FCOM questions for current users:

Post » Wed Mar 31, 2010 1:47 am

Alright. I've been mulling over adding an overhaul to my game for awhile now, but I've been too chicken. I don't want to post this in the FCOM threads, since I know the creators are busy and don't want rambling questions like this put there. ;) I'm good at following directions, so I'm not worried about the actual install procedure (although glancing over it, I realize it's gonna be a chore if I actually go through with it.) I've looked at the FCOM site's FAQs, but they don't really cover the specifics I'm after.

I like my cosmetic mods and custom races (because they look much better). I enjoy small things like being able to pack up bedrolls with me, and I <3 Apachii's stores for all the little accessories. Let me reiterate: visuals, and visuals of my character most importantly, play a huge role in how fun a game is for me. I use HGEC body replacer, because I like the fact I can make my main character scrawny.

I also am using things like Natural Environments, All Natural, Better Cities, RAEVWD, all that jazz. Looking into Unique Landscapes. I also have really gotten into Midas Magic. The quests are fun, and the spells look great. I would NOT want to do without this at all.

I am less concerned with making the game super hard, though realism appeals. I'd also like the option to still use some exceptional user mods, such as this http://www.gamesas.com/bgsforums/index.php?showtopic=1075012 mod in the works that actually makes me want to give being a vampire a whirl.


So. Are the things added by FCOM going to make me unable to use these things that I've gotten used to? The armor concerns me especially...will it be compatible with the HGEC body? How will my custom races fare?

I want to have a better idea before I do a fresh install and the ordeal of getting FCOM to work. If you think something other than FCOM (a combination of OOO and MMM, for instance) then please, suggest this also.
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chloe hampson
 
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Post » Wed Mar 31, 2010 12:17 am

Quite simply try OOO first.
If you don't like it's content then FCOM certainly wont be for you as the entire mod is built around it.
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Casey
 
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Post » Tue Mar 30, 2010 8:46 pm

Also, OOO/FCOM is compatible with almost all mods and certainly with custom races, body replacers etc.
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Georgia Fullalove
 
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Post » Wed Mar 31, 2010 1:11 am

@Shikishima: That's probably an excellent starting point. Thanks for the suggestion! :)

@Arkngt: It's compatible with the HGEC body replacer? I ask because I know it does mess with the armor in the game, and add some armors.
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Megan Stabler
 
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Post » Tue Mar 30, 2010 10:28 pm

@Arkngt: It's compatible with the HGEC body replacer? I ask because I know it does mess with the armor in the game, and add some armors.


Yes.
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Mariana
 
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Post » Tue Mar 30, 2010 10:25 pm

I agree with Shikishima -- OOO or MMM+OOO is probably a good first step. (That said, I do feel like the difficulty of installing FCOM is often overstated, and FCOM was the first mod I installed when I first started playing Oblivion on the PC.)

However, to more specifically address your concerns:

Most mods work fine with FCOM, as long as you're using a bashed patch (which you must be, to use FCOM at all). Of the mods you listed, I am currently using All Natural, Better Cities, RAEVWD, all the Unique Landscapes mods, and the HGEC body. I also have a considerable array of minor tweaks, along with some more significant overhauls (RBP, LAME, Deadly Reflex, Enhanced Economy), quest mods (Kragenir's, Ayleid Steps, and Integration are the big ones), and graphical improvements (QTP3 Redimized + all of Mikal33's textures and a bunch of others). I have no FCOM-related issues. I am far from the only one with a setup like this. Using FCOM does not preclude you from using other mods.

I don't personally use Midas Magic, but I know that quite a few people do use it along with FCOM. It is highly likely that some of the MM spells can be used to make parts of FCOM less challenging than they are really intended to be. But so what? It's your game, play it how you want. MM won't "break" FCOM, nor vice versa. They're not incompatible.

There are patches required for compatibility, for some mods, but they're usually obvious if you read the readmes. For equipment additions and quest mods, the patches are typically things intended to restore balance. FCOM rebalances the game significantly, and that includes changing the stats of most weapons and armors. One thing that may be a problem is installing lots of individual armor or weapon mods. These will typically be overpowered for an FCOM game, and the small ones usually don't have patches to bring them in line with the rest of FCOM. But, again, so what? If you're having fun, then screw it, especially since you mentioned that you don't care about making the game super difficult.

As for the HGEC body, by default the FCOM armors will not be built to fit it. They'll look weird. However, the http://www.tesnexus.com/downloads/file.php?id=24078 has addons for FCOM. If you install that, all of the FCOM-added equipment will look just right.

All of that said: be aware that FCOM will significantly change your Oblivion experience. It's not for everyone. (On the other hand, I would never play Oblivion without at least OOO or TIE, if not all of FCOM.) If you have not already done so, be sure to read http://www.gamesas.com/bgsforums/index.php?showtopic=820948&hl= for an idea of what you're getting youself into.

EDIT: Realized that my last paragraph sort of implies TIE is part of FCOM. It is definitely not. I'm just saying that I need an overhaul to make Oblivion playable for me, and TIE or OOO are the two smallest mods that I consider sufficient. FCOM is built around OOO, and retains most of its balancing changes and core philosophy, but adds a ton of content by allowing Fran's, Warcry, MMM, etc. to be merged in. I adore FCOM. However, it is worth looking at your other options, and of those I consider TIE to be the best alternative. You may prefer it.
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Juanita Hernandez
 
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Post » Wed Mar 31, 2010 2:40 am

Are the things added by FCOM going to make me unable to use these things that I've gotten used to? The armor concerns me especially...will it be compatible with the HGEC body? How will my custom races fare?

EVE HGEC comes with all the necessary patches to make it compatible with FCOM. I've used HGEC with EVE's patches and I can vouch that they all work just fine. There is a patch also for Armentarium (which has nice armors). Weapons and armor mods do not tend to conflict with overhaul mods, except, sometimes, in the area of stats (stats that do not conform to the MOBS), but otherwise mods that add new items are pretty trouble-free, conflict-wise.

I use a custom race (based off of throttlekitty's Sona race) with FCOM and have never had a problem with that either.

As far as quest mods and landscape mods, etc, go any mod that is at all likely to conflict with OOO/FCOM is also likely to have a patch to fix it. I have found that running FCOM is not nearly as much of a headache as some people make it out to be...as long as you pay attention to readmes.
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jeremey wisor
 
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Post » Wed Mar 31, 2010 4:22 am

The first time I tried FCOM was before it was even called FCOM XD. But yeah, I agree with everyone else about the installation process. It's an exercise in following directions to be sure, and there are a LOT of directions. But everything's spelled out quite clearly. The only befuddling part might be all the optional addons, but it's not often that doing something wrong there is going to make your computer combust.

Where I disagree is that just OOO is a good starting-point. I don't think adding the complete FCOM experience is really changing much. The whole thing is basically OOO+++, and my view from the beginning has been "Why have OOO without the +++?" It's MORE installation, but it's no more difficult.
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Ilona Neumann
 
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Post » Wed Mar 31, 2010 5:09 am

I do feel like the difficulty of installing FCOM is often overstated

Just because you could handle the install fine doesn't mean it isn't difficult. All you have to do is keep up with the FCOM thread (and all the FCOM help threads that pop up) to see that it is difficult for most people.

The difficulty people have installing FCOM is an objective fact. If you found it relatively easy, then you are above average. Pat yourself on the back, but don't go downplaying the difficulty for new or prospective users.

gothemasticator
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Fluffer
 
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Post » Tue Mar 30, 2010 10:14 pm

I don't personally use Midas Magic, but I know that quite a few people do use it along with FCOM. It is highly likely that some of the MM spells can be used to make parts of FCOM less challenging than they are really intended to be. But so what? It's your game, play it how you want.


Awesome. <3 Thanks for the info, and the sentiment ;) And for the links! I hadn't seen the body compatibility one. I have done quite a bit of reading on OOO and the like, but I'll check out the other link you posted as well :)





EVE HGEC comes with all the necessary patches to make it compatible with FCOM. I've used HGEC with EVE's patches and I can vouch that they all work just fine. There is a patch also for Armentarium (which has nice armors). Weapons and armor mods do not tend to conflict with overhaul mods, except, sometimes, in the area of stats (stats that do not conform to the MOBS), but otherwise mods that add new items are pretty trouble-free, conflict-wise.

I use a custom race (based off of throttlekitty's Sona race) with FCOM and have never had a problem with that either.

As far as quest mods and landscape mods, etc, go any mod that is at all likely to conflict with OOO/FCOM is also likely to have a patch to fix it. I have found that running FCOM is not nearly as much of a headache as some people make it out to be...as long as you pay attention to readmes.


This sounds great. I edit copy for a living (newspaper) so I'm pretty detail-oriented when it comes to things in print. :)
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Chantelle Walker
 
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Post » Wed Mar 31, 2010 1:48 am

To me the largest hurdle for installing and getting started with FCOM was learning Wrye Bash. Without a doubt that was a quantum leap in my head in what game modding meant and what was possible. If you already use bash then it should really be not that big a deal.

I'd never modded a game to that extent. The good news is that once you master FCOM and Wrye Bash there is not much going to stand in your way to trying anything else out there. The bad news is that this really breeds what some call mod addiction.

I never tried OOO by itself I went for FCOM+++ right away and stuck with it.

For install procedure I'd follow dev's site and remember (very important) it is outdated and with each overhaul section check back in with the main threads for updated info on what to get - this is especially true with OOO, MMM, and FCOM itself.
Dev's site is still right on when it comes to FRANs and Warcry and the basics of building a bashed patch.

Use either OBMM or Wrye Bash's BAIN feature to install all these files. Many freakout when something does not go just right and think that they need to uninstall it all. Using these tools automates that. Actually the urge to take it all out is often just panic that is brought about by feeling overwhelmed and out of control with what has been put in. I initially installed it all manually, then switched to OBMM then finally BAIN. Using installer programs puts a lot of power in your hands.

good luck.
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Laura Tempel
 
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Post » Tue Mar 30, 2010 4:29 pm

Alright. Got it all installed. Took a long time to find and compare all the newest threads for the individual mods, and the newest FCOM thread, with the Web site...but only had one minor hiccup with an optional file, and I figured it out after a bit of mulling. So that wasn't too terrible.

However! I only putzed around on a mage a little bit...never played it much like my archer, so I thought I'd start a mage afresh.

I was hoping to make her more of a conjurer/alterer/illusionist rather than a straight up nuker...but I know that builds don't work as well in FCOM w/out careful planning. Anyone want to offer tips on what my majors should be, and what my primary stats should be? I thought I'd found a character creation guide/help page at some point, but I'm trying to track it back down. In the meantime, links/personal anecdotes/what have you would all be appreciated!
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Brandi Norton
 
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Post » Wed Mar 31, 2010 5:04 am

Nuke first, alteration is nice for armour, go for conjuring to cast tome help (Very needes at first levels) and as forillusion... you can train it using light, so you don't need torches :P
Aside for thet... allways keep your fireballs/frostbites/shocks ready for your foes, and learn to strafe, make use of the environement, and try to be smarter then the AI (not that hard, beat Umbra with a lvl 4 character, but took me 3 real hours of fight :D )
Use potions, make potions. Potions save your ass big time in FCOM. And last, but not least, get CM partners and grab a fighter companion, you'll need him.
Don't be afraid of death, you'll die a lot. Have fun!
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BethanyRhain
 
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Post » Tue Mar 30, 2010 11:37 pm

Thanks very much for the tips! Should I take Alchemy as a major skill then, in your opinion?

Also, I found this guide for making characters for OOO (figured it should be similar) and they suggest taking END, even for mage characters, so you aren't so damned squishy. If I did that, what would you guys suggest I take as my second?
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RAww DInsaww
 
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Post » Tue Mar 30, 2010 6:15 pm

Thanks very much for the tips! Should I take Alchemy as a major skill then, in your opinion?

Also, I found this guide for making characters for OOO (figured it should be similar) and they suggest taking END, even for mage characters, so you aren't so damned squishy. If I did that, what would you guys suggest I take as my second?


I'm doing a similar character with FCOM, I took end and luck. Look at a few more mods "Choices and Consequences" and "Origin of the Mages Guild"...they add a lot for a mages.
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Shae Munro
 
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Post » Tue Mar 30, 2010 10:54 pm

I'm doing a similar character with FCOM, I took end and luck. Look at a few more mods "Choices and Consequences" and "Origin of the Mages Guild"...they add a lot for a mages.



You know, I looked into that Origin of the Mage's guild thing, because I saw an FCOM compatibility thing for it. However...the link to the original mod was bad, and I couldn't find it on a couple of searches on the nexus. If you know of where I could get it, I'd be interested.
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Stay-C
 
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Post » Tue Mar 30, 2010 10:23 pm

Thanks very much for the tips! Should I take Alchemy as a major skill then, in your opinion?


Some don't like Alchemy as a major as it levels pretty fast. Personally, I like it as a major as I never spam skills. Guess it depends on playing style. Anyway, it's a very powerful skill.
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Rex Help
 
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Post » Wed Mar 31, 2010 2:40 am

One of the most powerful OOO builds is a hybrid battlemage.
Regardless of class, there will be times m?l?e is unavoidable. In those instances Heavy Armour as a major is almost indispensable as Light just doesn't have the durability.
Any magic build should include Alteration (it can't be empathized enough how valuable shield, feather and unlock spells are) Destruction and Conjuration.
Take either Alchemy or Restoration, but certainly not both. As already stated by Arkngt, Alchemy levels very quickly so the need for a major isn't really necessary.
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RaeAnne
 
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Post » Tue Mar 30, 2010 8:37 pm

Thank you both so much for the tips. :)
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Vivien
 
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Post » Wed Mar 31, 2010 6:47 am

Alright. I'm still at a point where I can edit my character, so. I see the benefits of light armor mastery were changed in OOO...should I bother with light armor as a major? I wanted a passive defensive in addition to my magical ones, but I'm not sure it's worth it. I'd prefer not to have her in heavy (I have my Sword and Board character I've played a ton in that) and I did tone the spawn rate down a bit in my version, at least until I see how I adjust. What little I've played has been fun.

Also. Is the choice of mage as the birthsign (I realize they're reworked) sort of a "no [censored] sherlock" choice, or is the Lady or something else entirely also viable for a caster?

And finally. I realize that items drop specifically geared toward dual wielding. Is it dumb for me to equip her with two blades for when magica runs low (over, say a staff)? I did not intend to take Blade, though I could certainly make room for it as a major.

I'm trying to plan ahead and not end up frustrated later :)
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Kaley X
 
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Post » Wed Mar 31, 2010 1:25 am

You know, I looked into that Origin of the Mage's guild thing, because I saw an FCOM compatibility thing for it. However...the link to the original mod was bad, and I couldn't find it on a couple of searches on the nexus. If you know of where I could get it, I'd be interested.



Need to register but here is the link: http://www.theengineeringguild.co.uk/forum2/index.php?autocom=downloads&showcat=4


In my build I'm attempting a pure mage, no armor or weapons.
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Andrew Tarango
 
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Post » Wed Mar 31, 2010 7:06 am

...birthsign...
...dual wielding...

You might be interested in Appler's http://www.tesnexus.com/downloads/file.php?id=29917 It makes some interesting changes to magic-oriented birthsigns. All birthsign effects are passive - so, if like me, you forget to use your birthsign powers, this mod is a gods-send.

If you haven't looked at it yet, bg2404's http://www.gamesas.com/bgsforums/index.php?showtopic=814477 may interest you. I prefer http://theelderscrolls.info/?go=dlfile&fileid=219 myself. You're already using Midas Magic, so I don't have to recommend that. ;)

I do have a few other mod recommendations you might be interested in though. If you've already looked at them just disregard this.

http://www.tesnexus.com/downloads/file.php?id=14065 nGCD by tejon is a great character-leveling mod for the kind of class-based character you're playing. Use it along with tejon's http://www.tesnexus.com/downloads/file.php?id=14304 for complete control over how you level.

Another mod you might be interested in is tejon's http://www.tesnexus.com/downloads/file.php?id=25616 This allows the mage to attempt to use a spell beyond her capabilities, but with the chance of failure.

And everybody, mage or warrior or thief, should also be suing tejon's http://www.tesnexus.com/downloads/file.php?id=11237 Willpower affects the player's ability to block magic attacks, as in previous Elder Scrolls games. In other words, any mod by tejon. :D

As for dual-wielding, I think it's fine for a Mage. After all, Gandalf dual-wielded a staff and sword. If Ian McKellan can do it, so can the rest of us.
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Heather beauchamp
 
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Post » Wed Mar 31, 2010 8:42 am

Go for the FCOM setup, it might take you a while to get your load order all nice and neat but it is well worth it,

I just finished,(maybe not... I always find a new mod that might be interesting to use), setting up a new load order it took me about a week.

There are many useful tools out there to make the process easier than it use to be, omod scripts, boss, google and especially this forum.

Good luck and have fun.
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Kerri Lee
 
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Post » Tue Mar 30, 2010 11:27 pm

Thanks for the links you two!

-skitters off to check them out- :)
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Sabrina garzotto
 
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Post » Tue Mar 30, 2010 9:36 pm

Need to register but here is the link: http://www.theengineeringguild.co.uk/forum2/index.php?autocom=downloads&showcat=4


In my build I'm attempting a pure mage, no armor or weapons.



Alright. It looks awesome, but I'm using Better Cities, and the author of the mod seems to suggest that it doesn't work well with Better Cities. Do you have any experience with this?
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lisa nuttall
 
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