[RELZ] FCOM Convergence

Post » Thu Apr 01, 2010 6:05 pm

Yes, I saw your post after mine, I simply didn't edit, Arkngt. I was simply popping back and forth to the computer while I got ready.

However, none of the "known issues" were my issue, as I used the OMOD, etc. etc.

If I knew where to get my load order I'd post it; however, what I've got installed is the DLC stuff, the unofficial patches, my custom race/body mod (so the character loads in), the Darnified Dark UI (I use a recolour so didn't want to redownload/recopy), and OOO. I did still run BOSS for posterity before loading in.

I tried OOO 1.33, I added the 1.33 patch (since it said I might not have the esp/esm with the OMOD version), then adding the 1.34 patch; in all cases, when I loaded in and opened an affected crate or barrel, I got the same magenta error.


So, the problem lies in OOO itself. I deactivated all my other miscellaneous mods (other than the ones I listed), and deactivated/uninstalled the other parts of FCOM, including Fran's, WarCry and MMM as well as the optionals such as COBL, Travelers etc.


Any ideas? I downloaded OOO omods from http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953. Maybe I'll try the TES link. =/

EDIT: I installed the full version of OOO.

EDIT EDIT: Here we go. Read up on Wrye Bash (I'd never used it before).

Masters for: autosave.ess00  Oblivion.esm01  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]02  Unofficial Oblivion Patch.esp  [Version 3.2.0]03  DLCShiveringIsles.esp04  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]05  DLCHorseArmor.esp06  DLCOrrery.esp07  DLCVileLair.esp08  DLCMehrunesRazor.esp09  DLCSpellTomes.esp0A  DLCThievesDen.esp0B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]0C  OOO-Water_Weeds.esp  [Version 1.33]0D  DLCBattlehornCastle.esp0E  DLCFrostcrag.esp0F  Knights.esp10  Harvest [Flora].esp  [Version 3.0.0]11  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]12  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]13  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]14  Chocolate Elves.esp15  KT_CustomRaceFix.esp16  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]17  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]18  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]19  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1A  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]1B  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1C  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1D  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1E  Knights - Unofficial Patch.esp  [Version 1.0.9]1F  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]


EDIT EDIT EDIT: (:P)

I redownloaded and remade the OOO main file into an OMOD, and it works correctly now. Not sure what went weird the first time, but woo hoo! Now to add the rest of my FCOM stuff back. -trudges off-
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Conor Byrne
 
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Post » Thu Apr 01, 2010 1:14 pm

I redownloaded and remade the OOO main file into an OMOD, and it works correctly now. Not sure what went weird the first time, but woo hoo! Now to add the rest of my FCOM stuff back. -trudges off-


Glad that it worked out. I've never installed OOO via OMOD so I'm not sure what might have happened. I went from a hard core manual install to BAIN. Wasn't there another user who had a similar issue just the other day? At the same time the OMOD-version of 1.33 should work for most users as there would loads of reports otherwise I guess. Anyway, good luck with the rest.
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Tikarma Vodicka-McPherson
 
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Post » Thu Apr 01, 2010 2:02 pm

Hey folks, I just got FCOM and some of the addons 2 days ago, and I just got 3 problems:

1) - I get CTD sometiems when walking around in the wilderness, but not interior.

2) - When I kill enemies, some of them turn green?!

3) - Accidendly renamed an esp file to "f.esp" and I cant remember what the real name of the file is....
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Tyrel
 
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Post » Thu Apr 01, 2010 8:09 pm

Hey folks, I just got FCOM and some of the addons 2 days ago, and I just got 3 problems:

1) - I get CTD sometiems when walking around in the wilderness, but not interior.

2) - When I kill enemies, some of them turn green?!

3) - Accidendly renamed a esp file to "f.esp" and I cant remember what the real name of the file is....


1) Need to see your load order posted with bash

2) Did you rename your MMM.bsa to FCOM_Convergence_Mart'sMonsterMod.bsa

3) You will have to compare that mod to mods from orginial download to figure out which one it is ..

=========

eidt: Alpha Members new version posted on alpha forum..
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butterfly
 
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Post » Thu Apr 01, 2010 10:30 pm

1) Need to see your load order posted with bash

2) Did you rename your MMM.bsa to FCOM_Convergence_Mart'sMonsterMod.bsa

3) You will have to compare that mod to mods from orginial download to figure out which one it is ..

=========

eidt: Alpha Members new version posted on alpha forum..


I don't know how to get my load order posted here, Im not new to mods, but installing wrye bash and FCOM was hard. I really dont know how to use it.
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Kaley X
 
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Post » Thu Apr 01, 2010 8:40 pm

I don't know how to get my load order posted here

Open Bash to File>right click>List Mods then copy and paste into your post.
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GPMG
 
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Post » Thu Apr 01, 2010 10:26 pm

Glad that it worked out. I've never installed OOO via OMOD so I'm not sure what might have happened. I went from a hard core manual install to BAIN. Wasn't there another user who had a similar issue just the other day? At the same time the OMOD-version of 1.33 should work for most users as there would loads of reports otherwise I guess. Anyway, good luck with the rest.



Thanks! I think actually the first time I used the pre-made OMOD from Elder Scrolls....this time I downloaded from TES and made the omod myself with the included data. I don't know if that made the difference, or if it was coincidence. So far so good with reinstall, but I had to break it off to go to work. -shakefist- At least it's much easier this time around :) And I found a couple other mods I wanted to install anyhow from the compatibility page on the wiki. :embarrass: I should have just looked for the ones I already wanted and not read the rest, I'm bordering on compulsive modding at this point, heh.

I still don't really understand Wrye Bash, lol. I mean, I read enough FAQs to do what I needed to do for the FCOM installation (and I stumbled over the handy dandy save profile thingie, and I super <3 it) but otherwise I'm sticking with OMOD installations when possible, because I actually understand that, heh. I've even been poking around with learning how to script them for the couple of mods I use that don't come that way and actually require scripting.
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Lisa
 
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Post » Thu Apr 01, 2010 10:39 am

Here ya go:

00 Oblivion.esm

? 01 ScreenEffects.esm

? 02 Francesco's Leveled Creatures-Items Mod.esm

? 03 Francesco's Optional New Items Add-On.esm

? 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]

? 05 Mart's Monster Mod.esm [Version 3.7b3p3]

? 06 FCOM_Convergence.esm [Version 0.9.9MB3]

? 07 DLCShiveringIsles.esp

? 08 Francesco's Optional Chance of Stronger Bosses.esp

? 09 Francesco's Optional Chance of Stronger Enemies.esp

? 0A Francesco's Optional Chance of More Enemies.esp

? 0B Francesco's Optional Leveled Guards.esp

? ++ FCOM_Francescos.esp [Version 0.9.9]

? ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]

? 0C FCOM_FrancescosNamedBosses.esp [Version 0.9.9]

? 0D AmbientTownSounds.esp

? 0E Diverse Voices.esp

? 0F IlluminationWithin.esp

? 10 Chapel Tithe.esp

? 11 Damsels In Distress.esp

? 12 ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp

? 13 TryBeforeYouBuy.esp

? 14 moDem's City Life.esp

? 15 Crowded Cities 15.esp

? 16 Crowded Cities 30.esp

? 17 Expanded Hotkeys and Spell Delete V2.esp

? 18 DLCHorseArmor.esp

? 19 DLCOrrery.esp

? 1A DLCVileLair.esp

? 1B DLCMehrunesRazor.esp

? 1C DLCThievesDen.esp

? 1D Slof's Oblivion Robe Trader.esp

? 1E Bob's Armory Oblivion.esp

? 1F FCOM_BobsArmory.esp [Version 0.9.9]

? 20 FCOM_WarCry.esp [Version 0.9.9MB3]

? 21 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]

? 22 FCOM_Convergence.esp [Version 0.9.9Mb3]

? 23 FCOM_RealSwords.esp [Version 0.9.9]

? 24 FCOM_DurabilityAndDamage.esp [Version 0.9.9]

? ++ FCOM_LessRats.esp [Version 0.9.9]

? ++ FCOM_NoSpiders.esp [Version 0.9.9]

? ++ FCOM_NoWyverns.esp [Version 0.9.9]

? ++ FCOM_NoReaversInGates.esp [Version 0.9.9]

? ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]

? 25 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]

? ++ Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]

? ++ Mart's Monster Mod - No Fiends.esp [Version 3.7b3p3]

? ++ Mart's Monster Mod - No Lanterns.esp [Version 3.7b3p3]

? ++ Mart's Monster Mod - No Beholdens.esp [Version 3.7b3p3]

? ++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]

? 26 Mart's Monster Mod - Vindasel.esp [Version 3.5.5b4]

? 27 Mart's Monster Mod - Foxes.esp [Version 3.5.5b4]

? 28 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]

? 29 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]

? 2A Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]

? 2B Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]

? 2C Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]

? ++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]

? ++ FCOM_BobsGuardUnity.esp [Version 0.9.9]

? ++ FCOM_HungersUnitySI.esp [Version 0.9.9]

? ++ FCOM_Archery.esp [Version 0.9.9]

? ++ FCOM_FriendlierFactions.esp [Version 0.9.9]

? 2D FCOM_MoreRandomSpawns.esp [Version 0.9.9]

? 2E FCOM_MoreRandomItems.esp [Version 0.9.9]

? ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]

? 2F Castle_Highrock.esp

? 30 DLCBattlehornCastle.esp

? 31 DLCFrostcrag.esp

? 32 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]

? ++ FCOM_SlofsRobeTrader.esp [Version 0.9.9]

? 33 xuldarkforest.esp [Version 1.0.3]

? 34 xulStendarrValley.esp [Version 1.2.1]

? 35 xulTheHeath.esp

? 36 XulEntiusGorge.esp

? 37 xulFallenleafEverglade.esp [Version 1.3.1]

? 38 xulColovianHighlands_EV.esp [Version 1.2]

? 39 xulChorrolHinterland.esp [Version 1.2.2]

? 3A xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.2]

? 3B xulBravilBarrowfields.esp [Version 1.3.2]

? 3C xulLushWoodlands.esp [Version 1.3]

? 3D xulAncientYews.esp [Version 1.4.1]

? 3E xulAncientRedwoods.esp [Version 1.6]

? 3F xulCloudtopMountains.esp [Version 1.0.1]

? 40 xulArriusCreek.esp [Version 1.1.2]

? 41 xulPatch_AY_AC.esp [Version 1.1]

? 42 xulRollingHills_EV_withoutWheat.esp [Version 1.3.2]

? 43 xulPantherRiver.esp

? 44 xulRiverEthe.esp [Version 1.0.1]

? 45 xulBrenaRiverRavine.esp [Version 1.0.2]

? 46 xulImperialIsle.esp [Version 1.6.3]

? 47 xulBlackwoodForest.esp

? 48 xulCheydinhalFalls.esp [Version 1.0]

? 49 BuyLockpicks.esp

? 4A Leviathan Soulgems.esp

? 4B Unlimited Rings 1.0.esp

? 4C Unlimited Amulets 1.0.esp

? 4D AgarMoreVariedSpellEffects.esp

? 4E SupremeMagicka.esp

? 4F SM_ShiveringIsles.esp

? 50 SM_AbsorbRestoration.esp

? 51 SM_EnableCharmChameleon.esp

? 52 SM_NoPoisonLevitationEffects.esp

? 53 SM_EnchantStaff.esp

? 54 SM_UnlockSpells.esp

? 55 MidasSpells.esp

? 56 Enchant Ripper.esp

? 57 immersive_caves_manual.esp

? 58 Stat Restore.esp

? 59 Francesco's 7 days respawn time - 1-24 day lenght rescale.esp

? 5A [GFX]_Initial_Glow-all.esp

? 5B ScreenControls.esp

? ++ Mart's Monster Mod - No Swarms.esp [Version 3.7b3p3]

? 5C Compass_Marker_Reducer.esp

? 5D VTMGv2.esp

? 5E Gamblers_of_Cyrodiil.esp

? 5F Travelers Inns.esp

? 60 FrbitPotionReplacer.esp

? 61 SnArrowEffects.esp

? 62 BigDunmerEars.esp

? 63 P1DseparatesPauldrons.esp

? 64 no recommandation.esp

? 65 Rebel_Disallow_SpellAbsob-Reflect.esp

? 66 NoOblivionWeatherOutside.esp

? 67 ORM -Travelers' Cloaks.esp

? 68 Active_Inventory_Spell_1.2.esp

? 69 Enchanting and Spell Making Altars.esp

? 6A Tyler's Property Tax.esp

? 6B Expanded Hotkeys and Spell Delete manual.esp

? 6C RM Hot Potion and Poison.esp [Version 1.0]

? 6D Scouter.esp

? 6E Oblivion WarCry EV.esp
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Del Arte
 
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Post » Thu Apr 01, 2010 9:47 am

Think you need to BOSS the above load order ...one thing I noticed is that your FCOM patch for Warcry is WAY before the actual mod.....as thats last.....also ...


Where is the BASH Patch? You are trying to run FCOM and that IS a must!!

But i could be wrong....let the experts Chime in...lol
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Dan Stevens
 
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Post » Thu Apr 01, 2010 7:17 pm

? 14 moDem's City Life.esp

? 15 Crowded Cities 15.esp

? 16 Crowded Cities 30.esp


? 2C Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]

? 6E Oblivion WarCry EV.esp


Modem City Life make sure this 2.1 Version or higher

Use only one Crowded Cities

or think about Ditching these in Favor TamrielTravellers Instead

Use Updated Version of MMM WaterLife posted in MMM thread post 3..

Re Run Boss once again.. so that Oblivion WarCry EV.esp get put in right place above fcom_warcry.esp..

Rebuild Bashed Patch

Start A New Game with only FCOM and no other mods then slowly adds mods back in..

Where is the BASH Patch? You are trying to run FCOM and that IS a must!!

But i could be wrong....let the experts Chime in...lol


His load order is posted with bash, it just does not show bash patch it there see all the ++ next to things..
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BaNK.RoLL
 
Posts: 3451
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Post » Thu Apr 01, 2010 1:40 pm

Will FCOM ever include a compatibility patch for Deadly Reflex mod? As I understand it, there are some script conflicts it has with MMM and possibly others as well. As an FCOM user, I have tried this mod and experienced crashes myself, despite putting it exactly where I was supposed to in the load order.
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Mélida Brunet
 
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Post » Thu Apr 01, 2010 9:04 am

Will FCOM ever include a compatibility patch for Deadly Reflex mod? As I understand it, there are some script conflicts it has with MMM and possibly others as well. As an FCOM user, I have tried this mod and experienced crashes myself, despite putting it exactly where I was supposed to in the load order.


Try Load MMM Extra Wounding After Deadly Reflexs or Disable Extra Wounding..Advice for Now..

Has you will have to wait on The next MMM Version will have a option to turn it effects on and off and control the amount has well. So it should work alot better with DR in future..Which is currently in testing by team or it started today that is..

Corepc
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Stat Wrecker
 
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Post » Thu Apr 01, 2010 1:16 pm

hey folks, I'm having a problem with certain items turning weird colors, they don't turn rather they are I guess..

http://i11.photobucket.com/albums/a162/jaw7099/proof.jpg

the goblin eyes / hearts look the same, and the beholden himself is technicolor until you kill him. then reddish. same with astral then blue?!

And yea, I renamed mmm.bsa to FCOM_Convergence_Mart'sMonsterMod,

Also, after reading nearly everyone's posts, i'm convinced i'm running nothing except OOO, I know this is lame, but could someone... look at my load order? I'd really appreciate it.

Also Also, I've done the 300 test esp and went through all 29 stages.. chests up until 14 or so, not sure what i'm comparing it against

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  Enhanced Daedric Invasion.esm06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  HorseCombatMaster.esm08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  Francesco's Optional Chance of Stronger Bosses.esp0B  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]0C  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]0D  Expanded Hotkeys and Spell Delete v1.0.esp0E  Expanded Hotkeys Brief Equip Message.esp0F  DLCOrrery.esp10  DLCVileLair.esp11  DLCMehrunesRazor.esp12  DLCSpellTomes.esp13  Adonnays Classical Weaponry.esp14  Adonnays Elven Weaponry.esp15  Thieves Arsenal.esp16  DLCThievesDen.esp17  Bob's Armory Oblivion.esp18  FCOM_BobsArmory.esp  [Version 0.9.9]19  Oblivion WarCry EV.esp1A  FCOM_WarCry.esp  [Version 0.9.9MB3]1B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1C  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]1D  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]1E  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]20  OOO-WaterFish.esp  [Version 1.34]21  Better Benirus Manor.esp22  House Display Rooms [Shelves].esp23  za_bankmod.esp24  DLCFrostcrag.esp25  Knights.esp++  FCOM_Knights.esp  [Version 0.9.9]26  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]27  P1DkeyChain.esp  [Version 5.00]28  PersuasionOverhaul.esp  [Version 1.43]29  WPHealthRegen.esp  [Version 1.0]2A  AFLevelMod.esp2B  Bashed Patch, 0.esp2C  Vampirism.esp2D  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp2E  DeadlyReflex 5 - Combat Moves.esp2F  Streamline 3.1.esp

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Prue
 
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Post » Thu Apr 01, 2010 9:08 am

hey folks, I'm having a problem with certain items turning weird colors, they don't turn rather they are I guess..

http://i11.photobucket.com/albums/a162/jaw7099/proof.jpg

the goblin eyes / hearts look the same, and the beholden himself is technicolor until you kill him. then reddish. same with astral then blue?!

And yea, I renamed mmm.bsa to FCOM_Convergence_Mart'sMonsterMod,

*snip*



Try this http://www.4shared.com/file/43396157/a866d2c0/MMMMediumTexturePack.html Its the retexture pack originally released with v 3.5? I think. I know the eyes and hearts were supposedly updated in v3.6 to work across all texture sizes, but some people are still having issues with them in the new release.

Also...try BSA redirection. Simply put...create a blank esp named BSALoader.esp Rename your BSA files in your data directory to BSALoader - (example: BSALoader - MMM.bsa, BSALoader - FransItems.bsa, BSALoader - Myfile.bsa) Activate the BSALoader.esp. This will load all the BSA file resources automagically :)

Regards.
WebR
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Damien Mulvenna
 
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Post » Thu Apr 01, 2010 9:10 pm

Try this http://www.4shared.com/file/43396157/a866d2c0/MMMMediumTexturePack.html Its the retexture pack originally released with v 3.5? I think. I know the eyes and hearts were supposedly updated in v3.6 to work across all texture sizes, but some people are still having issues with them in the new release.

Regards.
WebR


thanks man, yea i'm running on either medium or low texture packs so that could be problematic. Is there anyway you know to test whether fcom is integrated or not? I feel like I did something wrong and just wanna peace of mind lol
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:)Colleenn
 
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Post » Thu Apr 01, 2010 3:26 pm

thanks man, yea i'm running on either medium or low texture packs so that could be problematic. Is there anyway you know to test whether fcom is integrated or not? I feel like I did something wrong and just wanna peace of mind lol



There should be a file named 300_Test.esp in the FCOM Optional Addons/Testresources directory load that up and follow these instructions to test :

Testing
Cleitanious has created a great test module for FCOM (actually it will work even with vanilla Oblivion, but he made it to help test this mod, for which I am very grateful). It's in the TestResource subdirectory and is named 300_Test.esp.

If you load up the game with 300_Test.esp active, you will automatically be teleported to the first testing room.

There are 30 different test cells in all. Each cell includes different containers and spawn points. The spawns are behind an invisible barrier so you can examine the creatures/NPCs behavior, faction aggression, AI, etc. safely.

Use the console command "coc 300TestCell00" through 29 to view them all. The first few cells may not have any spawns since they contain adventurer spawn lists, which have a high "chance of none".

Each cell also has a sigil stone that will respawn each cell except the one you are currently in. So, if you need to re-test a certain spawn multiple times, just coc to the next room, hit the sigil stone, then coc back.

Every spawn point and loot chest are there, so you should see everything except Dremora currently (this will soon change).

The point of all this is it gives an easy way to test for Bashed List problems, check spawn counts, check faction aggression, check whether bandits attack the bandit leader, etc.

Don't forget to deactivate 300_Test.esp when you're done testing and want to continue with regular playing.

copied from http://devnull.sweetdanger.net/convergence.html

Regards.

WebR
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Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Thu Apr 01, 2010 4:26 pm

There should be a file named 300_Test.esp in the FCOM Optional Addons/Testresources directory load that up and follow these instructions to test :

Testing
Cleitanious has created a great test module for FCOM (actually it will work even with vanilla Oblivion, but he made it to help test this mod, for which I am very grateful). It's in the TestResource subdirectory and is named 300_Test.esp.

If you load up the game with 300_Test.esp active, you will automatically be teleported to the first testing room.

There are 30 different test cells in all. Each cell includes different containers and spawn points. The spawns are behind an invisible barrier so you can examine the creatures/NPCs behavior, faction aggression, AI, etc. safely.

Use the console command "coc 300TestCell00" through 29 to view them all. The first few cells may not have any spawns since they contain adventurer spawn lists, which have a high "chance of none".

Each cell also has a sigil stone that will respawn each cell except the one you are currently in. So, if you need to re-test a certain spawn multiple times, just coc to the next room, hit the sigil stone, then coc back.

Every spawn point and loot chest are there, so you should see everything except Dremora currently (this will soon change).

The point of all this is it gives an easy way to test for Bashed List problems, check spawn counts, check faction aggression, check whether bandits attack the bandit leader, etc.

Don't forget to deactivate 300_Test.esp when you're done testing and want to continue with regular playing.

copied from http://devnull.sweetdanger.net/convergence.html

Regards.

WebR



thanks, how do I know what the spawn counts are suppose to be
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Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Thu Apr 01, 2010 11:37 pm

thanks, how do I know what the spawn counts are suppose to be


Hey thanks for that MMM textures pack, that 100% solved the prob
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Lily Evans
 
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Post » Thu Apr 01, 2010 11:27 am

Just about at the post limit again........


http://www.gamesas.com/bgsforums/index.php?showtopic=1079991
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Sarah Edmunds
 
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