Francesco's Leveled Creature-item mod

Post » Wed Sep 01, 2010 12:32 pm


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Stacy Hope
 
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Post » Thu Sep 02, 2010 12:55 am

the latest wrye bash does an auto detect.

I've not had any issues with the leveled list settings using that.

The reason you might want to merge is if you use something that adds additional items or monsters (like CorePC's boar addon, for example). the leveled list merger would then add his new boars to the existing lists so that it doesn't override. Of course to use this you'd need to have the Frans new creature esm active.

BOSS does not have specific suggestions because the auto detect works fine for most others, and you're the first person to report a problem with it.


You know what I think it was. I was missing a lot of the .cvs files in the Bash Patches Folder because I had cleaned out my data folder previously and forgot Bash puts stuff in it. One of these was called Leveled List.cvs, which I assume did something important and that's why Bash wasn't merging my lists properly. Previous to this incident I had never had any problems with Bash so I assume it was this.

Thank you,
xFrancis147
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candice keenan
 
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Post » Wed Sep 01, 2010 1:12 pm

New tread?
Thank you, dewshine, for updating all necessary compatibility tweak files.
When UOP was under frequent updating I never saw UOP update without you having finished the compatibility patches for UOP and USIP.

Thank you.

Have a very merry Christmas, you've earned it! :foodndrink:
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Sierra Ritsuka
 
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Post » Wed Sep 01, 2010 4:24 pm

yes it's a New Tread, lol :P
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BRIANNA
 
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Post » Wed Sep 01, 2010 3:17 pm

Late breaking news:

Users of COBL no longer need to use Frans TNR patch if they also run Wrye Bash. The COBL races pack allows TNR to be included in COBL so the NPCs now use a wider range of hairs and eyes in addition to new faces. To make this work with Frans you'll have to "Bash it" into your bashed patch (so using Wrye Bash is a must).

Plus COBL now filters Frans Creatures drops and adds those meats to the dinner plate for those folks using hunger mods (will work with Real hunger-COBL and VVA). This feature needs OBSE too to work, so if you already run Bash and OBSE there's even more reason to add COBL to you mod list.
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Project
 
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Post » Wed Sep 01, 2010 3:34 pm

I'm using francesco's leveled creature item mods and armamentarium for francesco and I'm experiencing the calipers bug.. i resetted loots with the manage function of the menu, waited for 8 days and the problem seemed to be resolved because i've encountered 2 bandits equipped with weapons and armors..but after 30 min of game i reencountered lots of naked bandits with calipers... i tried one more time to reset loot but it didn' work..what can i do? (i'm using cobl main.esm in order to use choices and conseguences.. can it be the cause of the problem?)
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Melissa De Thomasis
 
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Post » Wed Sep 01, 2010 2:39 pm

I'm using francesco's leveled creature item mods and armamentarium for francesco and I'm experiencing the calipers bug.. i resetted loots with the manage function of the menu, waited for 8 days and the problem seemed to be resolved because i've encountered 2 bandits equipped with weapons and armors..but after 30 min of game i reencountered lots of naked bandits with calipers... i tried one more time to reset loot but it didn' work..what can i do? (i'm using cobl main.esm in order to use choices and conseguences.. can it be the cause of the problem?)


armamentarium for francesco has this problem. I suggest you use trollf's original armamentarium complete instead. The version for MOBS is balanced for OOO but works with Frans.
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R.I.p MOmmy
 
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Post » Wed Sep 01, 2010 6:15 pm

Dewshine, I am not sure if you already have a patch for this or not...but this is from the MMM thread...

There looks like incorrect 'Combat Style' for some NPC's in 'Mart's Monster Mod - Fran's leveled quests.esp' in beta4.
They are using LowerClassRoofOverhang01 [STAT:00000C03] instead of FranQuestMercenary [CSTY:0300DEA3].
Dark07MercenaryMale10 : 7ba7c, 7ba7d, 7ba7e, 7ba7f, 7ba80



Are you using SI or not using SI when you check in tes4edit?

edit: MMM for Frans leveled quest does not modifiy any combat style, you are looking at Frans leveled quest instead which does contain combat style modificiation?

I have found them, it is Frans leveled quest that is causing the problem once again not MMM..Talk to Dewshine..


Thought I would rely the information for you..
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cheryl wright
 
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Post » Wed Sep 01, 2010 11:47 pm

I don't think that there is a problem with francesco's or I really don't understand how to read tes4edit, which I admit is quite possible.
As I see it in tes4edit:
In 'Francesco's Optional Leveled Quests.esp' these NPC's:
Dark07MercenaryMale10 "Mercenary" [NPC_:0007BA7C] , Dark07MercenaryFemale8 "Mercenary" [NPC_:0007BA7D] , Dark07MercenaryMale6 "Mercenary" [NPC_:0007BA7E] , Dark07MercenaryFemale4 "Mercenary" [NPC_:0007BA7F] , Dark07MercenaryMale2 "Mercenary" [NPC_:0007BA80]
have the 'Combat Style' of FranQuestMercenary [CSTY:0300DEA3], which looks good.

In 'Mart's Monster Mod - Fran's leveled quests.esp' these same NPC's have the 'Combat Style' of LowerClassRoofOverhang01 [STAT:00000C03], which doesn't look as good.

I have done quite a bit of .esp changes so I looked at the originals from the downloads just to make sure.
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stephanie eastwood
 
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Post » Wed Sep 01, 2010 8:17 pm

I don't think that there is a problem with francesco's or I really don't understand how to read tes4edit, which I admit is quite possible.
As I see it in tes4edit:

In 'Mart's Monster Mod - Fran's leveled quests.esp' these same NPC's have the 'Combat Style' of LowerClassRoofOverhang01 [STAT:00000C03], which doesn't look as good.


Sorry but is was my mistake I mis read tes4edit..I will correct those..I can't add the combat style that are used by frans because some frans user's have their quest merged into one mod. So I will add a mmm combat style to them..

Sorry for the Confusion and worry you dewshine..I will edit the post above..and post a fix in MMM thread ThumperZ when I post the next set of Update later tonight..

Corepc
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Neil
 
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Post » Wed Sep 01, 2010 9:50 pm

Hello

Is this mod ever going to be updated again and developed further? I read somewhere Fran himself said he might come back later, so the hesitation to start tinkering with the mod is understandable.

Even if no-one is going to develop the mod further, I've read something about improving the esm/esp structure. It wouldn't change the way the mods plays ingame, but maybe make it more reliable and easier to develop in the future? Also I've always wished Frans would take advantage of OBSE, but I guess that is never going to happen.

Frans is THE overhaul for me, it would be a shame to see it abandoned. Frans is a nice, complete package as it is now, but it can always be improved. It saddens me when people recommend overhaul mods, and it seems Frans alone is not even considered a valid option anymore.
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Greg Swan
 
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Post » Wed Sep 01, 2010 5:30 pm

Hi, I'm confused on how to install the Exnemized versions of the Francesco armours.... Here's the instructions from the readme for it:

Francesco Armours for Exnem
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3372

=============
1. Extract all the files of the BSA archive FraNewItems.bsa using a BSA tool like OBMM.

(quick instructions for OBMM - with OBMM loaded up click on the Utilities button and then click BSA browser which will open a new window -
In the window click the open button and then navigate and selct the file FraNewItems.bsa (this should be in the Data folder ) and click open .
This should then list all the files stored in this bsa. Then just click the button Extract to unarchive the files into the correct folders. (<--emphasis mine)

2. Navigate to the data folder in Explorer and rename FraNewItems.bsa to XraNewItems.bsa (this stops Fran's esp finding the files in the bsa rather than the mesh/textures folders.

3. Extract the rar file of the mod into the Oblivion/Data folder ( the archive is set up so Omod creation should be easy as well) to overwrite the old Fran;s meshes with the exnemised ones.

4. Start Oblivion Launcher (or OBMM etc) activate the Fransfemale.esp to get the new female versions of certain Fran's armours
=============

WTF does that mean? Click the button Extract to unarchive the files? When I'm in OBMM I can browse to the FraNewItems.bsa no worries and see the list of all the mesh/texture nifs in the viewer from OBMM. But what am I extracting and to what folders? I'm just stumped..... Any help out there?

-- KhorneDeth
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Sophie Payne
 
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Post » Wed Sep 01, 2010 9:20 pm

WTF does that mean? Click the button Extract to unarchive the files? When I'm in OBMM I can browse to the FraNewItems.bsa no worries and see the list of all the mesh/texture nifs in the viewer from OBMM. But what am I extracting and to what folders? I'm just stumped..... Any help out there?

-- KhorneDeth

When I was doing it, i extracted the files from BSA (all of them) to a temporary folder, overwote with the Exnemized files and repacked to BSA - you could do this and should you not want/know how repack, just copy to Data folder (providing that your temporary folder structure is e.g. TmpFolder\Meshes\... etc. - I'm at work now.
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Julie Ann
 
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Post » Wed Sep 01, 2010 10:24 pm

I freeze when I level up using this mod. I am not using his optional leveling mod. I can sleep and get the level-up dialog, can choose attributes, but as soon as I hit accept it freezes......

Please help!

Using:

Francesco's
Shivering Isles (patch 1.2)
The lost spires
natural environments
qarl's tex. pack III

All loaded using OBMM.
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Becky Cox
 
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Post » Wed Sep 01, 2010 6:05 pm

Try changing your oblivion.ini (found in "My Documents\My Games\Oblivion" -folder). Open the ini file and find the following line:

STrackLevelUpPath=\\vault\TES4\LevelData\



Change it to:

STrackLevelUpPath=


Try leveling up.
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Nice one
 
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Post » Wed Sep 01, 2010 2:08 pm

Frans should not cause any issue with leveling. The optional leveling up plug does only one thing: makes it so that you need 12 skills to level instead of 10. Nothing else in Frans touches Player leveling in any way.
What Frans does is make NPCs and items more static, giving them a range around the player based on location. Different type of "leveling".
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Ebony Lawson
 
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Post » Thu Sep 02, 2010 12:37 am

Hey,

I noticed quite a few missing meshes, namely Red Hood, and Draconic Armor at Vindasel after creating a new character. I'm using OBMM etc... Any clues,i.e this happening to anyone else? (Yellow traingles ftw)
I was also using MMM, loaded after Frans with compatible plugins. I posted there, and was re-directed to here.

EDIT: I should also mention I had the optional files merged, which when I reinstall today, I will not do.

-Coors916 :ninja:
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Solène We
 
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Post » Wed Sep 01, 2010 9:54 pm

Hey I have some questions on this mod if anyone would be much obliged to answer them.

First of all I read in bg2048's overhaul comparison that this mod changes the leveling of equipment that NPC's wear(no more full sets of Daedric/Glass) but does not change the actor scaling except for the bosses(which I believe ar capped at lvl 30). Does this mean that the enemy NPC's are easier to defeat at higher levels then in Vanilla beacuse they have worse armour and weapons?

Second, the "normal loot" table the same as vanilla's loot table/proabalities or is different amounts for Frans "normal".

Third, should I install Frans before of after UOP 3.2.0, USIP, and the UOMP?

Fourth, do I need to install the Dark_Seducer weapon fix if I install the USIP 1.4 compatabilty patch?

Fifth(for now at least ;)), what appears to be the only readme on the net and with the files is this document at http://francesco823.tripod.com/index.html. But it keeps referring to another "full" readme that can be accessed from the mod directory. I installed the mod(not with all the options though) to a separate directory then my Oblivion one to try to and find it, but I only get a copy of that document, loot tables, a full changelog rtf file, MOBS tables, and Living Economies readme and tables. Does this "full" readme exist, and does anyone know how I can obtain a copy?
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A Dardzz
 
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Post » Wed Sep 01, 2010 8:04 pm

Bump.

I found this in the "first" readme.

Even if you will still find very strong stuff at high levels you will often (for example) find normal skeletons and zombies in dungeons, wolves and imps in the wilderness and so on.. not every bandit will level up with you but some of them will be static.. I also changed most leveled items lists, in vanilla oblivion at say level 20 you used to find only high level armors and weapons and low-mid stuff nearly disappeared from the game, now it will be much harder to find high lev equipment, and low-mid lev one will still be common later in the game.


So this means frans does use actor scaling at times? Is it random or set which bandits will stay capped, and how can I find out by how much? I really like the idea of Frans chaning the loot system so high end armour/weapons are harder to get, and that bosses are capped eventually, but I don't want the game to get easier. :mellow:

Edit: By looking at the loot tables spreadsheets I think I found the answer to the second question myself. The "normal" loot table for Frans is not Vanilla Oblivions. I think I'll give it a go on normal loot setting first and see if I feel like I'm getting high-end stuff too easy or not.
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Samantha Pattison
 
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Post » Thu Sep 02, 2010 12:50 am

Hey I have some questions on this mod if anyone would be much obliged to answer them.
First of all I read in bg2048's overhaul comparison that this mod changes the leveling of equipment that NPC's wear(no more full sets of Daedric/Glass) but does not change the actor scaling except for the bosses(which I believe ar capped at lvl 30). Does this mean that the enemy NPC's are easier to defeat at higher levels then in Vanilla beacuse they have worse armour and weapons?
Second, the "normal loot" table the same as vanilla's loot table/proabalities or is different amounts for Frans "normal".
Third, should I install Frans before of after UOP 3.2.0, USIP, and the UOMP?
Fourth, do I need to install the Dark_Seducer weapon fix if I install the USIP 1.4 compatabilty patch?
Fifth(for now at least ;)), what appears to be the only readme on the net and with the files is this document at http://francesco823.tripod.com/index.html. But it keeps referring to another "full" readme that can be accessed from the mod directory. I installed the mod(not with all the options though) to a separate directory then my Oblivion one to try to and find it, but I only get a copy of that document, loot tables, a full changelog rtf file, MOBS tables, and Living Economies readme and tables. Does this "full" readme exist, and does anyone know how I can obtain a copy?


First, No the npc's are not easier at higher levels. Don't know the spread but some are capped some aren't, some are a lot tougher than vanilla. I don't know the full Fran's experience since I use MMM which overrides many of Frans but not all.

Second, you answered the hardcoe is tighter on loot than vanilla. Then add in the optional chest loot and locks for more variety.

Third, the esm's will be before those. The rest of the Frans mods go after the uop & usip but split between the uomp's. The BOSS mod can help with load order. I just use the masterlist and not the code.

Fourth, don't know. the previous thread may have more info. at least word search on the first post.

Fifth, the Francesco's leveled creatures-items.htm in the installation is all I know about, since I don't use the creatures addon there may be more.
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Jack Moves
 
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Post » Wed Sep 01, 2010 4:57 pm

*snip*

Thanks for the help, much appreciated. I think I'll try install very single optional file that comes with the main Frans installer to the alternate directory and see if I can find this other readme, but I doubt it. :(

With the NPC's not being easier at higher levels, are you using the optional files for stronger enemies and/or bosses? I didn't intend to install them beacuse from looking at the Francesco's leveled creatures-items.htm, it seemed they would be a lot higher level then you are at. Unless this is customizable of course.
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Rik Douglas
 
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Post » Wed Sep 01, 2010 6:48 pm

Thanks for the help, much appreciated. I think I'll try install very single optional file that comes with the main Frans installer to the alternate directory and see if I can find this other readme, but I doubt it. :(

With the NPC's not being easier at higher levels, are you using the optional files for stronger enemies and/or bosses? I didn't intend to install them beacuse from looking at the Francesco's leveled creatures-items.htm, it seemed they would be a lot higher level then you are at. Unless this is customizable of course.


Yes I'm using the stronger options. These options fit well with the loot and lock options. And knowing there are some npc's out there that are tougher adds to the reality factor.
Don't think they are customizable unless you want to use tes4edit on them. There is an addon mod to customize the loot with an ini file.
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Valerie Marie
 
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Post » Wed Sep 01, 2010 11:06 am

Ok thanks, I might try playing it with this option installed then. :)
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Sara Johanna Scenariste
 
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Post » Wed Sep 01, 2010 4:16 pm

Dewshine,

any chance you could update Fran's comp patch for the latest Harvest Containers? The Ayleid containers do not animate at all when opened and I suspect there were some changes to the paths of the Ayleid containers' meshes in HC 0.99.10 that are not accounted for in the comp patch that was made for an earlier version of the mod.

Thanks.
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Haley Cooper
 
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Post » Wed Sep 01, 2010 3:01 pm

Ok, I have a little problem, I instaled it and after some time of play, I decided to see if the mod was really working.
So I did startquest FranMenu in console and the following error showed up:

"Item FranMenu not found for parameter Quest."

Next I tried with FransMenu instead, still not working.
I did a little search and I only found a person with this error, and it didn't got solved. Please help.
I don't have SI and any other mods that aren't compatible with this one (I think).
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Andrea P
 
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