[RELZ] FCOM Convergence

Post » Thu Apr 01, 2010 3:42 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1071403
One thing, btw. While not gamebreaking in any way, "HouseMapMarkersOnlyBought.esp" is incompatible with FCOM, so you better get rid of it. If you want a map marker mod that is compatible with FCOM you can look at my signature ;)


...and Hlafordlaes answered_
Just wondering what that incompatibility is. My last install had both FCOM and this mod and it seemed to work OK, but that was with the second-to-last releases of FCOM and the major overhauls (except OOO, which seems to be the same release still). What symptoms result from this incompatibility?


The symptoms depend on load order. The simplest is if you load HouseMapMarkersOnlyBought.esp first. In that case, there are no symptoms at all, because the mod will simply not work :P If you load HouseMapMarkersOnlyBought.esp after OOO however, the symptoms will be that OOO's increased house prices will not work correctly, and probably a few other problems.

The incompatibility is two-fold. First, both mods add player house markers, so if both worked, you would get duplicated map markers.
The other incompatibility is more severe, and that is that both mods changes the result script for the first stage of each player house quest, so the last-loading of the two wins and wipes out the other's script.

If OOO loads last, this simply means that HouseMapMarkersOnlyBought's script will never run, so its map markers will never be enabled - thus you end up with a mod that does absolutely nothing.

If HouseMapMarkersOnlyBought loads last, it wipes out OOO's scripts. Those OOO scripts not only adds map markers, but also handles the increased house cost. So in this case, you will not only block OOO's house markers, but also revert the actual withdrawn amount to the vanilla amount, even though the dialog and the check uses OOO's increased amount.
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ijohnnny
 
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Post » Wed Mar 31, 2010 9:46 pm

The only thing I can remember off the back of my head that could change their clothing is Cobl Races and New NPC Clothes. Is this known?? Or better yet, is this some intended feature?? :P

7D NPC new clothes V2.6.esp
++ FCOM_NewNPCClothes.esp

Thanks in advance!


Npc with New Clothes would be it most likely. And well all you can do is edit the mod and remove those clothes from those npcs or add new ones..Mod is no longer update

Cobl Races only alter races does not add new clothes to npc once again, if you have a body mod installed then you need to install the correct the replacers has well ..I do not see a body mod so you problem is npc with new clothes once again..

You could try my randmonclothing4npcs mod that may fix the problem..and give them vanilla clothes back..

Corepc
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Dark Mogul
 
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Post » Thu Apr 01, 2010 5:24 am

First my load order:
* 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 3.2.4]* 07  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]* 08  Oblivion Citadel Door Fix.esp* 09  DLCShiveringIsles.esp* 0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]* ++  Shivering OOO.esp* 0B  Francesco's Optional Chance of Stronger Bosses.esp* 0C  Francesco's Optional Chance of Stronger Enemies.esp* 0D  Francesco's Optional Chance of More Enemies.esp* 0E  Francesco's Optional Leveled Quests-SI only.esp* 0F  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]* 10  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]* 11  Fran Armor Add-on.esp* 12  Fran_Lv30Item_Maltz.esp* 13  DLCHorseArmor.esp* 14  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]* 15  DLCOrrery.esp* 16  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]* 17  DLCVileLair.esp* 18  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]* 19  DLCMehrunesRazor.esp* 1A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]* 1B  DLCSpellTomes.esp* ++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]* 1C  DLCThievesDen.esp* 1D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]* 1E  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]* 1F  Bob's Armory Oblivion.esp* 20  FCOM_BobsArmory.esp  [Version 0.9.9]* 21  Oblivion WarCry EV.esp* 22  FCOM_WarCry.esp  [Version 0.9.9MB3]* 23  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]* 24  OOO-No_Guild_Ownership.esp  [Version 1.33]* 25  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]* 26  FCOM_Convergence.esp  [Version 0.9.9Mb3]* ++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]* 27  FCOM_RealSwords.esp  [Version 0.9.9]* 28  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]* 29  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]* ++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]* 2A  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]* 2B  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]* 2C  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]* 2D  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]* 2E  Mart's Monster Mod - Farm Animals.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]* ++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]* 2F  Geomancy & Gem Dust OOO.esp* ++  Wearable GS and DS armor for OOO CG.esp  [Version 0.1]* 30  DLCBattlehornCastle.esp* 31  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]* 32  DLCFrostcrag.esp* 33  Knights.esp* 34  Knights - Unofficial Patch.esp  [Version 1.0.9]* ++  FCOM_Knights.esp  [Version 0.9.9Mb3]* ++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]* 35  Alternative Start by Robert Evrae.esp* 36  Bashed Patch, 0.esp


In addition I run OBSE v18b6 and OSR 4.1.

To test stability I did a little amusing idea proposed by arcwolf on the MMM thread.

First enable the console and type:
tdt
sdt 2
tgm
modpcs athletics 100
modpcs acrobatics 100
modpca speed 100

It's a tour starting at the imperial city stable, you do a run around the city(the island itself), then once back go to Weye and do a large run around the city(on the outside of the river), once back go to skingrad, run around it to follow the road up to Anvil, then go back and follow the road up to Leyawin, then up to bruma passing near Cheydinhal, to Weynon priory and then back to the imperial city stable.

I've done it a few times and the best I could accomplish is around 900 BSTask and it crashed near Kvatch on the way to Anvil(in fact out of the 5 tries I made 4 ended up crashing near Kvatch, on the road left of the hill where there is the refugee camp, one crashed on my large run around the imperial city).

I've tried the 300_test.esp and apparently the spawns are ok so my fcom should be ok.
I've also tried disabling MMM's NPC variants, didn't change a thing(crashed near Kvatch).
I've first tried without OSR and it also crashed near Kvatch(and the ride was more stuttery :P).
I've also tried streamline(more exactly streampurge only) and that's the run that crashed on my run around the imperial city(large one).

Just wondering if that was the best in term of stability I could expect? Is there something near Kvatch that causes Oblivion to crash(I remember in a previous installation with fcom it also crashed there at least twice)?

Of note:
I cleaned the DLCs esps and those:
Wearable GS and DS armor for OOO CG.esp
Unofficial Shivering Isles Patch.esp(Fran's MOBS version)
Unofficial Oblivion Patch.esp(3.2.4)

Any advice is welcome(please don't point me to that 50 steps to a CTD free fcom game...).

Edit:
Now I have also tried turning off catalyst AI and switching the game from HDR to bloom and crashed behind skingrad and Kvatch...

Edit2:
Just did a test with just OOO+DLCs and got up to 2400 BSTask, on my way to Bruma from Cheydinhal.
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Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Thu Apr 01, 2010 1:02 am

Hi guys,
I was able to install FCOM using first time installation tutorial on FCOM site (but i replaced instruction for old MMM and installed the new MMM using OMOD) and i also installed UFCOM using tutorial in the second post of this thread then i create a bashed patch but now i have 2 questions for you :

1) Before create the bashed patch i used BOSS updated with the last masterlist.txt to sort my mods and also to add correct tags for the bashed patch. What i have to do if i want to add more mods for example weathers mods or better cities. Have to rebuilt the bashed patch every time i add a new mod ? And more in general when is needed to rebuilt the patch ?

2) I got some missing meshes in game. How can i understand witch files are missing so i can understand witch mod ask for them and fix the problem ?

Thanks
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Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Thu Apr 01, 2010 12:46 am

Hi guys,
I was able to install FCOM using first time installation tutorial on FCOM site (but i replaced instruction for old MMM and installed the new MMM using OMOD) and i also installed UFCOM using tutorial in the second post of this thread then i create a bashed patch but now i have 2 questions for you :

1) Before create the bashed patch i used BOSS updated with the last masterlist.txt to sort my mods and also to add correct tags for the bashed patch. What i have to do if i want to add more mods for example weathers mods or better cities. Have to rebuilt the bashed patch every time i add a new mod ? And more in general when is needed to rebuilt the patch ?

2) I got some missing meshes in game. How can i understand witch files are missing so i can understand witch mod ask for them and fix the problem ?

Thanks


Each time you install a mod you should BOSS your mod list and rebuild the bash patch.

You should have followed the instructions on the MMM thread(as indicated in the 2nd post of this thread) for the install order, installing MMM last just before FCOM itself. You can fix this by changing the date of the .bsa file(there must be indications in older threads or in the MMM thread). The missing meshes may also be due to the fact that you didn't rename your MMM.bsa to FCOM_Convergence.bsa.

If you did and you are still missing meshes you can try FormID Finder: http://www.tesnexus.com/downloads/file.php?id=16704
Good luck :).

edit:
Also makes sure FraNewItems.bsa is loaded in the Oblivion.ini, it should look something like this:
SArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa, FraNewItems.bsa

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Julie Ann
 
Posts: 3383
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Post » Thu Apr 01, 2010 12:29 pm

[OMOBS]
1. Are all the items in FCOM supposed to be OMOBS balanced?
In the http://devnull.sweetdanger.net/convergence.html a ctrl + f "OMOBS' reveals FCOM "rebalances the items for OMOBS compliance".
If this is true and FCOM is supposed to be OMOBS balanced, shouldn't it say it require the the MOBS version of Francesco's mod be installed? CorePC's updated MOBS/OMOBS advises to install the MOBS version of Francesco's "to get mobs stats for all frans weapons" but doesn't this add the some times unwanted optional MOBS features (like slower backwards running)? Why doesn't FCOM include the OMOBS rebalance for vanilla items when it does for the new items it adds?
2. Are any of the Unofficial Fran patches really necessary? Such as "USIP_MOBS": does CorePC's updated MOBS/OMOBS fix succeed that?
[MMM - 37b3p3]
1. Does MMM's combat tweak succeed Fran's merged Lyrondor Combat? If so should it be installed or not?
2. Since MMM now has leveled guards, is installing Fran's leveled guards unnecessary?
[OOO]
1. Is it balanced for container traps to do a 100~ dmg hit to a level 1-5? Is there a way to disable or configure this?
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Ysabelle
 
Posts: 3413
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Post » Thu Apr 01, 2010 2:16 am

Thank you for the recommendation, CorePC :)

I just saw a post in the BOSS thread that said that Ruined Tail's Tale v3 didn't need the FCOM_Ruin.esp (I was under the impression that RTT 3 was incompatible) So, I'm here to ask about another optional mod that requires a version older than the newest version available.

Origin of the MAges Guild is now at 6.3, but FCOM recommends the OMG/OMGSRT patches for 5-5.1. So, is v6.3 already compatible with FCOM?? (and does it still need the Cyrodil Resource Upgrade pack??) Thanks for all answers!!
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patricia kris
 
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Post » Thu Apr 01, 2010 11:19 am

I just installed FCOM and the little I've seen of it already looks very nice!. I have a question however. I'm a level 1 Dark Elf with a 42 blade skill. I'm only doing 6 damage with an iron longsword (and 5 damage with a silver dagger). Are those damage stats correct? It's been a while since I played vanilla but those numbers seem too low. I looked it up in the OMOBS exel and an iron longsword should do 11 damage (and the dagger 9).
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Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Thu Apr 01, 2010 5:43 am

I just installed FCOM and the little I've seen of it already looks very nice!. I have a question however. I'm a level 1 Dark Elf with a 42 blade skill. I'm only doing 6 damage with an iron longsword (and 5 damage with a silver dagger). Are those damage stats correct? It's been a while since I played vanilla but those numbers seem too low. I looked it up in the OMOBS exel and an iron longsword should do 11 damage (and the dagger 9).


I think what you're looking at is the optimum if you have a blade level of 100 :).
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Monika
 
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Post » Thu Apr 01, 2010 10:00 am

I think what you're looking at is the optimum if you have a blade level of 100 :).


Ah ok, I feel stupid now :facepalm: but also happy my game seems to be ok. At least this has one positive side: now I must go play more to get my blade level to 100.

Thanks for the answer!
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sw1ss
 
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Post » Thu Apr 01, 2010 6:58 am

Every time I punch a mud crab the game CTDs.
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Cheville Thompson
 
Posts: 3404
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Post » Thu Apr 01, 2010 4:24 am

Hi:

I am going to do a reinstall of Oblivion this weekend, probably Sunday-Monday. My current install has over 210 mods and I want to clean it up a bit. I understand that Wrye Bash's BAIN feature eliminated the need for OMODs. What I'm trying to do is get everything I need together before I start the install.

It looks like the FiveFries Cheat Sheet has not been updated in awhile. Is there another install guide we should be using to install FCOM? Thanks for the help.
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KRistina Karlsson
 
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Joined: Tue Jun 20, 2006 9:22 pm

Post » Thu Apr 01, 2010 1:48 am

The second post of this very thread should contain almost all the info you need. If you run into problems, post here and get help.

gothemasticator
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Romy Welsch
 
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Post » Thu Apr 01, 2010 7:00 am

After long consideration of what mods to run with FCOM i decided the fewer the better and to concentrate on game improving without visual improving. As with my test character became extremely crash prone. might be from added and subtracting mods so much and corrupting the save, but not sure. So i came to a finale decision and created a new character. so far my only problem is a game freeze that happens toward the end of the spell cast animation. First its not everytime, Second after reloading it doesn't always happen the next time I cast, and Third if it does simply going through a load door fixes that. I had it on my test char in the beginning and I thought It had to do with SM no spell lights and no enchantment glow. cause it went away when i removed SM no spell lights. Just now started thinking it might be let there be darkness cause it happens in Alyied ruins and a fort ounce. But it was not installed the first time it happened on my new character and it happened outside on my test character. That was when i added no enchantment glow. and then fixed it by removing no spell lights. I just want to run the cleanest game possible without loosing certain features. I run Dark UI and from time to time the dark background on the menus go white. I have learned to exit game and restart for this is always followed by a sudden stutter and crash. Could this be caused by Dark UI. I wouldn't think so.

Looking for advice and or suggestions to help out. Here is my load out. If anything stands out as unnecessary do to another mod overwriting. please let me know

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 1.71]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Enhanced Daedric Invasion.esm07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Artifacts.esm  [Version 1.1]0A  Kvatch Rebuilt.esm0B  Progress.esm  [Version 2.2]0C  HorseCombatMaster.esm0D  TNR ALL RACES FINAL.esp0E  TNR - ShiveringIsles.esp0F  Unofficial Oblivion Patch.esp  [Version 3.2.4]10  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]11  Oblivion Citadel Door Fix.esp12  DLCShiveringIsles.esp13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]14  SM Plugin Refurbish - SI.esp  [Version 1.05]15  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 Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  Fran Armor Add-on.esp1B  Fran_Lv30Item_Maltz.esp1C  Atmospheric Loading Screens - Original Text.esp1D  Enhanced Economy.esp  [Version 3.3.4]1E  DLCHorseArmor.esp1F  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]20  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]21  DLCOrrery.esp22  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]23  SM Plugin Refurbish - Orrery.esp  [Version 1.11]24  DLCVileLair.esp25  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]26  DLCMehrunesRazor.esp27  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]28  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]29  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  EVE_StockEquipmentReplacer.esp**  Armamentium female.esp2A  DLCThievesDen.esp2B  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]2C  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]2D  SM Plugin Refurbish - ThievesDen.esp  [Version 1.2]2E  ExnemRuneskulls.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]2F  Slof's Oblivion Robe Trader.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  Loth's Blunt Weapons- Mobs.esp36  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]37  Oblivion WarCry EV.esp38  FCOM_WarCry.esp  [Version 0.9.9MB3]39  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  ArmamentariumLLVendors.esp  [Version 1.35]3A  ArmamentariumArtifacts.esp  [Version 1.35]3B  Mart's Monster Mod.esp  [Version 3.7b3p3]3C  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]3D  FCOM_RealSwords.esp  [Version 0.9.9]3E  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]3F  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]40  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]41  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]42  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  Fransfemale.esp++  EVE_StockEquipmentReplacer4FCOM.esp++  EVE_StockEquipmentReplacer for OOO.esp++  EVE_StockEquipmentReplacer4MMM.esp43  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]44  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp45  Kvatch Rebuilt - Leveled Guards - FCOM.esp46  DLCBattlehornCastle.esp47  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]48  SM Plugin Refurbish - Battlehorn.esp  [Version 1.2]49  DLCFrostcrag.esp4A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]4B  SM Plugin Refurbish - Frostcrag.esp  [Version 1.2]4C  Knights.esp4D  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]4E  Mighty Umbra.esp4F  Ungarion1TheWelkyndSword.esp  [Version 1.4]50  Blood&Mud.esp51  Blood&Mud - EE patch.esp  [Version 1.0]52  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_MightyUmbra.esp  [Version 0.9.9]53  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]54  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]55  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]56  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]57  EVE_ShiveringIslesEasterEggs.esp58  Toggleable Quantity Prompt.esp  [Version 3.1.1]59  SupremeMagicka.esp  [Version 0.89]5A  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]5B  SM_EnchantStaff.esp  [Version 0.80]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]5C  Potion Mixer.esp5D  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]5E  nGCD.esp5F  ProgressGSD.esp  [Version 2.0]60  ProgressMBSP.esp  [Version 2.0]61  ProgressSBSP.esp  [Version 1.0]62  ProgressRBSP.esp  [Version 1.0]63  ProgressRacial.esp64  ProgressArmorer.esp  [Version 1.0]**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]65  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]++  EVE_KhajiitFix.esp++  -No-_persistant_enchantment_glow_fix-1843.esp66  Bashed Patch, 0.esp


Running OBSE 18 Beta 6, weOBCPS (tried Stutter remover but it seemed to cause problems exiting game) still not sure what plugins I want running. Had pluggy for I forgot what mod, but heard it was a cause of problems. Pretty sure I got rid of the mod also.

I have not modified any Bash tags. and have not compared BOSS's suggested tags to see if they match up.
Everything is installed using BAIN in the order specified by MMM 3.7 Beta 3.

Does Cobl races - Balanced change body size therefore over writing MMM Resized Races. they are both Tagged with Body-F and Body-M?
Also a ? about MOBS and OMOBS. The install said to get the MOBS version of the USIP. witch I did. How do I know my game is completely OMOBS or MOBS?
OOO and FCOM are built on that system, so I never downloaded it separately. This came into ? for me when I got the UOBP hot-fix 3.2.4. It says to install them if using MOBS.

Thanks for any Help you can give clearing up any confusion/ frustration I am having

PS do I need FraNewCrea.bsa? I know i need FraNewItems.bsa

Edit: I was reading CTD free FCOM. Do you thing i would benefit from loading with no active mods the adding 1 at a time like it suggests. It makes since with some mods have an extensive activation process. If I did something like this I would load Base FCOM all at the same time, then add others 1 at a time
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Cheryl Rice
 
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Post » Thu Apr 01, 2010 2:47 am

I understand that weOCPS does not prevent the crash, it just delays it until something else crashes.

OSR is a better approach, and you may want to investigate why it doesn't work for you.

PS do I need FraNewCrea.bsa? I know i need FraNewItems.bsa
I believe you don't need that as the creatures from MMM provide that functionality.
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Roanne Bardsley
 
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Post » Thu Apr 01, 2010 1:37 pm

There is no harm in running both weOCPS and OSR together, they do 2 different things.

edit:
Maybe I should specify:
weOCPS hooks exceptions(which would normally mean a CTD) and tries to keep Oblivion running through brute force(maybe it does more than that but since there is no source code available...).
OSR Improves multithreading by hooking CriticalSections and improves the game globally by hooking Heap management and Hashtable management.
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Kay O'Hara
 
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Post » Thu Apr 01, 2010 5:44 am

Post deleted - I'll ask in the MMM thread.

Thanks anyway. :)
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Killer McCracken
 
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Post » Thu Apr 01, 2010 3:32 am

I mainly use weOCPS for exiting game without have to CTRL ALT DEL and end task. witch happens without it. I rarely if ever hear a ding during game play signifying it prevented a crash. running it with OSR seemed to make the game freeze on exit. Still switching them out and running them together to see what works best overall.
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Chloe Botham
 
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Post » Thu Apr 01, 2010 6:33 am

I mainly use weOCPS for exiting game without have to CTRL ALT DEL and end task. witch happens without it. I rarely if ever hear a ding during game play signifying it prevented a crash. running it with OSR seemed to make the game freeze on exit. Still switching them out and running them together to see what works best overall.

There is also a plugin for that, fast exit: http://www.tesnexus.com/downloads/file.php?id=22410
It will quit the game instantly :).
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Jay Baby
 
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Post » Thu Apr 01, 2010 5:52 am

Sorry if this has been answered already, but I'm trying to install FCOM and am unsure about which plugins I can and cannot install for MMM 3.7b3. The http://devnull.sweetdanger.net/fcominstall.html is outdated, but in it it says that i should only have the Marts Monster Mod.esm plus the add-ons listed are safe. Is there an updated list of what addons are safe with FCOM?
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Rachel Hall
 
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Post » Thu Apr 01, 2010 12:56 am

Sorry if this has been answered already, but I'm trying to install FCOM and am unsure about which plugins I can and cannot install for MMM 3.7b3. The http://devnull.sweetdanger.net/fcominstall.html is outdated, but in it it says that i should only have the Marts Monster Mod.esm plus the add-ons listed are safe. Is there an updated list of what addons are safe with FCOM?


As far as I know they are nearly all safe except the OOO ones, the friendlier factions ones(fcom handle that), the durability and damage(I think fcom handles that too), and the spawn rates ones(fcom has its own plugins for that).
The rest you can use I think(including the no_thing and less_thing).
If you use the DiverseWaterlife don't forget to grab the updated one in the 2nd or 3rd post of the MMM thread, otherwise you will have problems :).
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Gen Daley
 
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Post » Wed Mar 31, 2010 11:38 pm

Sorry if this has been answered already, but I'm trying to install FCOM and am unsure about which plugins I can and cannot install for MMM 3.7b3. The http://devnull.sweetdanger.net/fcominstall.html is outdated, but in it it says that i should only have the Marts Monster Mod.esm plus the add-ons listed are safe. Is there an updated list of what addons are safe with FCOM?

The general rule of thumb is the same MMM plug-ins are usable as in previous versions of FCOM, the exception being to use the FCOM version if one exists for a Mart's equivelent.
Example use FCOM_NoSpiders instead of the MMM version.
Using the omod installer at the foot of post #2 will do this chore for you.
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Ezekiel Macallister
 
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Post » Thu Apr 01, 2010 1:23 am

Every time I punch a mud crab the game CTDs.

You know what I'm going to tell you, don't you?
It's not a known problem with the mod.
Cut to an FCOM installation then add a few mods at a time until the issue appears.
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Stacy Hope
 
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Post » Thu Apr 01, 2010 2:02 pm

Thanks for the quick reply. I grabbed the diversewaterlife fix and the horse armor fix, and I think I have the correct list of addons selected. Once PyFFI finishes on the vanilla meshes I'll be able to install and test it out :)
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Poetic Vice
 
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Post » Thu Apr 01, 2010 3:50 am

[OMOBS]
1. Are all the items in FCOM supposed to be OMOBS balanced?
In the http://devnull.sweetdanger.net/convergence.html a ctrl + f "OMOBS' reveals FCOM "rebalances the items for OMOBS compliance".
If this is true and FCOM is supposed to be OMOBS balanced, shouldn't it say it require the the MOBS version of Francesco's mod be installed? CorePC's updated MOBS/OMOBS advises to install the MOBS version of Francesco's "to get mobs stats for all frans weapons" but doesn't this add the some times unwanted optional MOBS features (like slower backwards running)? Why doesn't FCOM include the OMOBS rebalance for vanilla items when it does for the new items it adds?
2. Are any of the Unofficial Fran patches really necessary? Such as "USIP_MOBS": does CorePC's updated MOBS/OMOBS fix succeed that?
[MMM - 37b3p3]
1. Does MMM's combat tweak succeed Fran's merged Lyrondor Combat? If so should it be installed or not?
2. Since MMM now has leveled guards, is installing Fran's leveled guards unnecessary?
[OOO]
1. Is it balanced for container traps to do a 100~ dmg hit to a level 1-5? Is there a way to disable or configure this?


Questions 1+2 - MOBS/OMOBS - Corepc's read me covers all this. If unsure ask in his MOBS thread.
Mart's combat tweaks effect only MMM critters, so yes it's needed for any Frans enemies.
Leveled guards. Once again covered in the mod readme. Yes, you certainly do need to install Frans Leveled Guards if running the expansion.
Container traps - no way to disable the effect. Basically it's there to stop level 2 characters opening chests possibly containing powerful loot etc. and unbalancing the game by doing so. The answer is to return when your avatar is more powerful.
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Emerald Dreams
 
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