(RELZ) FCOM:Convergance

Post » Mon Jan 03, 2011 6:47 am

Are there Spiders? Because they are scary!
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Johnny
 
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Post » Mon Jan 03, 2011 7:36 am

Are there Spiders? Because they are scary!


Yes, but you can use the No Spider plugin to remove them, if you do happen to run into one report so that I can fix for you phobia for you.. <_<
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Louise Dennis
 
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Post » Mon Jan 03, 2011 2:41 am

I'm using the FCOM_NoSpiders plugin but I still encounter them from time to time. Not that big of a deal for me but since you guys are talking about the spiders I thought I might mention it.
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Philip Lyon
 
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Post » Mon Jan 03, 2011 8:09 am

I've had bad experiences with Spiders IRL so it's creepy to be attacked again in-game... <_< . How scary or big are the spiders?
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Yonah
 
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Post » Sun Jan 02, 2011 10:26 pm

I'm using the FCOM_NoSpiders plugin but I still encounter them from time to time. Not that big of a deal for me but since you guys are talking about the spiders I thought I might mention it.


Then ask that you post your load order so that I can check to see what you are using, have you tried using the MMM Version instead? Have you tried moving No Spider lower down in load order before spawn rate plugin if using any?

The Spider Dryad and Dwemer Spider are still play has they are not considered spiders once again. With the dwemer being more machine like..

@@bhavish - the black window can take up your screen, some of the hairy spider you will not like has those are creepiest.
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Claire Vaux
 
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Post » Mon Jan 03, 2011 6:24 am

Then ask that you post your load order so that I can check to see what you are using, have you tried using the MMM Version instead? Have you tried moving No Spider lower down in load order before spawn rate plugin if using any?

The Spider Dryad and Dwemer Spider are still play has they are not considered spiders once again. With the dwemer being more machine like..

@@bhavish - the black window can take up your screen, some of the hairy spider you will not like has those are creepiest.


Sounds like nVidia lol.
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Kari Depp
 
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Post » Mon Jan 03, 2011 6:28 am

Sounds like nVidia lol.


black widow ..sorry about that..

nope ATI user here do not have nvidia black screen problem..(Which happens to be what most of team uses anyway's. ATI.)
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sophie
 
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Post » Sun Jan 02, 2011 10:14 pm

Then ask that you post your load order so that I can check to see what you are using, have you tried using the MMM Version instead? Have you tried moving No Spider lower down in load order before spawn rate plugin if using any?

The Spider Dryad and Dwemer Spider are still play has they are not considered spiders once again. With the dwemer being more machine like..


It was definitely a large furry spider resembling a Tarantula. I encountered it outside not far from Lleyowin IIRC. I have not tried using the MMM - No spiders plugin because it says in the documentation to always use the FCOM plugins over another mod's that does the same thing. For the moment I have not changed its place in the load order.

00 Oblivion.esm
01 MathFunctions.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 TamrielTravellers.esm [Version 1.39c]
07 BetterMusicSystem.esm
08 FCOM_Convergence.esm [Version 0.9.9MB3]
09 Kvatch Rebuilt.esm
0A HorseCombatMaster.esm
0B Unofficial Oblivion Patch.esp [Version 3.2.4]
0C DLCShiveringIsles.esp
0D Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0E Francesco's Optional Chance of Stronger Bosses.esp
0F Francesco's Optional Chance of Stronger Enemies.esp
10 Francesco's Optional Chance of More Enemies.esp
11 Francesco's Optional Leveled Guards.esp
12 Francesco's Dark Seducer Weapons Patch.esp
13 FCOM_Francescos.esp [Version 0.9.9]
14 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
15 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
16 aaaJNF-&-DS-Pirate-Isles-Beta.esp [Version 1.0]
17 oc_darker_nights.esp
18 Enhanced Water v2.0 HD.esp
19 Better Bell Sounds.esp
1A Symphony of Violence.esp
1B AmbientTownSounds.esp
1C Stormier storms.esp
1D ChaseCameraMod.esp
1E Days&Months.esp
1F Enhanced Economy.esp [Version 3.4.3]
20 DLCHorseArmor.esp
21 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
22 DLCOrrery.esp
23 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
24 DLCVileLair.esp
25 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
26 DLCMehrunesRazor.esp
27 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
28 DLCSpellTomes.esp
29 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
2A DLCThievesDen.esp
2B DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
2C DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
2D Francesco's No Reduced Backwards Running.esp
2E ExnemRuneskulls.esp
2F FCOM_ExnemRuneskulls.esp [Version 0.9.9]
30 Slof's Oblivion Robe Trader.esp
31 Bob's Armory Oblivion.esp
32 FCOM_BobsArmory.esp [Version 0.9.9]
33 Loth's Blunt Weapons for Npcs.esp
34 FCOM_LothsBluntWeapons.esp [Version 0.9.9]
35 Oblivion WarCry EV.esp
36 FCOM_WarCry.esp [Version 0.9.9MB3]
37 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
38 OOO-Water_Weeds.esp [Version 1.33]
39 OOO-Map_Markers_Stock.esp [Version 1.33]
3A OMOBS.esp [Version 1.0]
3B FCOM_Convergence.esp [Version 0.9.9Mb3]
3C FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
3D FCOM_RealSwords.esp [Version 0.9.9]
3E FCOM_SpawnRatesReduced.esp [Version 0.9.9Mb3]
3F Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
40 FCOM_SaferRoads.esp [Version 0.9.9]
41 FCOM_LessRats.esp [Version 0.9.9]
42 FCOM_NoSpiders.esp [Version 0.9.9]
43 FCOM_NoAdventurersInGates.esp [Version 0.9.9]
44 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
45 Mart's Monster Mod - No Reavers.esp [Version 3.7b3p3]
46 Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
47 Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
48 Mart's Monster Mod - No Werewolves.esp [Version 3.7b3p3]
49 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
4A Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
4B Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
4C Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
4D Mart's Monster Mod - Diverse Runeskulls Loot.esp [Version 3.7b3p3]
4E TamrielTravellers4OOO.esp [Version 1.39c]
4F ShiveringIsleTravellers.esp [Version 1.39c]
50 FCOM_TamrielTravelers.esp [Version 0.9.9]
51 FCOM_DiverseGuardUnity.esp [Version 0.9.9]
52 FCOM_BobsGuardUnity.esp [Version 0.9.9]
53 FCOM_HungersUnitySI.esp [Version 0.9.9]
54 FCOM_Archery.esp
55 FCOM_Archery_RealSwords.esp
56 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
57 Crowded Cities 30.esp
58 Extended Imperial City Version 1.0.esp
59 Extended Chorrol.esp
5A Extended Skingrad.esp
5B Kvatch Rebuilt.esp
5C Kvatch Rebuilt - OOO Compatibility.esp
5D Kvatch Rebuilt - Leveled Guards - FCOM.esp
5E Cyrodiil Travel Services.esp [Version 1.3]
5F za_bankmod.esp
60 DLCBattlehornCastle.esp
61 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
62 DLCFrostcrag.esp
63 Knights.esp
64 Knights - Unofficial Patch.esp [Version 1.0.9]
65 RTT.esp
66 Blood&Mud.esp
67 Blood&Mud - EE patch.esp [Version 1.0]
68 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
69 FCOM_Blood&Mud.esp [Version 0.9.9]
6A FCOM_Knights.esp [Version 0.9.9Mb3]
6B FCOM_Ruin.esp [Version 0.9.9]
6C FCOM_SlofsRobeTrader.esp [Version 0.9.9]
6D xuldarkforest.esp [Version 1.0.4]
6E xulStendarrValley.esp [Version 1.2.2]
6F xulTheHeath.esp
70 MMMMWL-TheHeath patch.esp
71 XulEntiusGorge.esp
72 xulFallenleafEverglade.esp [Version 1.3.1]
73 xulColovianHighlands_EV.esp [Version 1.2.1]
74 xulChorrolHinterland.esp [Version 1.2.2]
75 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.3]
76 xulBravilBarrowfields.esp [Version 1.3.2]
77 xulLushWoodlands.esp [Version 1.3]
78 xulAncientYews.esp [Version 1.4.2]
79 xulAncientRedwoods.esp [Version 1.6]
7A xulCloudtopMountains.esp [Version 1.0.3]
7B xulArriusCreek.esp [Version 1.1.3]
7C xulPatch_AY_AC.esp [Version 1.1]
7D xulRollingHills_EV_withoutWheat.esp [Version 1.3.2]
7E MMMMWL-RollingHills patch.esp
7F xulPantherRiver.esp
80 xulRiverEthe.esp [Version 1.0.2]
81 xulBrenaRiverRavine.esp [Version 1.0.2]
82 xulImperialIsle.esp [Version 1.6.3]
83 xulBlackwoodForest.esp
84 xulCheydinhalFalls.esp [Version 1.0.1]
85 Blood&Mud-CheydinhalFalls patch.esp
86 KvatchRebuilt-CheydinhalFalls patch.esp
87 xulAspenWood.esp [Version 1.0.1]
88 xulSkingradOutskirts.esp
89 BarrowFields-Blood&Mud-Patch.esp [Version 1.3]
8A Blood&Mud-PantherRiver patch.esp
8B JQ-Fighters_Guild_United.esp
8C Harvest [Flora].esp [Version 3.0.0]
8D Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
8E Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
8F Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
90 P1DkeyChain.esp [Version 5.00]
91 Enhanced Economy - House prices.esp [Version 1.0]
92 LTDVampireOverhaul.esp
93 attack and hide harder v2.1.esp
94 No psychic guards harder fix.esp
95 Denock Arrows.esp
96 No More Annoying Comments.esp
97 MM_NoMoreAnnoyingMessages-Lite.esp
98 Francesco's 14 days respawn time - 1-24 day lenght rescale.esp
99 Real Lava 1.3.esp
9A Mark & Recall.esp
9B Bashed Patch, 0.esp
9C DeadlyReflex 5 - Combat Moves.esp


Perhaps "Francesco's 14 days respawn time - 1-24 day lenght rescale.esp" should load earlier?
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Elena Alina
 
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Post » Mon Jan 03, 2011 6:08 am

It was definitely a large furry spider resembling a Tarantula. I encountered it outside not far from Lleyowin IIRC. I have not tried using the MMM - No spiders plugin because it says in the documentation to always use the FCOM plugins over another mod's that does the same thing. For the moment I have not changed its place in the load order.

42 FCOM_NoSpiders.esp [Version 0.9.9]

48 Mart's Monster Mod - No Werewolves.esp [Version 3.7b3p3]


Try using the MMM Version once again and replace the fcom version with it and then move it below the no werewolves..rebuild patch..hairy furry spider are mmm slof spider's once again.

Has of UFCOM *The MMM No XXX Plug-ins will now work with FCOM - in particular Balrogs, Uberhulks and Skeep." I need to update the notes to include a little more detail will do that for next version of MMM/UFCOM Release..
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FirDaus LOVe farhana
 
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Post » Sun Jan 02, 2011 8:12 pm

sorry to ask this again, but when rebuilding the bashed patch for a full fcom setup, what should i be checking for things like "import factions/ai data/aipackages" and the likes of that, because i was told that if theres a check mark its there for a reason and to check it but im starting to think your only supposed to check the one in wich you want to see changes to come from.

like for instance under import factions i have checkboxes for
Mart's Monster Mod.esm
FCOM_Convergence.esm
Oscuro's_Oblivion_Overhaul.esp
FCOM_Convergence.esm

and i checked everyone of them and now i seem to be getting strange faction behavior, i was in fort nickel and bandit archers were fighting bandit battlemages and whatnot, seems like interfaction fights rite off the bat. so what is the correct one/one's to check for a full fcom setup? should i be checkin only the FCOM esm or only the FCOM esp? please guidance nnnneeeeeded!
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Oceavision
 
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Post » Mon Jan 03, 2011 9:41 am



like for instance under import factions i have checkboxes for
Mart's Monster Mod.esm
FCOM_Convergence.esm
Oscuro's_Oblivion_Overhaul.esp
FCOM_Convergence.esm

and i checked everyone of them and now i seem to be getting strange faction behavior, i was in fort nickel and bandit archers were fighting bandit battlemages and whatnot, seems like interfaction fights rite off the bat. so what is the correct one/one's to check for a full fcom setup? should i be checkin only the FCOM esm or only the FCOM esp? please guidance nnnneeeeeded!


For FCOM you should be importing both Factions and Relations from:
MMM.esm
FCOM Convergence.esm
FCOM Convergence. esp

(not OOO)
After rebashing, you should notice that your npc's have settled down a bit...
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Jordan Moreno
 
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Post » Sun Jan 02, 2011 8:02 pm

For FCOM you should be importing both Factions and Relations from:
MMM.esm
FCOM Convergence.esm
FCOM Convergence. esp

(not OOO)
After rebashing, you should notice that your npc's have settled down a bit...



awsome, thank you so much. iv been wondering this for the longest time. now what about all the
import actor options(ai data, aipackages, death items and stats)
import graphics
Marts Monster Mod.esm
Oblivion WarCry EV.esp
Oscuro's_Oblivion_Overhaul.esp
(hold on still editing post accidently save changes before i was finished)
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Kayleigh Mcneil
 
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Post » Sun Jan 02, 2011 8:26 pm

For FCOM you should be importing both Factions and Relations from:
MMM.esm
FCOM Convergence.esm
FCOM Convergence. esp

(not OOO)
After rebashing, you should notice that your npc's have settled down a bit...



awsome, thank you so much. iv been wondering this for the longest time. now what about-

import Actors: ai data
Francescos Leveled Creature-Items Mod.esm
Marts Monster Mod.esm
Oscuro's_Oblivion_Overhaul.esp
FCOM_Convergance.esp

import Actors: AIPackages
Marts Monster Mod.esm
Oscuro's_Oblivion_Overhaul.esp
FCOM_Convergance.esp

import actors: death items
Oblivion war cry ev.esp

import actors: stats
Francescos Leveled Creature-Items Mod.esm
Marts Monster Mod.esm
Oblivion warcry ev.esp
Oscuro's_Oblivion_Overhaul.esp
FCOM_Convergance.esp

import graphics
Marts Monster Mod.esm
Oblivion WarCry EV.esp
Oscuro's_Oblivion_Overhaul.esp
FCOM_Convergance.esp
Marts Monster Mod - Slof Horses Complete.esp
SumpremeMagicka.esp
bgMagicEVShader.esp

import inventory
Francescos Leveled Creature-Items Mod.esm
Oscuro's_Oblivion_Overhaul.esm
Marts Monster Mod.esm
Fran armor add-on.esp
OOO 1.32-cobl.esp
Oblivion WarCry EV.esp
Oscuro's_Oblivion_Overhaul.esp
FCOM_Convergance.esp
MMM-Cobl.esp

import names
oblivion.esm
marts monster mod.esm
oscuros oblivion overhaul.esp
fcom_convergence.esp
bgMagicEV.esp
SumpremeMagicka.esp
Guard Names.csv
Rational names.csv

import scripts
Oscuro's_Oblivion_Overhaul.esm
Marts monster mod.esm
oscuros oblivion overhaul.esp
fcom convergence.esp

import stats
francescos leveled creature items mod.esm
oscuros oblivion overhaul.esm
marts monster mod.esm
oblivion warcry ev.esp
oscuros oblivion overhaul.esp
fcom convergence.esp
fcom archery.esp
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Curveballs On Phoenix
 
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Post » Sun Jan 02, 2011 5:39 pm

Are Ghostly Warriors supposed to use beds? Why would an apparition need to sleep? Pic related:
http://img211.imageshack.us/img211/4346/screenshot11n.jpg
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Rob
 
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Post » Sun Jan 02, 2011 7:33 pm

Are Ghostly Warriors supposed to use beds? Why would an apparition need to sleep? Pic related:
http://img211.imageshack.us/img211/4346/screenshot11n.jpg


They probably don't know they are ghosts and continue performing their duties as they did when alive.
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Epul Kedah
 
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Post » Mon Jan 03, 2011 1:34 am

I'm not too sure about the info given previously about installation (or BAIN) order. Basically, most people are saying that Cobl should be installed AFTER the main overhauls, but, as was discussed with Dev quite a while ago, I don't thing Cobl uses the latest textures and meshes for the Meteoric Iron weaponry.
Pretty sure Wyre use OOO 1.32 resources, and are hence older versions than those that come with OOO's Beta 5 patch. The givaway is the Cobl-OOO 1.32.esp name :wink_smile: This esp also means that when you find Meteoric Iron weapons they are fully charged and repaire - NOT how Dev or Soto meant it to be :shakehead:
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Kelly Upshall
 
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Post » Mon Jan 03, 2011 2:52 am

hey I am having a problem getting MMM to work with FCOM. I used OBMM for everything which included the MMM and FCOM omod installers from theniceone. i have used fcom in the past and never had a problem with it but now i can not seem to get MMM to work with FCOM. at the starting jail scene the woman is not wearing the new armor so I immediately know it is not working.

i have also done the appropriate bashing as far as I am aware (i do not checkmark any import stuff as it has always caused CTD's for me in any mod) and have repeated the same procedure endless times with no problem until now. are there any MMM problems with FCOM aware? I have searched around but have not found anything.
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Nick Tyler
 
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Post » Sun Jan 02, 2011 10:56 pm

hey I am having a problem getting MMM to work with FCOM. I used OBMM for everything which included the MMM and FCOM omod installers from theniceone. i have used fcom in the past and never had a problem with it but now i can not seem to get MMM to work with FCOM. at the starting jail scene the woman is not wearing the new armor so I immediately know it is not working.


That's not MMM - you're missing resources from OOO. Make sure you have 1.33 Complete and 1.34 Beta 5 installed. If you have, check the Known Issues part of the OP in http://www.gamesas.com/index.php?/topic/1069109-relz-oscuros-oblivion-overhaul-133/page__p__15537382__fromsearch__1&#entry15537382.
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Ashley Tamen
 
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Post » Sun Jan 02, 2011 9:33 pm

Well the install of FCOM went pretty smoothly, mainly thanks to Five Fries help sheet, very useful. I did get a bit confused at the MMM bit, as its out of date. As far as I could make out, the only MMM file you use with FCOM is the esM file (plus the BSA resource obviously!, plus any of the optional files in the list) can someone please clarify if this is correct please.

Can I also use the MM SI file? Or will this not work with the Frans SI bits?

I only ask now because I was working my way through the tutorial and when I got to the parts where the goblins are, there were several "WTF Missing MEsh" alerts. So I installed the FormID finder and went back and they'd gone! Very strange :shocking:
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Brooke Turner
 
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Post » Sun Jan 02, 2011 10:15 pm

That's not MMM - you're missing resources from OOO. Make sure you have 1.33 Complete and 1.34 Beta 5 installed. If you have, check the Known Issues part of the OP in http://www.gamesas.com/index.php?/topic/1069109-relz-oscuros-oblivion-overhaul-133/page__p__15537382__fromsearch__1&#entry15537382.

Really??? Are you sure? because having played with OOO for the last 2 years and now upgrading to FCOM Capt Renault's armour looks pretty different. FCOM makes it all black, so I thought it was from Warcry or FCOM additions. Maybe you're right, been a year since I started from scratch with OOO
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asako
 
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Post » Mon Jan 03, 2011 8:48 am

Really??? Are you sure? because having played with OOO for the last 2 years and now upgrading to FCOM Capt Renault's armour looks pretty different. FCOM makes it all black, so I thought it was from Warcry or FCOM additions. Maybe you're right, been a year since I started from scratch with OOO


Yes, I'm sure. OOO gives Capt Renault Blades Elite armor. No other FCOM mods change that.

MMM SI will override most of Fran's SI so there's no point using the latter with the former.
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Verity Hurding
 
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Post » Sun Jan 02, 2011 7:21 pm

I went and looked up Renault's armor just to confirm. Definitely OOO, but another thing to check is whether or not you've installed any Body mods, because OOO only supplies male armor, while at least the EVE EXNEM mod supplies a female alternative.

armor\javbs\javbscu02.nif

That's the location of the male armor if you want to check to make sure the resources are in place.
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gemma
 
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Post » Sun Jan 02, 2011 11:04 pm

I'm not too sure about the info given previously about installation (or BAIN) order. Basically, most people are saying that Cobl should be installed AFTER the main overhauls, but, as was discussed with Dev quite a while ago, I don't thing Cobl uses the latest textures and meshes for the Meteoric Iron weaponry.
Pretty sure Wyre use OOO 1.32 resources, and are hence older versions than those that come with OOO's Beta 5 patch. The givaway is the Cobl-OOO 1.32.esp name :wink_smile: This esp also means that when you find Meteoric Iron weapons they are fully charged and repaire - NOT how Dev or Soto meant it to be :shakehead:


In my previous game half a year ago the meteoric weapons were not fully charged and repaired when I found them. In that game I used OMODs and the OOO resources were in BSAs, while the COBL files were loose.
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katsomaya Sanchez
 
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Post » Mon Jan 03, 2011 2:47 am

So, does anyone know the status of Dev_Akm?
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Kevan Olson
 
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Post » Sun Jan 02, 2011 9:38 pm

OOO - 1.32Cobl.esp got that name solely because it was designed specifically to work with the (fairly recent at the time) 1.32 release of OOO. At that time the only thing the file included was OOO options for Cobl's Options menu. It was that way until the OOO 1.33 release at least (at the time I expected to have to create a separate OOO - 1.33Cobl.esp...Wrye's a better programmer than me). Given all that, I'd suspect the sole reason for the file keeping the OOO - 1.32Cobl.esp name is to prevent save games from losing a master. Further evidence that you should never include version numbers in your esp name.

Current status of Dev_akm: married, father, employed, not looking for a love connection.
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Ben sutton
 
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