MOO or FCOM

Post » Tue Sep 22, 2015 6:33 pm

hi guys.

im getting back into oblivion soon and would like some help choosing an overhaul. on one hand there is maskar's oblivion overhaul. i like how it's still being update, the ini is very configurable, and its very simple to install. normally i would choose moo just because of these features, but then i saw the 2011 fcom convergence trailer. now im not sure jaja

which overhaul do you guys prefer?? can i use both together?? sorry for my bad english, its not my first language :)

User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Tue Sep 22, 2015 10:19 am

go for OOO + kobal's addon, honestly. Without MOO-

User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Tue Sep 22, 2015 5:06 am

why just ooo? and what is kobal's addon?

User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Tue Sep 22, 2015 7:44 pm

Kobal has two addons for OOO....

"Creature Addons for OOO"

http://www.gamesas.com/topic/1505210-relz-creature-addons-for-oscuros-oblivion-overhaul-ooo/

http://www.nexusmods.com/oblivion/mods/45380/?

and

"Equipment Addon for OOO"

http://www.gamesas.com/topic/1516001-relz-equipment-add-on-for-ooo/

http://www.nexusmods.com/oblivion/mods/46028/?

I'm currently using the full Creature Addons one and I like it; haven't tried the Equipment one, but it appears to be popular among other people.

User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Tue Sep 22, 2015 3:44 pm

I use MOO and am quite happy with it. It is fully configurable and it's only one esp without any compatibility patches. OOO requires compatibility patches for many mods and my load order is almost full.

MOO does not have hand placed loot like OOO, so if you want hand placed loot, you may want to try OOO. You can combine OOO and Maskars.

You can also combine MMM with OOO and MOO.

FCOM is for those who also want all the stuff from Franciscos and War Cry and OOO and MMM together in a single game.

User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Tue Sep 22, 2015 7:07 pm

I'm not a fan of FCOM. It's a very high-quality piece of work and the FCOM team have performed miracles getting these major overhauls to works together. For those who want this kind of thing it's an excellent mod. But it's design philosophy doesn't suited my taste. Throwing these major overhauls together feels to me like throwing three gourmet dinners into the same pot and cooking them until they have lost the flavors that made them distinctive. I would much rather experience the creative visions of Oscuro, Franceso and Warcry in separate games.

I am a huge fan of running Oscuro and Martigen together. I don't think of MMM as an "overhaul" in the same sense as OOO and Fran. It was designed to be played with Oscuro if we so choose and I think it complements OOO perfectly. It adds a much-needed sense of unpredictability to OOO's more static creatures, while retaining OOO's gameplay changes.

User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Tue Sep 22, 2015 10:26 am

decided to cut out fcom altogether just because the install process is to much for me. would ooo + equipment addon + mmm + moo be too much? to my knowledge, moo doesn't add much in terms of equipment, especially the more unique ones.

User avatar
Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Tue Sep 22, 2015 3:30 am

Actually MOO adds quite a bit of new types of equipment. Not the hand placed loot though.
User avatar
Sarah Edmunds
 
Posts: 3461
Joined: Sat Jul 08, 2006 8:03 pm

Post » Tue Sep 22, 2015 7:24 pm

i read on the comments section of moo (the nexus page) that while moo does add some equipment, most of them are hard to find. not sure how i feel about that. im not even sure what it exactly means. if the equipment is hidden in the most far-fetched places (for example a helmet underneath a random rock under the sea), then i'd rather not.

User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Tue Sep 22, 2015 11:35 am

you should play a mod, especially an overhaul, before judging stuff by some random comment on nexus made by a random user. The accountabilty of people on nexus when it comes to overhaul is low to say the least.

User avatar
Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Tue Sep 22, 2015 4:32 pm

actually, it was maskar himself.

User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Tue Sep 22, 2015 4:15 pm

I see your point and I also think OOO + MMM is an excellent combo. One thing about FCOM, though, is that it is so highly configurable - you don't HAVE to throw everything plus all the extras together, you can tailor make your FCOM setup pretty much as you like. OOO is the only mod that is a must in an FCOM setup, so in a way it works as an open mod platform with OOO as the base. Personally, I really like the WarCry monsters, for example.

User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Tue Sep 22, 2015 3:17 pm

If it is of any help, before I went with Kobal's addon, I had made BAIN packages of FCOM and "MMM for OOO" by following guides from TESCOSI:

http://wiki.theassimilationlab.com/tescosi/FCOM_Installation_Guide

Here's descriptions of various FCOM options:

http://devnull.sweetdanger.net/fcomoptions.html

I feel the same way. From what I've heard others say, though, it sounds like the FCOM team tried to stay closer to the vision of OOO and build the other overhauls around it.

That last point seems to be further backed up reading these descriptions from the FCOM options page:

As I said before, I personally prefer Kobal's Creature Addon, and I especially like the concept behind the Dangerous Daedra plugin. Everyone has different tastes, though. I say use whatever is most enjoyable. By the way, I haven't tried MOO so I don't know what it's like, but I do really like his Basic Primary Needs mod.

Edit: A few posts were made while I was typing this.

User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Tue Sep 22, 2015 11:06 am

do you think you can share the fcom files?? what put me off was mostly the installation procedure.

btw what is the performance cost of fcom??

User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Tue Sep 22, 2015 3:42 pm

Unfortunately, I deleted them a couple months ago. :-(

Edit: If you plan to go that route of following the guide(s), plan on setting aside a block of time. At least an hour, depending on how familiar you are with making BAIN/OMOD packages, comfort with filesystem, and how fast you read.

User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Tue Sep 22, 2015 4:32 pm

hours just to install fcom?? if thats the case, i think im better off sticking with moo.

User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Tue Sep 22, 2015 7:27 am

Honestly, it's been a few months, and I don't remember how long it took me exactly while following the guides and referencing the site+thread, but I was at least already fairly familiar with tweaking mod folder structures to BAIN format. It took me longer when I was doing OOO and MMM, though; following the guides while referencing the readmes, cuz I wasn't as comfortable with making packages as much. Many other people could probably do it faster than me, however (I'm a slow reader btw). But do plan on setting aside a block of time of at least an hour for everything.

User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Tue Sep 22, 2015 9:15 am

It does take hours - at a minimum.

If that is daunting to you, use MOO - you will not be disappointed.

Cheers!

User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Tue Sep 22, 2015 12:03 pm

If I might jump in, I'd recommend downloading MOO after the next update comes out (which should be this week, actually). It will add dynamically generated named boss fights, some of which with really awesome loot.

User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Tue Sep 22, 2015 2:44 pm

. It sounds like that may change next week. I am still using an old version from last year (it's about time I upgraded), but even the old version adds tons of new types of gear that is easy to find, like chiten weapons and armor that can be found on dunmer bandits in bandit camps/caves near the Morrowind border.
User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Tue Sep 22, 2015 7:40 pm

According to Maskar's latest news update, the newest version of MOO should be available either today or tomorrow. It is finished and currently in testing.
User avatar
Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Tue Sep 22, 2015 8:25 am

Im using OOO with the new addons + MOO and it is amazing

User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Tue Sep 22, 2015 11:56 am

I suggest MOO over FCOM for many reasons:

  • The MOO installation is simple: just install, configure a file ini, enable and play (5-15 minutes). With FCOM you need to perform many steps, install this and test, install that and test, ... , then configure and build the bashed patch (ah, yes FCOM absolutely REQUIRE the bashed patch), rebuild the bashed patch after every little thing you install, ... , eventually install many little esps/addon/remover to configure it, ... , and finally (2+ hours later) play.
  • MOO: 1 esp - FCOM: many esps (even 10 or more).
  • MOO dynamically alter the game data with scripts, so it can be safely installed and uninstalled on any game, with any mod and with few to none incompatibilities (the few incompatibilities can be disabled in the file ini, so...). FCOM directly alter the game data, so it cause conflict with many mods which alter the same data, and for compatibility problems there's no ini, just more esps!
  • FCOM reached its final stage, while MOO is still maintained, updated and add new features in each release.
  • FCOM is heavier and less stable than MOO, because the Oblivion engine has limits. FCOM directly alter the data and put everything in the soup, so the game need to handle hundreds of creatures, items and such. MOO dynamically choose and put creatures and items with scripts when needed, so the game is lighter.

Of course, it doesn't mean FCOM is bad. Simply it was created on top of many overhauls and has to glue and merge everything, at the cost of a less performant, stable and user friendly implementation. Should the FCOM team return and rebuild the overhaul to use an implementation similar to MOO, FCOM would rule the world once again!

Anyway, I suggest you install MOO + OOO, which seems to work well together, until the day MOO will have everything.

I'm sure that day is near, as MOO is slowly including everything from FCOM, and it offers many unique features, so (IMHO) MOO already surpassed FCOM.

Game: count how many times I said MOO and FCOM.

User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Tue Sep 22, 2015 10:13 am

I use OOO and MOO together, works out great. Much prefer it over FCOM at this point, not only is installation far easier but in my case the result is far more stable, and I haven't particularly felt the loss of anything from the rest of FC*M.

FCOM is a great compatibility achievement and an impressive project, it's just too much frustration for me.

User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Tue Sep 22, 2015 7:34 am

Is there a way to use TIE with OOO+MOO? Or is it best to pick one overhaul to use alongside MOO?
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Next

Return to IV - Oblivion