, we'll see if I don't just breeze through with no problems this time around.


If it help, I too have upgraded last month from W7RC x64 to full version, but too lazy to reinstall everything again, made backups of my documents with saves and inis, and all the root oblivion folder (above 20 Gb of mods, meshes and textures, reinstall everything would be be a pain, as would be remembering every texture/sound/another kind of mod that you liked, and a beckup is the fastest way to reinstall).

In the end was easy :) , installed Oblivon, SI, Official patchs, C++ and Python for Wrye Bash, plus DX9 last package. After all was only a matter of copy/past and everything is working flawless, same setup, no bugs!! OBS: you can't just Copy/Paste everything because it need to be in the Windows registries.

I don't know if everyone are aware of that possibbility, so that's my two cents. Maybe it can help someone...
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Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

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