FCOM - Land Tearing

Post » Wed Mar 09, 2011 2:10 am

I have everything installed - and have posted an update load order
But now I am getting land tearing
Fish flopping on the land
People falling into the ground (almost as if they tripped)
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Matt Gammond
 
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Post » Tue Mar 08, 2011 9:58 pm

Well, come to "modding"/installing the mods, I'm quite a rookie. I have no one to hold my hand while installing the mods. Actually, I don't have the nerves of steel to post and ask for help. And I eventually learned that reading the ReadMe txts (I'm quite obsessed about that part), some documents and experimenting do the trick most of the time, if not, some of the time. I have a few errors I couldn't figure out no matter how hard I try or how many txts/docs I've read and so on (will post about them in my own topic some day).

Anyway, I looked over some of your load order and I can't help, but puzzled. You've installed bartholm - EE patch.esp and Better Cities - House price patch.esp, but you didn't install bartholm.esp and Better Cities.esps/esm. I don't know if that's a cause of problem you have right now (land tearing). Anyhow, remove these patches or install the mods (Better Cities and bartholm.esps/esm).

Like I said, I'm quite a rookie so.. yah.


P.S. sorry about my English, it's my second language ...

Edit: Nvm. Just read one of your latest post. Your latest LO list showed that you removed them.
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Grace Francis
 
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Post » Wed Mar 09, 2011 4:00 am

If anyone is willing to take a look at the walkthrough I have made,
I will copy it to an email - so email me at
techgeek42@yahoo.com
I would love to have this walk through done with so anyone can use it (if Team FCom so desires)

Best of luck in that. Another 3rd party walkthrough to throw on the pile. I wouldn't hold my breath on team FCOM asking for it.

Now as far as land tearing and people falling through with the load order you posted above - your best bet is to find out what cell it is occurring in. Maybe even a screenshot for modders to see.

in the area you see it open the console (~) then click on anything near the tear. You will see a number at the top of the screen the first two digits will be the mod load order (so 00 means Oblivion.esm) and the rest are the formID in whatever mod added the object to the world.

Write the number down.

Then open all your mods in tes4edit as they are (so if item interchange is not active then don't activate it) then in the formID search area enter the number it should open the object up in the cell the object is placed in - scroll across in the right pane and see other mods that may be affecting the same area. From that then start to narrow down by looking for patches between mods or wrong load order (unlikely with BOSS). Or it could be a true and read previously unfound conflict.

But I don't see it as mod fault and I'm not certain you are not being plagued with the cell landscape not loading bug - is it a giant area not being rendered or does it look like seams that have come loose?
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April D. F
 
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Post » Wed Mar 09, 2011 9:22 am

If anyone is willing to take a look at the walkthrough I have made,
I will copy it to an email - so email me at
techgeek42@yahoo.com
I would love to have this walk through done with so anyone can use it (if Team FCom so desires)


I doubt it's helpful with yet another walk through - in fact, I'm pretty sure it rather only will add to the confusion. For people who are familiar with installing mods, which you should be, really, if embarking on an FCOM install, the guide in the FCOM opening post (including links to other appropriate guides) should suffice. You get instructions (including links) to exactly what to install, in which order, with which options. Also how to set up the load order and the Bashed Patch. And there's really not much else to it. Basically it all boils down to taking the time to read and follow instructiions. :read:

For those that aren't familiar with, say, Wrye Bash etc. there's already Tomlong's and Blade of Mercy's much more detailed guides.

Also, frankly, considering your problems in getting the set up to work in the first place I doubt that you should focus on a walk through at all at this stage.
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Irmacuba
 
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Post » Wed Mar 09, 2011 11:26 am

Best of luck in that. Another 3rd party walkthrough to throw on the pile. I wouldn't hold my breath on team FCOM asking for it.

Now as far as land tearing and people falling through with the load order you posted above - your best bet is to find out what cell it is occurring in. Maybe even a screenshot for modders to see.

in the area you see it open the console (~) then click on anything near the tear. You will see a number at the top of the screen the first two digits will be the mod load order (so 00 means Oblivion.esm) and the rest are the formID in whatever mod added the object to the world.

Write the number down.

Then open all your mods in tes4edit as they are (so if item interchange is not active then don't activate it) then in the formID search area enter the number it should open the object up in the cell the object is placed in - scroll across in the right pane and see other mods that may be affecting the same area. From that then start to narrow down by looking for patches between mods or wrong load order (unlikely with BOSS). Or it could be a true and read previously unfound conflict.

But I don't see it as mod fault and I'm not certain you are not being plagued with the cell landscape not loading bug - is it a giant area not being rendered or does it look like seams that have come loose?


I did as stated -
The number I get is 00066af1
So opened Tes4edit and the two mods listed are Oblivion.esm and Unofficial Oblivion Patch.esp
The in in the cell is as follows:
Cell: [CELL:00005E20] (in Tamriel [WRLD:0000003C] at 13,21 (this is under the Oblivion.esm
Cell: [CELL:00005E20] (in Tamriel [WRLD:0000003C] at 13,21 (this is under the Unofficial Oblivion Patch.esp)
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Danger Mouse
 
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Post » Tue Mar 08, 2011 11:17 pm

Perhaps then it is an error introduced by a recent iteration of the UOP (if you are using the supplemental). Take a screen shot of it and post it in the UOP thread (floating near the top three pages most days) and include this information.

Screenshots can be activated with an ini setting and they are done in game via the printscreen button.

Probably have to find a site to host the shot - I use photobucket.
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Pixie
 
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Post » Wed Mar 09, 2011 3:38 am

I am not sure which mod it comes from but here is my question:
When I hit the key to bring up my map - only a portion of the map shows - and I can't quick travel to areas I have no visited (like the water front)
Is there a way - in the command console - turn quick travel back on?
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matt
 
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Post » Wed Mar 09, 2011 1:34 pm

OOO disables most of the map markers, there is a mod that changes them back to vanilla, but it also removes the adventure and skill gains caused by exploring on your own.
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Haley Cooper
 
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Post » Wed Mar 09, 2011 9:46 am

I did as stated -
The number I get is 00066af1
So opened Tes4edit and the two mods listed are Oblivion.esm and Unofficial Oblivion Patch.esp
The in in the cell is as follows:
Cell: [CELL:00005E20] (in Tamriel [WRLD:0000003C] at 13,21 (this is under the Oblivion.esm
Cell: [CELL:00005E20] (in Tamriel [WRLD:0000003C] at 13,21 (this is under the Unofficial Oblivion Patch.esp)


Fish flopping on land I have seen when using OOO. Just one of those things back some time ago.

People tripping I see rarely and I am now using Frans only. Not sure what you mean about falling to the ground. Could be a fatigue related mod that does this.

When you say you only see part of the map do you mean the local map? When looking at the world map you should see the entire world.

With OOO, unless you use the option vanilla map markers you will only get a few markers to start and you cannot fast travel to any location you have not found yet, as bradleyh said.

As for a guide, there are plenty, but I remember when I was starting out I looked at all of them, found things that matched in most and used those. So it never hurts to share your experience, someone may find it useful. I do not know about team FCOM but I would think that the one guide on the main thread should be the official one, everything else not, just reference. As Arkngt said.

Please clarify what you mean by land tearing. If you mean parts of land not aligning then you probably are missing a patch for some mods to work together.
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Emerald Dreams
 
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Post » Tue Mar 08, 2011 10:01 pm

Also, isn't there a merged DLC_Mobs.esp to use if you have all the DLCs installed instead of using the individual ones? Check into that. Fewer esp files the better.

EDIT: Sorry for the edits I am multitasking at work. OOO No Guild ownership, is that not included in the full OOO version by default, and this iesp is for the lite version? Someone will correct me if I am wrong.

EDIT: I see you have map markers stock so that should give you the map markers you would have with vanilla so diregard comment above.

EDIT: Try without the OOO Waterfish to see if some of the fish stop appearing on land. Worth a try.

EDIT: DLC_mobs.esp is installed so you should remove the individual DLC mobs plugins. Check the readme for that mod to verify I am correct.

EDIT: Item Interchange placement for frostcrag revisited seems incorrect. You should use the placement for frostcrag as you have the DLC Frostcrag installed.

EDIT: Don't us MMM - Gems and Gem dust, conflicts with OOO geomancy. Same with MMM Diverse runeskull loot for G&G. You should use Runskulls for MMM IIRC. Double check that.

EDIT: Dounle check the use of MMM resized races. I may be wrong but something about that rings a bell, but it could be something else.
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Kira! :)))
 
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Post » Wed Mar 09, 2011 9:00 am

I am not sure which mod it comes from but here is my question:
When I hit the key to bring up my map - only a portion of the map shows - and I can't quick travel to areas I have no visited (like the water front)
Is there a way - in the command console - turn quick travel back on?
Can I give you a completely new perspective?

Consider a game where you don't have a modern GPS-based world map that tells you exactly where you are (You-are-here arrow + World map that always opens centered on the player), or where you are supposed to go (Quest markers in HUD and map, and map markers in the HUD from miles away) - but where you instead have to guess where you are and the right direction to go, based on the terrain and landscape you see, and therefore stands a real chance of getting lost - and where Fast Travel is restricted.

It may not be everyone's cup of tea, but in my opinion makes the game's exploration extremely more immersive and interesting. If you think it sounds interesting, check out my http://www.gamesas.com/index.php?/topic/1141697-relz-map-marker-overhaul/ mod, which does this and much more - all individually configurable.
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saharen beauty
 
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Post » Tue Mar 08, 2011 10:29 pm

Also, isn't there a merged DLC_Mobs.esp to use if you have all the DLCs installed instead of using the individual ones? Check into that. Fewer esp files the better.

EDIT: Sorry for the edits I am multitasking at work. OOO No Guild ownership, is that not included in the full OOO version by default, and this iesp is for the lite version? Someone will correct me if I am wrong.

EDIT: I see you have map markers stock so that should give you the map markers you would have with vanilla so diregard comment above.

EDIT: Try without the OOO Waterfish to see if some of the fish stop appearing on land. Worth a try.

EDIT: DLC_mobs.esp is installed so you should remove the individual DLC mobs plugins. Check the readme for that mod to verify I am correct.

EDIT: Item Interchange placement for frostcrag revisited seems incorrect. You should use the placement for frostcrag as you have the DLC Frostcrag installed.

EDIT: Don't us MMM - Gems and Gem dust, conflicts with OOO geomancy. Same with MMM Diverse runeskull loot for G&G. You should use Runskulls for MMM IIRC. Double check that.

EDIT: Dounle check the use of MMM resized races. I may be wrong but something about that rings a bell, but it could be something else.



Okay - I'll look into these
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W E I R D
 
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Post » Tue Mar 08, 2011 9:10 pm

Can I give you a completely new perspective?

Consider a game where you don't have a modern GPS-based world map that tells you exactly where you are (You-are-here arrow + World map that always opens centered on the player), or where you are supposed to go (Quest markers in HUD and map, and map markers in the HUD from miles away) - but where you instead have to guess where you are and the right direction to go, based on the terrain and landscape you see, and therefore stands a real chance of getting lost - and where Fast Travel is restricted.

It may not be everyone's cup of tea, but in my opinion makes the game's exploration extremely more immersive and interesting. If you think it sounds interesting, check out my http://www.gamesas.com/index.php?/topic/1141697-relz-map-marker-overhaul/ mod, which does this and much more - all individually configurable.


Going to give it a try
Thank you
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Heather Stewart
 
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Post » Wed Mar 09, 2011 10:48 am

Sorry made mistake. I think it is MMarts Monster Mod - Runskulls for OOO loot or something like that. Long day.
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Lance Vannortwick
 
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Post » Wed Mar 09, 2011 3:26 am

Again screensots will go a long way to diagnosing a problem of tears and missing land.

pictures worth a thousand words.

I'd avoid adding any new mods until you both have a stable FCOM install (to the degree that is possible) and understand what and why you are seeing what you do.
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Pawel Platek
 
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Post » Tue Mar 08, 2011 9:28 pm

Here is the new Bash Report - with the Map Marker Overhaul
Should I change/delete/redo anything?

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]02  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm  [Version 1.1]09  Cobl Races TNR.esp  [Version 1.53]0A  Cobl Races TNR SI.esp  [Version 1.53]0B  Unofficial Oblivion Patch.esp  [Version 3.3.3]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  Francesco's Optional Chance of More Enemies.esp11  Francesco's Optional Leveled Quests-SI only.esp12  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]++  Item interchange - Extraction.esp  [Version 0.76]14  Enhanced Economy.esp  [Version 5.1]15  Map Marker Overhaul.esp  [Version 3.8]16  Map Marker Overhaul - SI additions.esp  [Version 3.5]17  DLCOrrery.esp18  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]19  DLCVileLair.esp1A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]1B  DLCMehrunesRazor.esp1C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]1D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1E  Roberts Armamentium female.esp1F  DLCThievesDen.esp20  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]21  Cobl Glue.esp  [Version 1.72]22  Cobl Si.esp  [Version 1.63]23  Bob's Armory Oblivion.esp24  Cheat Bob's Armory Oblivion.esp25  FCOM_BobsArmory.esp  [Version 0.9.9]26  Oblivion WarCry EV.esp  [Version 1.08]27  FCOM_WarCry.esp  [Version 0.9.9MB3]28  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]++  OOO-Water_Weeds.esp  [Version 1.33]29  OOO-Map_Markers_Stock.esp  [Version 1.33]2A  OOO-No_Guild_Ownership.esp  [Version 1.33]2B  ArmamentariumArtifacts.esp  [Version 1.35]2C  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]2D  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2E  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]2F  FCOM_RealSwords.esp  [Version 0.9.9]30  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_LessRats.esp  [Version 0.9.9]31  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  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]37  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]38  FCOM_MoreRandomItems.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]39  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]3A  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]3B  Apachii_Goddess_Store.esp3C  DLCBattlehornCastle.esp3D  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]3E  DLCfrostcrag.esp3F  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]40  FrostcragRebornCobl.esp41  Knights.esp42  Knights - Unofficial Patch.esp  [Version 1.1]**  DLC_MOBS.esp43  Blood&Mud.esp44  Blood&Mud - EE patch.esp  [Version 4.2]45  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]46  bartholm.esp47  bartholm - EE patch.esp  [Version 4.2]48  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]49  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]4A  Bag of Holding.esp  [Version 1.5.0]4B  Salmo the Baker, Cobl.esp  [Version 3.08]4C  Enhanced Economy - House prices.esp  [Version 1.0]++  OOO-Level_Stock.esp  [Version 1.33]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Spire Revisited.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]4D  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]4E  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp4F  FCOM_Archery.esp  [Version 0.9.9]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]50  Cobl Silent Equip Misc.esp  [Version 01]51  Bashed Patch, 0.esp

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Amysaurusrex
 
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Post » Wed Mar 09, 2011 6:57 am

33 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] - Take out34
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3] - Take out34

Use this instead - Diverse Runeslulls loot for OOO or something like that, I do not have the manula available. Read the MMM readme file that comes with the mod (I think it is called MMM.html)

Check the readme for Cobl races and MMM resized races to see if there is a conflict just in case.
OOO-Level_stock I would get rid of and get a leveling mod like Realistic Leveling.

I think there is a Warcry 1.09 update which if so you may consider putting in now instead of later.

These are the only things that jump out. The first two are the important ones, the others are optional for you to look at.
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cassy
 
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Post » Wed Mar 09, 2011 4:19 am

Looks like there's issues with your bashed patch. You haven't imported everything that needs to be.
As per the FCOM thread make sure all these (everything you have) are checked, minus the exceptions;

Merge Patches - Generally all mergeable mods can be checked.
Import Actors - All FCOM mods and UOP checked.
Import Actors: AIPackages - All FCOM mods and UOP checked. Tag FCOM_Convergence.esp with Actors.AIPackagesForceAdd.
Import Actors: Death Items - All FCOM mods and UOP checked.
Import Actors: Spells - All FCOM mods checked. Tag Oscuro's_Oblivion_Overhaul.esm, Mart's Monster Mod.esm and Oscuro's_Oblivion_Overhaul.esp with Actors Spells. Tag FCOM_Convergence.esp with Actors.SpellsForceAdd.
Import Factions - All FCOM mods and UOP checked. Exception: Oscuro's_Oblivion_Overhaul.esp.
Import Graphics - All FCOM mods. Tag Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp with graphics.
Import Inventory - All FCOM mods and UOP checked.
Import Relations - All FCOM mods and UOP checked. Exceptions: Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp.
Import Scripts - All FCOM mods and UOP checked.
Import Stats - All FCOM mods and UOP checked.
Leveled Lists - Generally rely on tags.
Tweak Names - Rename Dwarven to Dwemer.
Notes to the Quick Bash Check Guide:
- "All FCOM mods" means select FCOM, Frans, OOO, MMM, WarCry in that patch section but take note of exceptions.
- Adding a bash tag to a mod: highlight it in the Mod window > right-click in the Bash Tags window in the lower right > choose appropriate tag.



Notice the Import graphics says not to import OOO.esp, which you did.
Fix this up before moving on, and make sure to load your game and test!


This confuses me. The FCOM thread you are referencing only said to add a 'graphics' tag to OOO .esm/.esp
It never said not to import the graphics. So which is it?
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Pixie
 
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Post » Wed Mar 09, 2011 3:35 am

Again screensots will go a long way to diagnosing a problem of tears and missing land.

pictures worth a thousand words.

I'd avoid adding any new mods until you both have a stable FCOM install (to the degree that is possible) and understand what and why you are seeing what you do.

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KiiSsez jdgaf Benzler
 
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Post » Wed Mar 09, 2011 10:30 am

Again screensots will go a long way to diagnosing a problem of tears and missing land.

pictures worth a thousand words.

I'd avoid adding any new mods until you both have a stable FCOM install (to the degree that is possible) and understand what and why you are seeing what you do.


So far I have not seen any more land tearing
I did Tes4LODGen and that seems to have resolved the issue
(Shrug - what do I know)
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Quick draw II
 
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Post » Wed Mar 09, 2011 5:49 am

Adding tags will have the mod show up in Wrye Bash to import.

Good to hear about the land tearing. So how is the game running so far?
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jessica Villacis
 
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Post » Wed Mar 09, 2011 11:53 am

33 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] - Take out34
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3] - Take out34

Use this instead - Diverse Runeslulls loot for OOO or something like that, I do not have the manula available. Read the MMM readme file that comes with the mod (I think it is called MMM.html)

Check the readme for Cobl races and MMM resized races to see if there is a conflict just in case.
OOO-Level_stock I would get rid of and get a leveling mod like Realistic Leveling.

I think there is a Warcry 1.09 update which if so you may consider putting in now instead of later.

These are the only things that jump out. The first two are the important ones, the others are optional for you to look at.


Done - will repost load order in a few
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Carlos Rojas
 
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Post » Wed Mar 09, 2011 9:28 am

This confuses me. The FCOM thread you are referencing only said to add a 'graphics' tag to OOO .esm/.esp
It never said not to import the graphics. So which is it?



Import Actors: AIPackages - All FCOM mods and UOP checked. Tag FCOM_Convergence.esp with Actors.AIPackagesForceAdd.

It says tag FCOM_with Actors.AIPackagesForceAdd - ---- me - ---- HUH?
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My blood
 
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Post » Wed Mar 09, 2011 4:17 am

Here is what confuses me
Where it has
Import Actors: AIPackages - All FCOM mods and UOP checked. Tag FCOM_Convergence.esp with Actors.AIPackagesForceAdd.

I check the tag and the Actors.AIPackagesForceAdd is already checked - but so are several other suggestions
Do I remove those?
Do I keep them?
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Chris BEvan
 
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Post » Wed Mar 09, 2011 10:24 am

Adding tags will have the mod show up in Wrye Bash to import.

Good to hear about the land tearing. So how is the game running so far?


So far the game is running fine - I've had one CTD -
But went back in and redid the area it happened in and the game did not CTD

I added a few more mobs (like all-in-one-basemant and Apachii Goddess Store

So far so good

But still getting confused by this ADD BASH TAG stuff - so I did ask what is what is what
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Lizbeth Ruiz
 
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