(RELZ) FCOM:Convergance

Post » Sun Jan 02, 2011 10:01 am

Hey I fired up 300_test.esp and I noticed wolves are not attacking deer and other wildlife that should be considered their prey. They do however, immediately attack larger monsters that one might expect a wolf to avoid, making the aforementioned behavior stand out even more.
Is this a problem with how I installed FCOM or something that was overlooked?


Are you using MMM More Passive Wildlife if so disable it and rebuild patch and re run that test once again to see what happens..

else post your load order..
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Stu Clarke
 
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Post » Sun Jan 02, 2011 6:52 am

Tried again without More Passive Wildlife disabled but that didn't do it. I took a couple of screenshots.

Wolves frolicking about peacefully with deer and sheep.

http://img50.imageshack.us/img50/3819/screenshot1f.jpg

What are these floating skulls about?

http://img28.imageshack.us/img28/7543/screenshot0kn.jpg

load order:

00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 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 Unofficial Oblivion Patch.esp [Version 3.2.4]
07 DLCShiveringIsles.esp
08 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
09 Francesco's Optional Chance of Stronger Bosses.esp
0A Francesco's Optional Chance of Stronger Enemies.esp
0B Francesco's Optional Chance of More Enemies.esp
0C Francesco's Optional Leveled Guards.esp
0D FCOM_Francescos.esp [Version 0.9.9]
0E FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
0F FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
10 DLCHorseArmor.esp
11 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
12 DLCOrrery.esp
13 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
14 DLCVileLair.esp
15 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
16 DLCMehrunesRazor.esp
17 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
18 DLCSpellTomes.esp
19 DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
1A DLCThievesDen.esp
1B DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
1C DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
1D Bob's Armory Oblivion.esp
1E FCOM_BobsArmory.esp [Version 0.9.9]
1F Oblivion WarCry EV.esp
20 FCOM_WarCry.esp [Version 0.9.9MB3]
21 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
22 OOO-Water_Weeds.esp [Version 1.33]
23 OOO-Map_Markers_Stock.esp [Version 1.33]
24 OMOBS.esp [Version 1.0]
25 FCOM_Convergence.esp [Version 0.9.9Mb3]
26 FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
27 FCOM_RealSwords.esp [Version 0.9.9]
28 FCOM_SpawnRatesSlightlyReduced.esp [Version 0.9.9MB3]
29 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
2A FCOM_SaferRoads.esp [Version 0.9.9]
2B FCOM_LessRats.esp [Version 0.9.9]
2C FCOM_NoAdventurersInGates.esp [Version 0.9.9]
2D Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
2E Mart's Monster Mod - No Reavers.esp [Version 3.7b3p3]
2F Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
30 Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
31 Mart's Monster Mod - No Werewolves.esp [Version 3.7b3p3]
32 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
33 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
34 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
35 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
36 FCOM_FriendlierFactions.esp [Version 0.9.9]
37 FCOM_DiverseGuardUnity.esp [Version 0.9.9]
38 FCOM_BobsGuardUnity.esp [Version 0.9.9]
39 FCOM_HungersUnitySI.esp [Version 0.9.9]
3A Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
3B DLCBattlehornCastle.esp
3C DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
3D DLCFrostcrag.esp
3E DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
3F Knights.esp
40 Knights - Unofficial Patch.esp [Version 1.0.9]
41 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
42 FCOM_Knights.esp [Version 0.9.9Mb3]
43 300_Test.esp [Version 0.9.2]
44 Bashed Patch, 0.esp
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Andrew Lang
 
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Post » Sun Jan 02, 2011 4:37 pm

Hey I fired up 300_test.esp and I noticed wolves are not attacking deer and other wildlife that should be considered their prey. They do however, immediately attack larger monsters that one might expect a wolf to avoid, making the aforementioned behavior stand out even more.
Is this a problem with how I installed FCOM or something that was overlooked?

Could be the Friendlier Factions plugin? Try disabling that and see if the lion still lies down with the lamb.

gothemasticator
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Ray
 
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Post » Sun Jan 02, 2011 5:34 am

When rebuilding the bashed patch do i need to use "Import Stats" and are there other categories i need to be worrying about other than "Merge Patches" and "Leveled Lists"?
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Mackenzie
 
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Post » Sun Jan 02, 2011 2:42 pm

Could be the Friendlier Factions plugin? Try disabling that and see if the lion still lies down with the lamb.

gothemasticator



That did it! I disabled FCOM_FriendlierFactions, rebuilt my bashed patch, and wolves no longer tolerate the presence of such animals. Excellent.
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kevin ball
 
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Post » Sun Jan 02, 2011 10:16 am

When rebuilding the bashed patch do i need to use "Import Stats" and are there other categories i need to be worrying about other than "Merge Patches" and "Leveled Lists"?


I generally import anything and everything... not sure that it's a good practice, but I've never seen anyone warn against it... actually, now I'm curious :P Anything we should be avoiding when using Bash's import options?
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Floor Punch
 
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Post » Sun Jan 02, 2011 4:45 pm

When rebuilding the bashed patch do i need to use "Import Stats" and are there other categories i need to be worrying about other than "Merge Patches" and "Leveled Lists"?

Using BOSS with Wrye Bash will add appropriate bash tags (like Import Scripts) to all recognized mods, definitely including the FCOM components. So, if they show up as checkable options in the bashed patch menu, it is a result of the bash tags and intentional. So, yes, good idea to check them all as they show up.

gothemasticator
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Lynette Wilson
 
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Post » Sun Jan 02, 2011 4:56 pm

I have two versions of FraNewItems.bsa. One comes from the full FrancescosOptionalNewItemsCreatures.exe and is 353 361 kb. The other one is from an older archive named FraNewItemTextures-17621.rar which contains Fra.esp and Fra - NewItems2.bsa which is 290 180 kb
What am I supposed to use? The Fran thread is deleted so I don't remeber the history behind FraNewItemTextures-17621.rar. Fra - NewItems2.bsa contains no meshes, but FraNewItems.bsa. does, which is even more confusing...
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I’m my own
 
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Post » Sun Jan 02, 2011 6:38 pm

Should I use the FCOM_Archery beta with UFCOM or stick with the original file until the stable release to be included with the next official FCOM update?
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Alexander Horton
 
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Post » Sun Jan 02, 2011 9:21 pm

I have two versions of FraNewItems.bsa. One comes from the full FrancescosOptionalNewItemsCreatures.exe and is 353 361 kb. The other one is from an older archive named FraNewItemTextures-17621.rar which contains Fra.esp and Fra - NewItems2.bsa which is 290 180 kb
What am I supposed to use? The Fran thread is deleted so I don't remeber the history behind FraNewItemTextures-17621.rar. Fra - NewItems2.bsa contains no meshes, but FraNewItems.bsa. does, which is even more confusing...

Your safest bet is probably just to ditch the ones you've got and redownload from the current source, so that you know what you've got.

gothemasticator
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Laura-Jayne Lee
 
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Post » Sun Jan 02, 2011 4:14 pm

I remember reading there was a version of Ren's Guard Overhaul that did not conflict with FCOM...is this so? There's nothing on the wiki page that says anything about Ren's.

By the way, still haven't run into any problems since my test frolic in god mode, and am having a blast. Thanks for all the hard work you guys do! :)
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Gavin Roberts
 
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Post » Sun Jan 02, 2011 7:25 pm

RGO does NOT conflict with FCOM, period ;)
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Peter lopez
 
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Post » Sun Jan 02, 2011 10:02 pm

Hey, I was wondering if there was anyway to turn on quest markers for OOO quests. i.e. "slavers and smugglers"and "shadows in a struggle for power" are two that come to mind.. I would thank anyone who could provide insight.
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jessica robson
 
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Post » Sun Jan 02, 2011 6:54 am

Hey, I was wondering if there was anyway to turn on quest markers for OOO quests. i.e. "slavers and smugglers"and "shadows in a struggle for power" are two that come to mind.. I would thank anyone who could provide insight.

Do you mean the little "green pointy things"?
Oblivion is the only RPG I've ever experienced that leads you by the hand to the next stage of a quest. I'm personally delighted that Sotobrastos omitted them when designing the OOO quests.
It's the first time I've heard a request for them to be reinstated. Most look for mods to remove them entirely from the game. :D
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Lovingly
 
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Post » Sun Jan 02, 2011 3:11 pm

Do you mean the little "green pointy things"?
Oblivion is the only RPG I've ever experienced that leads you by the hand to the next stage of a quest. I'm personally delighted that Sotobrastos omitted them when designing the OOO quests.
It's the first time I've heard a request for them to be reinstated. Most look for mods to remove them entirely from the game. :D



Lol I'm glad my navigational.. inept, umm disability, no, retardation is the only thing that works-- well, i'm glad that amuses you.. lol

Could you point me in the right direction for the slavers quest, my little green arrow loathing friend?

Also, I think I effed up the shadows quest.. I stumbled upon a batch of rangers and fearlessly slew them all with my glondemir sword or something. I think that was one of the factions I was suppose to talk to? If not, I would oh-so love help on that one.



p.s. so I can go ahead and disable this 000 stock map markers thing? It's.. not working, now I know why lol
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Jennifer Rose
 
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Post » Sun Jan 02, 2011 12:59 pm

:lol: The http://devnull.sweetdanger.net/ooospoilers.html page will put you on the right track.
Don't attempt them at too low a level, or :ahhh:
Good luck.
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Ashley Hill
 
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Post » Sun Jan 02, 2011 8:12 am

:lol: The http://devnull.sweetdanger.net/ooospoilers.html page will put you on the right track.
Don't attempt them at too low a level, or :ahhh:
Good luck.



SWEEEEEEEEEEEEEEEeet! Bookmarked and forgotten (for now.) If I start reading into them, like I just did, I won't get to bed 'til after 5 am.. lol

I appreciate it..


hey, but do you know if ooo waterfish works on medium texture / 800 x 600? I just get a lot of those pirrhana fish, and i'm paranoid I missed something lol
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BRAD MONTGOMERY
 
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Post » Sun Jan 02, 2011 4:53 pm

Just installed FCOM and everything looks fine, except the horses ridden by the Imperial Legion Watchmen are acting weird. It's like they are walking on something very slippery and hardly move forward and sometimes they jump right up. I don't have Slof's Horse installled, and looking in TES4EDIT I couldn't find any mod editing the horses, but the Imperial Legion Watchmen are affected by "FranGuardPatrol" Scripts and AI Packages from Francesco's Optional Leveld Guards. I've never used that particular plug-in before. Is this a known problem with it?
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Paula Ramos
 
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Post » Sun Jan 02, 2011 1:34 pm

Just installed FCOM and everything looks fine, except the horses ridden by the Imperial Legion Watchmen are acting weird. It's like they are walking on something very slippery and hardly move forward and sometimes they jump right up. I don't have Slof's Horse installled, and looking in TES4EDIT I couldn't find any mod editing the horses, but the Imperial Legion Watchmen are affected by "FranGuardPatrol" Scripts and AI Packages from Francesco's Optional Leveld Guards. I've never used that particular plug-in before. Is this a known problem with it?


Happen in MMM from time to time, try reloading your save, or go into interior cell and come back out that usually fixes the problem.

have not see it happen has much in our new version that we are testing now..
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Haley Merkley
 
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Post » Sun Jan 02, 2011 2:22 pm

Do we still avoid WryeBash's Contents Checker when bashing?

edit:spelling
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Stephanie Valentine
 
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Post » Sun Jan 02, 2011 10:28 am

RGO does NOT conflict with FCOM, period ;)



Well amazing then! I was concerned because it wasn't included in the giant list 'o compatible mods. I like it because you "own" things you steal after a certain period. I mean, realistically, the guys in Bruma have no idea you stole that horse in Imperial City or what have you. And I like the bribage. ;)
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Khamaji Taylor
 
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Post » Sun Jan 02, 2011 6:01 pm

Today I tested my FCOM install a little bit and found one strange issue.

I visited The Fighters Chance in the IC and thought it would be nice to let some guards run after me. So I stole some swords (not undetected) and quickly ran outside. Now the strange part. None of the Imperial Guards wanted to arrest me. I checked my bounty and stolen items and they are correct showing a bounty of 60 and 2 stolen items. When I talk to a guard he wants to arrest me but only then. Nice to see a guard greeting with some stolen items and a bounty on my head.

Beside FCOM I only installed the UOP, USIP, UOOP

Bash Tags have been taken from the BOSS masterlist (06.03.2010)

Any idea what is wrong?

Thanks
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Anthony Santillan
 
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Post » Sun Jan 02, 2011 11:28 am


Bash Tags have been taken from the BOSS masterlist (06.03.2010)

Any idea what is wrong?

Thanks


Question is this witha clean save, new character,

What options did you choose when you build your patch..are you importing scripts, actors stats, etc? Make sure you are selecting all OOO/MMM and FCOM where needed.
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Fam Mughal
 
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Post » Sun Jan 02, 2011 11:40 pm

I like the quest direction markers too.
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Adam Kriner
 
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Post » Sun Jan 02, 2011 12:20 pm

Where can I download EntropicOrderRebalance? The link provided is a spam gate and I can't find it on Nexus.

Also, I downloaded a file called UOP-Frans_Optional_Quests_patch-17621.rar (but I can't remember from where) containing two different versions of UOP-Optional Quests Patch.esp, but no ReadMe, and I can't recall why I downloaded it. Anyone know what it's for and which file is correct for FCOM?
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Jay Baby
 
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