FCOM - IC waterfront crash - advice?

Post » Wed Apr 27, 2011 5:55 pm

How exactly do you merge NPC heads? is this right? ----> activate the esps, create bashed patch, make sure options are checked in the bashed patch, make patch, deactivate esps on the list... right?

does that then give the little icons a 'dot' in them (instead of a plus)? cuz thats what i've got, checking to see if i've done it right.
Don't activate any of the TNR mods at all. Make sure they are tagged with the NPCFaces bash tag, use the import faces option in the bashed patch for them and you'll be fine.

Cobl Races has to active, and Cobl Races - Balanced as well.

Cobl Races TNR SI can be treated the same as the other TNR mods (if the others don't already cover SI). Tag with NPCFaces, deactivate and import.

I'd probably tag Better Redguards with NPCFaces as well, and possibly Graphics, then deactivate and import.

Update your FCOM to the newer Unofficial FCOM version that Corepc released. It works better with the latest MMM.

edit: Also, make sure the MMM.bsa has been renamed to "FCOM_Convergence_MMM.bsa" (or similar if you followed other directions)
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neen
 
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Post » Wed Apr 27, 2011 7:53 pm

BOSS automatically tags those guys, so you should not have to do the actual tagging part.
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Breanna Van Dijk
 
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Post » Wed Apr 27, 2011 9:09 pm

Don't activate any of the TNR mods at all. Make sure they are tagged with the NPCFaces bash tag, use the import faces option in the bashed patch for them and you'll be fine.

Cobl Races has to active, and Cobl Races - Balanced as well.

Cobl Races TNR SI can be treated the same as the other TNR mods (if the others don't already cover SI). Tag with NPCFaces, deactivate and import.

I'd probably tag Better Redguards with NPCFaces as well, and possibly Graphics, then deactivate and import.

Update your FCOM to the newer Unofficial FCOM version that Corepc released. It works better with the latest MMM.

edit: Also, make sure the MMM.bsa has been renamed to "FCOM_Convergence_MMM.bsa" (or similar if you followed other directions)




'newer' FCOM?! I dl'd FCOM 2 days ago from TESnexus my version is 9.9, there isn't a newer version, is there? :mellow:

Cobl races balanced has to be active allthough its been merged into the bashed patch? I thought you could deactivate merged mods as they were 'virtually active' in the bashed batch. Or is keeping it active to do with cobl races.esp being a master of it?

I'm learnin...
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Soku Nyorah
 
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Post » Wed Apr 27, 2011 7:08 pm

No, the mod should not be active it is merged, and the "new" version to which Showler refers is the UFCOM release. It is an unofficial release. You can find the link in the latest FCOM thread or here: http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide/f1.
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mike
 
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Post » Wed Apr 27, 2011 7:34 pm

Corepc, the mod lead for MMM released an "Unofficial" FCOM update to maintain compatibility with MMM. Since he doesn't have editing access to the TESNexus FCOM page, it's currently available from the FCOM thread here on gamesas.

Sorry, I'm falling into a bad habit. By active I meant "fully active" (with a checkmark) or "virtually active" (with a + symbol) as opposed to "imported" (with a * or dot symbol). It's a bad habit to use imprecise language when discussing Wrye Bash. It just has too many functions to slack off on precision.
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RAww DInsaww
 
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Post » Wed Apr 27, 2011 7:49 pm

right i don't quite know how i've done it and exactly how i've got it set up, i don't have wrye open to check right now, but i've changed the mmm.bsa name to what someone posted above and the game hasn't crashed in about an hour, i've also seen a few wierd creatures, its ace.

I'll look into exactly what i've changed in a little while, i can't right now though my girl wants to sit here to use the desk light to pluck her eyebrows.... ... ...

reporting back its allot more stable now.

Going to look into the MMM UFCOM update asap. thanks all for your help, i'm very respectful and a little in awe of this community's understanding of modding my all time favorite game. :foodndrink:
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Guy Pearce
 
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Post » Wed Apr 27, 2011 8:59 am

If you're new to oblivion modding, this is why it's best not to start with FCOM plus a load of other mods. It's far too complicated. I've been doing this since 2006 and installed FCOM last month for the first time and still got it wrong!

If you are using ANY 2 mods that edit the same thing like NPCs (i.e ALL overhauls and TNR) you NEED Bash to merge/import into 1 over riding esp in order for BOTH to work.
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Jason King
 
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Post » Wed Apr 27, 2011 5:48 pm

If you're new to oblivion modding, this is why it's best not to start with FCOM plus a load of other mods. It's far too complicated. I've been doing this since 2006 and installed FCOM last month for the first time and still got it wrong!

If you are using ANY 2 mods that edit the same thing like NPCs (i.e ALL overhauls and TNR) you NEED Bash to merge/import into 1 over riding esp in order for BOTH to work.


I'm not new to using Mods, i have played TES games for many years and have modded Morrowind extensively, I've also built a basic house mod in Morrowind using the CS, Only recently have i got a system capable of running Oblivion (which i've been wanting to get for absolutely ages).

The process of modding oblivion has its differences compared to Morrowind. I have known about FCOM for a while and have planned setting up an Fcom build for quite some time, I have been playing around with various Oblivion mods for a while and decided recently to go for the FCOM build properly and stop flapping around with a load of different mods i didn't really care for that much. I have compiled a group of 'must haves' in my own opinion and am going about working towards creating a solid build for these mods to work together well. I know this will take a while. The biggest part was getting my head round FCOM and wrye bash, which i feel i have overcome the most in regards to learning curve. I tend to pick these things up quite quickly, the only slow aspect is learning the many interwoven technical aspects of it all. I'm getting there though. All in good time
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CArlos BArrera
 
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