FCOM Questions..

Post » Sat Feb 19, 2011 4:06 am

Yes, since we do not need the water fish.esp or the omod folder (we will use BAIN) or the OOO optional files.

Once done, create the archive and call it OOO_134b5.7zor something like that.

When done, we move to MMM. I assume Wacry is also done?


Archiving OOO, warcry is done, downloading MMM, sadly 11 minutes until the download is done.

In the mean time can you explain what I would do after this all when I want to add more mods?
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Jay Baby
 
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Post » Sat Feb 19, 2011 3:17 am

Actually I have to go, can we pick this up from MMM tomorrow?
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Rachel Hall
 
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Post » Fri Feb 18, 2011 10:16 pm

Patience is key here. So, lets get ready for MMM. You will need to extract the MMM public release file. The extract the BSA file.

Now, create a folder where we will assenble the MMM files for FCOM.
step 1. copy the MMM.bsa to the folder and rename it FCOM_Convergence - MMM.bsa
step 2. copy the following files from the MMM public release folder:
Mart's Monster Mod.esm
Mart's Monster Mod - Diverse Runeskulls.esp
Mart's Monster Mod - Diverse Runeskull OOO Loot.esp
Mart's Monster Mod - no undead rise.esp
Mart's Monster Mod - shivering isles.esp
Mart's Monster Mod farm animals.esp

Then archive these and call it MMM for FCOM.7z or something like that.

Now the option I chose are very safe and I use them. Not all options work with FCOM. You can figure that out later after you play a bit.
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Gen Daley
 
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Post » Fri Feb 18, 2011 8:52 pm

Patience is key here. So, lets get ready for MMM. You will need to extract the MMM public release file. The extract the BSA file.

Now, create a folder where we will assenble the MMM files for FCOM.
step 1. copy the MMM.bsa to the folder and rename it FCOM_Convergence - MMM.bsa
step 2. copy the following files from the MMM public release folder:
Mart's Monster Mod.esm
Mart's Monster Mod - Diverse Runeskulls.esp
Mart's Monster Mod - Diverse Runeskull OOO Loot.esp
Mart's Monster Mod - no undead rise.esp
Mart's Monster Mod - shivering isles.esp
Mart's Monster Mod farm animals.esp

Then archive these and call it MMM for FCOM.7z or something like that.

Now the option I chose are very safe and I use them. Not all options work with FCOM. You can figure that out later after you play a bit.


Thanks for everything I will do this part tomorrow, I got to go.
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Ezekiel Macallister
 
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Post » Fri Feb 18, 2011 10:34 pm

Actually I have to go, can we pick this up from MMM tomorrow?


10-4. I should be checking tomorrow at work so can help further. I am on Eastern time.
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Stacy Hope
 
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Post » Sat Feb 19, 2011 11:09 am

step 1. copy the MMM.bsa to the folder and rename it FCOM_Convergence - MMM.bsa


One correction Peter Id..

Actually it should be named FCOM_Convergence_Mart's Monster Mod that works the best from testing..
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Poetic Vice
 
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Post » Sat Feb 19, 2011 12:48 am

One correction Peter Id..

Actually it should be named FCOM_Convergence_Mart's Monster Mod that works the best from testing..


Alright, makes sense. Rename FCOM_Convergence_Mart's Monster Mod.bsa

I had this setup since I started with the new version, never looked back. Thanks.
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Emerald Dreams
 
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Post » Sat Feb 19, 2011 8:39 am

Ouch!
This is getting very complicated, but if you read the opening post of the official http://www.gamesas.com/index.php?/topic/1094510-relz-fcom-convergence-and-ufcom-relz/ you'll find linked all the required downloads for a basic installation of the mod.
Use BOSS to sort your load order, address anything it may report, then make your bashed patch, which if using the basic and/or expanded recommenced mods are pre-tagged for the user.

Get that up and working before considering expanding your mod list.

No disrespect meant to the numerous unofficial FCOM installation guides, but could it be any clearer than the opening post in the official thread?

It's not really as complex as one of Einstein's theories, eh?
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Jenna Fields
 
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Post » Sat Feb 19, 2011 12:50 am

Ouch!
This is getting very complicated, but if you read the opening post of the official http://www.gamesas.com/index.php?/topic/1094510-relz-fcom-convergence-and-ufcom-relz/ you'll find linked all the required downloads for a basic installation of the mod.
Use BOSS to sort your load order, address anything it may report, then make your bashed patch, which if using the basic and/or expanded recommenced mods are pre-tagged for the user.

Get that up and working before considering expanding your mod list.

No disrespect meant to the numerous unofficial FCOM installation guides, but could it be any clearer than the opening post in the official thread?

It's not really as complex as one of Einstein's theories, eh?


Unless you have modded and understand how it all fits, it can be overwhelming for anyone who never installed any mods. I remember when I started out. There will be cases where you need to simplify it to the nth degree. That is a great thing about these forumns.
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ONLY ME!!!!
 
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Post » Sat Feb 19, 2011 1:50 am

Does anyone know why Wrye Bash Launcher.pyw does not work? (I have all the python required files). My mouse becomes a loading sign and then nothing happens.
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JLG
 
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Post » Sat Feb 19, 2011 11:09 am

I think I may need BAIN.
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LuCY sCoTT
 
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Post » Sat Feb 19, 2011 3:14 am

I think I may need BAIN.


BAIN is part of Wrye Bash. It is the installers tab in wrye bash.
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Susan Elizabeth
 
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Post » Sat Feb 19, 2011 10:55 am

For the final archive we need FCOM.

Create a folder to assemble the fcom files

put the fcom_convergance.bsa in that folder

next extract the FCOM_Convergence_Beta_9dot9 to a folder
next extract the ufcom to a folder

from the FCOM_Convergence_Beta_9dot9 folder copy the following files to the assebly folder:
FCOM_Convergence.esm
FCOM_Convergence.esp
FCOM_Francescos.esp
FCOM_FrancescosItemsAddOn.esp
FCOM_FrancescosNamedBosses.esp
FCOM_Realswords.esp
FCOM_Warcry.esp

From the ===FCOM Optional Add-ons=== subfolder copy the following to the assebly folder
FCOM_Archery.esp


From the ufcom folder copy the following files to the assembly folder overwriting if asked:
FCOM_Convergence.esm
FCOM_Convergence.esp
FCOM_Knights
FCOM_Warcry.esp

So now in the assmblu folder you will have the following:
fcom_convergance.bsa
FCOM_Convergence.esm
FCOM_Convergence.esp
FCOM_Francescos.esp
FCOM_FrancescosItemsAddOn.esp
FCOM_FrancescosNamedBosses.esp
FCOM_Realswords.esp
FCOM_Warcry.esp
FCOM_Archery.esp
FCOM_Knights

Make an archive and call it uFCOM

That is it for a very basic FCOM install. You now have the base archives to load this in this order:
Francesco's
OOO
Warcry
MMM
uFCOM

You then need wrye bash to work because we need the bashed patch to merge the particulars from each mod into a bashed file which loads last and consolidates everything. We also want to use BAIN for installing these archives.
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Nomee
 
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Post » Sat Feb 19, 2011 8:40 am

wait which one is better OMOD or Bain could we use both?I have the same problem got confused but I have experience in mod installation from Fallout 3 I have all the requirements I think. Could there be an OMOD install version of this cause my oblivion warcry is acting crazy and obmm does not display frans esp's and the like. Although my OOO and MMM and FCOM work well.
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Sarah Kim
 
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