Known Incompatibilities for FCOM

Post » Wed Sep 01, 2010 10:35 pm

Since the FCOM threads roll over so quickly and useful information is quickly lost, this thread is intended as a knowledge base of verified compatibility issues and CTD culprits.

Please do not post general questions here. They will be ignored. Use the http://www.gamesas.com/bgsforums/index.php?showtopic=857201 instead. However, if you were getting CTDs or other problems and resolved them by removing a certain mod or adjusting your load order, etc., then this is a good place to post a record of these discoveries.

Most of the info has now moved to the new ...

http://www.uesp.net/wiki/Tes4Mod:FCOM

:woot:

This will let contributors add new information directly to the list once it is confirmed here.

Check it out and help us keep it updated! :)



========

Some old stuff that's just too specific or already outdated has been kept here, such as ...

Current FCOM Issues being worked on:
  • FCOM patch for Origin of the Mages Guild accidentally requires Slof's Oblivion Trader. For those who use Origin of the Mages Guild but not Slof's Oblivion Trader, this will cause CTD on launch due to the missing master required by the FCOM patch. Fixed file: http://devnull.sweetdanger.com/mods/FCOM_OMG.7z. Fixed in FCOM 0.9.8.
  • FCOM_TamrielicIngredients.esp accepts the {{BASH:merge}} tag when you use Mark Mergeable, but then chokes the Rebuild Patch process if you leave that plugin "virtually active". Seems to be choking on one renamed Ingredient. Fixed in Wrye Bash v132.
  • Relev/Delev plugins -- such as FCOM_Francescos.esp -- do not work properly when "virtually active". Fixed in Wrye Bash v131.
  • Fran items not dropping on standard enemies (bandits/marauders/vampires/etc). Fixed in 0.9.4 (out now!).
  • FCOM_WarCry.esp contains one broken enemy spawn list that will cause CTD. Add http://devnull.sweetdanger.com/mods/FCOM_WarCryFixTemp.esp just after FCOM_WarCry.esp and then Rebuild Patch. Fixed in 0.9.4 (out now!).
MMM Issues list (old):
  • If you're using Deadly Reflex 4.x, then you may be able to improve reliability of DR by disabling MMM - Extra Wounding.
  • Version 3.5.3 ONLY: If you use Extra Wounding option, you must use No Carrion Rats. Otherwise the Carrion Rats will get wounding tokens and cause CTDs. This problem with Extra Wounding is fixed in MMM 3.5.4 beta.
  • Version 3.5.4 Beta ONLY: NPCs stuck in floor (unknown cause). Under investigation.
OOO Issues list (old):
  • OOO Guards not equipping swords (http://devnull.sweetdanger.com/mods/OOO_GuardBowFixFixed.esp; fix included in upcoming RC54). Fixed in OOO 1.32.Final.

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Bryanna Vacchiano
 
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Post » Wed Sep 01, 2010 7:10 pm

Ok, I've added a list of some recent issues above. What did I miss?
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^~LIL B0NE5~^
 
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Post » Wed Sep 01, 2010 5:57 pm

Good idea to make this list :goodjob:
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JAY
 
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Post » Wed Sep 01, 2010 12:07 pm

What did I miss?


Maybe the issue about Fran's stuff not dropping like it's supposed to do?
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Kira! :)))
 
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Post » Wed Sep 01, 2010 7:56 pm

Maybe the issue about Fran's stuff not dropping like it's supposed to do?


Thanks! I've now added a section for FCOM-specific issues.
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Rachel Eloise Getoutofmyface
 
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Post » Wed Sep 01, 2010 5:58 pm

I will add this ...

Unofficial Francescos Mod Armor AddOn - it is adding armor directly to some npcs which conflicts with FCOM....
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latrina
 
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Post » Thu Sep 02, 2010 12:25 am

How about the body mod versions (like Exnem's) of vanilla, OOO, Frans and MMM, that add new meshes that are not originally in either vanilla or one of these mods? The mesh replacers itself are no problem, but the new clothing/armor pieces that gets added by a new .esp could cause some inconsistencies.

Good idea to create this thread, btw! :wave:
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Andrew Tarango
 
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Post » Wed Sep 01, 2010 3:52 pm

What's the conflict between OOO and C&C btw?
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Sophie Miller
 
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Post » Wed Sep 01, 2010 10:32 am

Also , Origin of the mages guild , NPC conflicts . I wish there were fixes for the 2 mods from this great modder , very cool stuff , but I'm addicted to FCOM now :P
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Irmacuba
 
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Post » Wed Sep 01, 2010 6:19 pm

I have not been informed of any conflicts with OOO by any third party so ive not even checked them out in Kvatch Aftermath or Origin of the mages guild. IF there are any issues in OMG you have until Wednesday to report them or there is ZERO chance of a fix happening after that. The mod goes final on that day.

Regarding issues with OOO that i do know about.

OOO adds back some Kvatch Citizens I have removed in Kvatch Aftermath, they hang around the old camp area. Its very minor and so far seems to involve only the priest and a couple of others. The mod completely replaces them and there for this has no other side effect than to be annoying.

Francos works fine, no problems there.

Giskard
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rheanna bruining
 
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Post » Thu Sep 02, 2010 12:07 am

NPC New Clothes -- NPC changes conflict with FCOM/OOO/MMM, so you get either new clothes or FCOM/OOO/MMM stats, gear, loot, but not both. Patch being considered.



PLEASE DOOOOOOOO , I'd LOVE YOU FOREVER@!@@@ lol
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Russell Davies
 
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Post » Wed Sep 01, 2010 9:09 pm

NPC New Clothes -- NPC changes conflict with FCOM/OOO/MMM, so you get either new clothes or FCOM/OOO/MMM stats, gear, loot, but not both. Patch being considered.
PLEASE DOOOOOOOO , I'd LOVE YOU FOREVER@!@@@ lol


T.I.E conflict's with FCOM/OOO/MMM even with a bashed Patch lol
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Jesus Sanchez
 
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Post » Wed Sep 01, 2010 11:00 am

I have not been informed of any conflicts with OOO by any third party so ive not even checked them out in Kvatch Aftermath or Origin of the mages guild. IF there are any issues in OMG you have until Wednesday to report them or there is ZERO chance of a fix happening after that. The mod goes final on that day.


Well, I doubt I'll get a chance to check it out by then. If necessary I will add a patch to FCOM for it.

Regarding issues with OOO that i do know about.

OOO adds back some Kvatch Citizens I have removed in Kvatch Aftermath, they hang around the old camp area. Its very minor and so far seems to involve only the priest and a couple of others. The mod completely replaces them and there for this has no other side effect than to be annoying.


Thanks for the details on that. Sounds like this problem would even go away if Kvatch Aftermath is loaded last, right?


From Noxxle:
I found this linked on the fcom page: http://devnull.devakm.googlepages.com/bigquests

Do you know if these mods are all simultaneously compatible with FCOM? I noticed some compatibility patches available at the FCOM website too. Does that mean only the big quest mods with compatibility patches will work, or that they are the only ones that need the patch to work?

I'd lake to make the oblivion world as large as I possibly can with FCOM.


The ones that don't have a compatibility patch should all work fine AFAIK.
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Rex Help
 
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Post » Wed Sep 01, 2010 8:14 pm

I found a bug, though I'm unsure of the cause. Regarding Slavers And Smugglers quest.
Quest completed http://i249.photobucket.com/albums/gg204/Immortal-D/OblivionBuggedQuest.jpg
But no trade http://i249.photobucket.com/albums/gg204/Immortal-D/OblivionBuggedQuest2.jpg
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Gemma Flanagan
 
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Post » Wed Sep 01, 2010 5:02 pm

I found a bug, though I'm unsure of the cause. Regarding Slavers And Smugglers quest.


This is not a bug thread this is list of mod with known problem with FCOM...

report in OOO thread...
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Ezekiel Macallister
 
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Post » Wed Sep 01, 2010 11:21 am

Deadly Reflex 4.x causes CTDs (Skycaptain is working on a fix)


say if I load this last, will it still crash on me? :)
all the action seems empty without this and locational damage mod.
it's always a good combo to have them both.
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Lexy Corpsey
 
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Post » Wed Sep 01, 2010 9:23 pm

Sounds like this problem would even go away if Kvatch Aftermath is loaded last, right?


No, i loaded it last and it did not help.

I cloned all the NPCs and moved the old ones to the old chapel, so when the mod is uninstalled, my new packages get removed and all the NPCs return to their old routines as if nothing had happened. Deleted stuff magically reappears and theres no trace my mod was installed at all.

But OOO adds or changes some packages it seems.
Or adds or changes some of the characters, the priest is one, ive also seen one of the redguard women NPCs in the camp area too with OOO installed.

Giskard
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Adam
 
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Post » Wed Sep 01, 2010 11:42 pm

Has anybody tried the Unique Landscape mods with FCOM?
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keri seymour
 
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Post » Wed Sep 01, 2010 7:52 pm

Has anybody tried the Unique Landscape mods with FCOM?

Yes, no problems. Except when I load them before FCOM - then some Unique Landscapes don't have water. Which is especially funny in "The Heath" :D. Anyway, loading them after FCOM has never caused any problems for me.
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Katie Pollard
 
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Post » Wed Sep 01, 2010 7:46 pm

Has anybody tried the Unique Landscape mods with FCOM?


They work fine as long as you put them in the correct load order to work with OOO. UL Rolling Hills and UL The Heath both need a specific patch for the More Wilderness Life option.

Questions like this should normally go in the FCOM thread. This thread is not for questions.

However, in this case I'm answering your question here only because I forgot to add UL to the list. I'll do that now. Please keep further questions in the FCOM thread.

Thanks!
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Tha King o Geekz
 
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