FCOM load order help

Post » Sat May 28, 2011 5:03 am

Well, after my thread asking for things to do, I have once again tried to install FCOM. I failed. :P
I'm pretty sure I'm not missing a master, so here's my load order. Any help is always appreciated.
I also used BOSS to try and sort them, but that didn't help.

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  FCOM_Convergence.esm  [Version 0.9.9MB3]06  DLCShiveringIsles.esp07  Francesco's Optional Chance of Stronger Bosses.esp08  Francesco's Optional Chance of Stronger Enemies.esp09  Francesco's Optional Chance of More Enemies.esp0A  Francesco's Optional Leveled Guards.esp0B  FCOM_Francescos.esp  [Version 0.9.9]0C  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]0D  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]0E  Fran Armor Add-on.esp0F  Fran_Lv30Item_Maltz.esp10  Living Economy.esp11  Living Economy - Items.esp12  Bob's Armory Oblivion.esp13  FCOM_BobsArmory.esp  [Version 0.9.9]14  Oblivion WarCry EV.esp15  FCOM_WarCry.esp  [Version 0.9.9MB3]16  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]17  OOO-Water_Weeds.esp  [Version 1.33]18  FCOM_Convergence.esp  [Version 0.9.9Mb3]19  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]1A  FCOM_RealSwords.esp  [Version 0.9.9]1B  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]1C  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]1D  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]1F  FCOM_SaferRoads.esp  [Version 0.9.9]20  FCOM_LessRats.esp  [Version 0.9.9]21  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]22  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]24  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]25  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]26  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]27  FCOM_BobsGuardUnity.esp  [Version 0.9.9]28  FCOM_HungersUnitySI.esp  [Version 0.9.9]29  FCOM_Archery.esp  [Version 0.9.9]2A  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]2B  Knights.esp2C  FCOM_Knights.esp  [Version 0.9.9Mb3]2D  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]2E  Harvest [Flora].esp  [Version 3.0.0]2F  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]

User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Sat May 28, 2011 6:21 am

Hard to say from this amount of information. Load order looks ok. One question, did you rename the MMM .bsa file as it says to in FCOM instructions?
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Sat May 28, 2011 8:25 am

Hard to say from this amount of information. Load order looks ok. One question, did you rename the MMM .bsa file as it says to in FCOM instructions?


No, I didn't.

I installed MMM and OOO using OMOD installers, so could I still find the .bsa in my data folder to rename?
User avatar
Tessa Mullins
 
Posts: 3354
Joined: Mon Oct 22, 2007 5:17 am

Post » Fri May 27, 2011 10:13 pm

Yes, it will be in the Data folder. Rename to FCOM_Convergence - Mart'sMonsterMod
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Sat May 28, 2011 4:23 am

Just did that, still crashed immediately but it took a few more seconds this time. :P
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Fri May 27, 2011 9:14 pm

Just did that, still crashed immediately but it took a few more seconds this time. :P


So you get a crash on startup? Try deleting Oblivion.ini in My Documents/My Games/Oblivion and let the game generate a new one on startup?

Where's your Bashed Patch btw?
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Sat May 28, 2011 5:25 am

So you get a crash on startup? Try deleting Oblivion.ini in My Documents/My Games/Oblivion and let the game generate a new one on startup?

Where's your Bashed Patch btw?


No bashed patch, didn't really know if it was necessary. (Read a thread awhile back that said you were better off not making one if you had no idea what you were doing)
I'll try deleting the .ini, but this is otherwise a clean install.
Edit: Just deleted the .ini, it let me get to the Bethesda Softworks start screen, then crashed.
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Fri May 27, 2011 11:15 pm

The "Bash Patch" is pretty much essential for running FCOM. And overall it makes things work much more smoothly. It's really not that hard to learn, may seem a bit confusing at first but will make your game run a lot better.
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Sat May 28, 2011 7:22 am

No bashed patch, didn't really know if it was necessary. (Read a thread awhile back that said you were better off not making one if you had no idea what you were doing)
I'll try deleting the .ini, but this is otherwise a clean install.
Edit: Just deleted the .ini, it let me get to the Bethesda Softworks start screen, then crashed.


The Bashed Patch is essential for FCOM. Follow the guide http://devnull.sweetdanger.net/convergence.html. However, the lack of it shouldn't make the game crash on startup. Not sure what's the issue is in this case.
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Sat May 28, 2011 12:06 am

Just looked in Wrye Bash, according to that, after renaming the MMM .bsa it registered it as a missing master.
User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Sat May 28, 2011 6:04 am

Just looked in Wrye Bash, according to that, after renaming the MMM .bsa it registered it as a missing master.


Then you must have renamed the wrong file. Wrye Bash doesn't keep track on bsa's - and bsa's don't have masters.
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Fri May 27, 2011 7:36 pm

Then you must have renamed the wrong file. Wrye Bash doesn't keep track on bsa's - and bsa's don't have masters.


You're right, turns out I did rename the wrong file. The .bsa already has the correct name.

EDIT:

I believe I have made it work. (Well, the game starts anyway, I have no idea if it's gonna crash every five minutes or what... :P)
A few more quick questions of no real importance on the topic of compatibility:
- Does the Xenius Race Compilation work alright with the balance changes FCOM makes?
- Does Bannanasplit's Better Cities and/or the Unique Landscapes Project work okay, or is it incompatible?
- Do FCOM added armors play nice with HGEC body changes? (Only asking because the aforementioned race compilation requires it.)
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Fri May 27, 2011 9:20 pm

For any of it to play nice together you'll need a bashed patch configured correctly.

For other compatibility questions, you are best off asking in the relevant mods' current threads.

gothemasticator
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Fri May 27, 2011 10:16 pm

You're right, turns out I did rename the wrong file. The .bsa already has the correct name.

EDIT:

I believe I have made it work. (Well, the game starts anyway, I have no idea if it's gonna crash every five minutes or what... :P)

- Do FCOM added armors play nice with HGEC body changes? (Only asking because the aforementioned race compilation requires it.)


You must have Wrye Bash installed in order to use FCOM, it may start up with out Bashed Patched, but a few minutes into the game it will most likely crash..No if and but's about BASH is required for FCOM Once Again

You should repost your load order with bash if you have that installed..

HGEC - Look for EVE HGEC in my sig, that is all the FCOM Stuff and Armor converted to Fit HGEC once again..
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Sat May 28, 2011 10:21 am

Thanks Corepc, and I do have Wrye Bash installed, but all I know how to do is look at/activate mods.
Edit: Figured out how to do a bashed patch.
User avatar
NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

Post » Sat May 28, 2011 3:55 am

Okay, almost everything is working fine now except for one thing.
I have no hands. I know it has to be one of the body replacers, but all the necessary files seem to be in order.
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Sat May 28, 2011 7:37 am

This is a great guide, I suggest starting over - do not diverge from these instructions and you will be fine.


http://www.gamefaqs.com/boards/genmessage.php?board=924363&topic=48544847
User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Sat May 28, 2011 8:25 am

This is a great guide, I suggest starting over - do not diverge from these instructions and you will be fine.


http://www.gamefaqs.com/boards/genmessage.php?board=924363&topic=48544847


Thanks, but as I said- I'm relatively sure that nothing is wrong.
Well, I even fixed the no hands thing. Turns out the shackles you start out with were missing their mesh and were taking my hands with them.
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am


Return to IV - Oblivion