[RELZ] FCOM Convergence

Post » Thu Apr 01, 2010 5:05 am

I have OB installed on a different partition, and all I did was backup the Oblivion folder in My Documents - Oblivion works just fine after a Windows reinstall, although I had to install the misc stuff needed by OBMM and Wrye. No OB reinstall, all the mods work :)
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Patrick Gordon
 
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Post » Thu Apr 01, 2010 5:04 pm

Yeah, but since I am having problems with the current install, it won't hurt to start from scratch and make sure it's all correct. Plus, I keep a well-organized folder of all the mods I have installed, as well as ones I'd like to try out, so, not all that much hunting and redownloading involved.

gothemasticator
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roxxii lenaghan
 
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Post » Thu Apr 01, 2010 3:27 am

I am now using FCOM latest version (9.9) with OOO (1.35b) and MMM 3.7b3 and when a creature gets killed the body turns green. Jedo on http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226 suggested the following FCOM fix but I am not 100% certain to which BSA he is referring to?

"OK, to all with green bodies and other MMM non working stuff: you have to rename the bsa fie to fit the esp that you're using. So for FCOM you have to rename bsa to FCOM_Convergence - Mart's Monster Mod."

Does this mean to take MMM.bsa and rename it to FCOM_Convergence - Mart's Monster Mod.bsa? FCOM does not have a .BSA file that I can find.

Thanks,
Koinonos
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Kelly Osbourne Kelly
 
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Post » Thu Apr 01, 2010 1:47 pm

I am now using FCOM latest version (9.9) with OOO (1.35b) and MMM 3.7b3 and when a creature gets killed the body turns green. Jedo on http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226 suggested the following FCOM fix but I am not 100% certain to which BSA he is referring to?

"OK, to all with green bodies and other MMM non working stuff: you have to rename the bsa fie to fit the esp that you're using. So for FCOM you have to rename bsa to FCOM_Convergence - Mart's Monster Mod."

Does this mean to take MMM.bsa and rename it to FCOM_Convergence - Mart's Monster Mod.bsa? FCOM does not have a .BSA file that I can find.

Thanks,
Koinonos


Yes it means exactly that, rename MMM.bsa to FCOM_Convergence - Mart's Monster Mod.bsa

Oh and also if you didn't do it already, you need UFCOM, additional info on the 2nd post of this thread.
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biiibi
 
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Post » Thu Apr 01, 2010 5:51 am

Thanks for the advice Darklydreaming. MMM/OOO/WarCry/Francesco/Wyre Bash patch and FCOM works just beautifully now. Never seen Oblivion this feature rich or this smooth and stable. Thank you again for your time. Unopened copies Aliens vs. Predator, Stalker Call of Pripyat, and BioShock 2 are sitting on my shelf because Oblivion is so dog-gone fun to play now (Thanks to Qarl Textures and Deadly Combat as well).

FCOM rocks - Thanks to everyone who answers posts like mine, beta tests, and does the hard coding work to make FCOM what it is.

Regards,
Koinonos
Richland, WA
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Elea Rossi
 
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Post » Thu Apr 01, 2010 12:28 pm

I have just installed MMM, FCOM and UFCOM using the OMOD installers by TheNiceOne.
I have tried them for a while and everything seems ok.
Thank you for the great job you made and for the informations I gathered lurking at these wonderful threads.
I have just a little question about runeskulls.
I see in my load order that I have "Mart's Monster Mod - Diverse Runeskulls Loot.esp" [Version 3.7b3p3].
Is this correct or I should use instead "FCOM_ExnemRuneskulls.esp"?
This is my load order
Any suggestion about adding FCOM optional addons or removing something?
Thank you in advance
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  Armamentarium.esm  [Version 1.35]07  Artifacts.esm  [Version 1.1]08  Unofficial Oblivion Patch.esp  [Version 3.2.4]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  Francesco's Optional Chance of Stronger Bosses.esp0E  Francesco's Optional Chance of Stronger Enemies.esp0F  Francesco's Optional Leveled Quests-SI only.esp10  FCOM_Francescos.esp  [Version 0.9.9]11  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  DLCOrrery.esp14  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]15  DLCMehrunesRazor.esp16  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]17  DLCSpellTomes.esp18  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]19  Bob's Armory Oblivion.esp1A  FCOM_BobsArmory.esp  [Version 0.9.9]1B  Oblivion WarCry EV.esp1C  FCOM_WarCry.esp  [Version 0.9.9MB3]1D  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1E  ArmamentariumLLVendors.esp  [Version 1.35]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  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]23  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]24  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]25  FCOM_SaferRoads.esp  [Version 0.9.9]26  FCOM_LessReaversInGates.esp  [Version 0.9.9]27  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]28  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]29  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]2D  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]2E  FCOM_BobsGuardUnity.esp  [Version 0.9.9]2F  FCOM_HungersUnitySI.esp  [Version 0.9.9]30  FCOM_Archery.esp  [Version 0.9.9]31  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]32  FCOM_MoreRandomItems.esp  [Version 0.9.9]33  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]34  ArmamentariumLL4OOO.esp  [Version 2.01]35  ArmamentariumLLMagicOOO.esp  [Version 1.35]36  Artifacts.esp  [Version 1.1]37  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]38  DLCBattlehornCastle.esp39  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]3A  Knights.esp3B  Knights - Unofficial Patch.esp  [Version 1.0.9]3C  FCOM_Knights.esp  [Version 0.9.9Mb3]3D  Harvest [Flora].esp  [Version 3.0.0]3E  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]3F  Bashed Patch, 0.esp40  FormID Finder4.esp

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Emily Shackleton
 
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Post » Thu Apr 01, 2010 8:06 am

OOPS I just realized I had MMM.esp in my load order. If i remove it and rebuild Bashed Patch will everything be ok. will I need to wait for cell respawn?

Also I have been wondering. I use FCOM Friendlier Factions and it seems every time I load into a Dungeon all hell breaks loose with fighting, Bandits and Outlaws fight each other, Imps, Shadow wolf, and rats. (wish there was a no rats esp, So tired of rats) Its all total chaos sometimes. I even see daedra attack each other. don't remember witch ones. Could this have been because of the MMM.esp

Thanks
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Nikki Lawrence
 
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Post » Thu Apr 01, 2010 8:56 am

OOPS I just realized I had MMM.esp in my load order. If i remove it and rebuild Bashed Patch will everything be ok. will I need to wait for cell respawn?

Also I have been wondering. I use FCOM Friendlier Factions and it seems every time I load into a Dungeon all hell breaks loose with fighting, Bandits and Outlaws fight each other, Imps, Shadow wolf, and rats. (wish there was a no rats esp, So tired of rats) Its all total chaos sometimes. I even see daedra attack each other. don't remember witch ones. Could this have been because of the MMM.esp

Thanks


Sounds plausible that it might cause such issues. Yes, remove it, rebuild the patch and wait for a respawn.
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Céline Rémy
 
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Post » Thu Apr 01, 2010 6:05 am

To clarify: Do you have Mart's Monster Mod.esp in your load order by mistake (fairly large file) or MMM.esp (tiny file)? Because I think TheNiceOne's OMOD installer uses MMM.esp to load the MMM.bsa file.
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Dj Matty P
 
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Post » Thu Apr 01, 2010 3:44 pm

I have just a little question about runeskulls.
I see in my load order that I have "Mart's Monster Mod - Diverse Runeskulls Loot.esp" [Version 3.7b3p3].
Is this correct or I should use instead "FCOM_ExnemRuneskulls.esp"?


Read Post 2 UFCOM

*Diverse Runeskulls - you no longer require the Runeskulls.esp or FCOM_Runeskulls add-on with FCOM. Also check out Diverse Runeskulls re-balance.


Guess we should also add these notes:

Runeskulls and FCOM Runeskulls have both been intergrated into MMM 37b3 in special way Flying Named Skulls, you can earn them from those,

or

If you use one of the Loot plugin then you will find Runeskulls in chest, container, etc,,

Corepc
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Vickey Martinez
 
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Post » Thu Apr 01, 2010 12:20 pm

How long is the cell respawn for FCOM? I don't remember and I haven't been able to locate it anywhere. Thanks

Edit: I guess i could just change it in the Bashed Patch :facepalm:

Edit 2: Vanilla Respawn rate is what 14 days if I remember correctly
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Latisha Fry
 
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Post » Thu Apr 01, 2010 11:58 am

I don't believe FCOM changes the vanilla spawn rate settings.
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Kristina Campbell
 
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Post » Thu Apr 01, 2010 5:52 am

Vanilla is 3 days, I believe.
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Haley Cooper
 
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Post » Thu Apr 01, 2010 10:08 am

OOO Cheap Wine Vanilla Effects
=======================

If you are using OOO this mod will restore vanilla Effects to Cheap Wines (particularly drain personality effect).
This is useful if you want to start Daedric Namira Quest when using OOO or any inebriation mod.
Load after OOO esp or merge in Bashed patch.

http://tesnexus.com/downloads/file.php?id=30090

I haven't found OOO last thread to post this but this is also valid for FCOM since FCOM is based on OOO.
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lolli
 
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Post » Thu Apr 01, 2010 3:56 pm

I'm having a really odd problem with FCOM running:

Getting 'stuck' in containers and/or having merchants not open dialog at all (not even a greeting) until anywhere up to 5 minutes and a billion miles away :D Sometimes a guy I tried to talk to will suddenly pop his greeting up when after I enter a city gate or a building all the way on the Shivering Isles, when the dude I tried to talk to was wandering the road outside of Chorrol :P

It seems to happen with wandering merchant type NPC's from Tamriel Travellers or Crowded Roads, regardless of which I'm using (and when I had TT installed, I had the FCOM patch, yes)..

It is also seeming to happen (or something similar is happening) with containers. It's usually barrels, but sometimes with other containers as well. My only recourse for this problem is to go into the console and type enableplayercontrols. Note that on the container problem, the container inventory never pops up, unlike the merchant dialog.

This happens with or without COBL installed. When I had COBL installed, I tried to fix it by shutting off container looting through its options menu, but it didn't help.

I tried re-installing OOO, since from what I understand, OOO is what handles box looting, but that did not solve the issue either.

Here is my load order. It's a codebox so you can use the scrollbar to roll through it :) :

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Tamrielic Ingredients.esm04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Enhanced Daedric Invasion.esm07  CyrodiilUpgradeResourcePack.esm08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  DremoraCompanion.esm0A  Unofficial Oblivion Patch.esp  [Version 3.2.4]0B  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 Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  Fran Armor Add-on.esp++  oc_darker_nights.esp++  darker nights for shivering isles.esp14  Enhanced Water v2.0 ND.esp15  AliveWaters.esp16  AliveWaters - Slaughterfish Addon.esp17  Crowded Roads 23.esp18  Map Marker Overhaul.esp  [Version 3.3]19  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]1A  DLCOrrery.esp1B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1C  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1E  ACCCGR SI.esp1F  Staff of Lore.esp20  Shadow Steed.esp21  Slof's Oblivion Robe Trader.esp22  Tamrielic_Ingredients_cOMbo.esp++  FCOM_TamrielicIngredients.esp  [Version 0.9.9]23  Bob's Armory Oblivion.esp24  FCOM_BobsArmory.esp  [Version 0.9.9]25  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]26  Oblivion WarCry EV.esp27  FCOM_WarCry.esp  [Version 0.9.9MB3]28  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]29  FCOM_Convergence.esp  [Version 0.9.9Mb3]2A  FCOM_RealSwords.esp  [Version 0.9.9]2B  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]2C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2D  adTreeHome.esp2E  Knights.esp**  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]2F  Origin of the Mages Guild.esp  [Version 6.1]30  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]31  FCOM_OMG.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]32  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]33  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  moremerchantmoneyv1.1.esp34  Shadow Ranger.esp  [Version 2.9.2]35  Disenchant.esp36  Gather Ye Rosebuds.esp37  StartingSpells.esp38  SupremeMagicka.esp  [Version 0.89]39  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]3A  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]3B  Druid.esp3C  Dark Dungeons -  SI.esp3D  DremoraCompanion.esp3E  bgBalancingEVCore.esp  [Version 10.52EV-D]++  bgBalancingEVNoSIVersion_Core_still_required.esp  [Version 10.5DV-D]3F  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]40  bgBalancingEVOptionalNPCDiversity, Vanilla.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]41  CM Armor Expansion.esp++  LightSpellTorch.esp42  Bashed Patch, 0.esp


ALSO, I am running the newest 'dev' pluggy, the newest OBSE, stutter reducer dll, and crash stopping dll (from the Nexus).

The problem existed before about half of those mods listed were installed, but if you see something that might be a culprit, let me know and I'll try to remember when I installed it.

Any help you can give would be great.
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Flutterby
 
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Post » Thu Apr 01, 2010 6:04 am

Reading this old thread [RELZ FCOM]:Convergence 0.9.9 beta, MMM 3.7,OOO 1.34, RealSwords & UFCOM #thread 47, I saw this post by Arthmoor (Dec 3 2009, 10:42 PM, Post #36)

"Awhile back in either an FCOM thread or on a Frans thread I had mentioned that I'd gone through and cleaned up a lot of broken meshes and done PyFFI on those that could be. Ive had the files sitting around for awhile now, and have been unable to get ahold of Dewshine. Hardly a surprise I guess as she's not been here in eons.

Anyway, someone asked me about it today and I just uploaded the files:

Frans New Items BSA - Optimized
Frans New Creatures BSA - Optimized

Hopefully someone somewhere can get these to where they need to go to be distributed as needed."


I have installed Francesco's leveled creatures/items mod with the file you can find here: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=268
I noted that the installer contains FransNewItems.bsa that sizes 353.361 Kb.
The file I downloaded by Megaupload sizes 632.371 Kb.
Should I use this bigger file as it is optimized?
Thank You in advance.
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Conor Byrne
 
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Post » Thu Apr 01, 2010 5:03 am

Reading this old thread [RELZ FCOM]:Convergence 0.9.9 beta, MMM 3.7,OOO 1.34, RealSwords & UFCOM #thread 47, I saw this post by Arthmoor (Dec 3 2009, 10:42 PM, Post #36)

"Awhile back in either an FCOM thread or on a Frans thread I had mentioned that I'd gone through and cleaned up a lot of broken meshes and done PyFFI on those that could be. Ive had the files sitting around for awhile now, and have been unable to get ahold of Dewshine. Hardly a surprise I guess as she's not been here in eons.\

Well, http://www.gamesas.com/bgsforums/index.php?showtopic=921906&st=120 a thread that contains the links for the downloads you are talking about.

gothemasticator
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Ludivine Poussineau
 
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Post » Thu Apr 01, 2010 12:18 pm

The file I downloaded by Megaupload sizes 632.371 Kb.
Should I use this bigger file as it is optimized?
Thank You in advance.


Yes,

They are uncompressed bsa that is why they are much larger once again, much more optimized, and should load faster has well, since it is uncompressed once again..
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Melly Angelic
 
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Post » Thu Apr 01, 2010 7:00 pm

I want to say that this mod is awesome, and thank you all for creating and keeping it updated!

With BloodNMud there is 2 FCOM esps.

There is FCOM_BloodNMud.esp - i use that one right now

Then there is FCOM_WelkyndSwordBloodNMud.esp - what is this one for? :)
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Gavin Roberts
 
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Post » Thu Apr 01, 2010 7:59 am

There's another mod that also alters Bravil called The Welkynd Sword: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1257

That one is a compatibility patch if you are using both that and Blood and Mud.
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Eric Hayes
 
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Post » Thu Apr 01, 2010 3:41 am

Time to ask stupid questions now before installing and feeling stupid later:
  • USIP_MOBS_FCOM- Anyone know a reason to use this (or not) instead of the USIP_MOBS? Both are, of course, named Unofficial Shivering Isles Patch.esp.
  • OMOBS - Any reason to use the stand alone version with FCOM?
  • Shivering OOO - Any reason to use this alongside FCOM?
  • http://www.tesnexus.com/downloads/file.php?id=30142- Anyone?

I'm suspect of the MOBS fix for the UOP. Shivering OOO seems pretty old and doesn't seem to do much. I can't remember where I got the USIP MOBS FCOM. And, I've never used any MOBS or OMOBS that wasn't already integrated into something else.

Any info anyone can supply would be appreciated.

gothemasticator
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Sian Ennis
 
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Post » Thu Apr 01, 2010 5:37 am

Frans and OOO already are built with a version of MOBS stats for the weapons, so using a MOBS add-on will help bring the vanilla stuff in line with the stuff added from those mods.

Since the UOP is being updated again with hotfixes, the best option is probably to use the MOBS standalone and import the stats into your Bashed Patch instead of activating it. That should get you the correct stats without messing anything else up.

Looks like Shivering OOO does much the same thing as MOBS for SI and is probably redundant.
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Life long Observer
 
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Post » Thu Apr 01, 2010 4:54 am

This weekend I'm gonna start a complete overhaul of my current mods, starting with the download of FCOM! Looking forward to it.
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Sherry Speakman
 
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Post » Thu Apr 01, 2010 5:43 pm

hello, can i upgrade fcom to 0.9.9 without installing MartsMonsterMod37b3 ? i dont want to reinstall fcom only upgrade. i currently use MMM 3.7b1. Fcom readme links me to MartsMonsterMod37b3 but page one on this thread only mentions you need MMM 3.7. And if I have no choice but to upgade to latest MMM i just need to uncheck fcom/ooo/mmm etc... make clean save, install MMM, check the fcom esp's etc..and then bash?
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Gavin boyce
 
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Post » Thu Apr 01, 2010 6:29 pm

hello, can i upgrade fcom to 0.9.9 without installing MartsMonsterMod37b3 ? i dont want to reinstall fcom only upgrade. i currently use MMM 3.7b1. Fcom readme links me to MartsMonsterMod37b3 but page one on this thread only mentions you need MMM 3.7. And if I have no choice but to upgade to latest MMM i just need to uncheck fcom/ooo/mmm etc... make clean save, install MMM, check the fcom esp's etc..and then bash?

If your intention is to use only version 9.9 and not UFCOM then you can ignore post #2 and the requirements of MMM 3.7b3.

I'd seriously advise the extra time spent updating to Corepc's version though, as all further FCOM releases and plug-ins will have dependencies and requirements for the latest releases of support mods.
I don't see any reason for not bringing your install up to date.
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Isabel Ruiz
 
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