(RELZ) FCOM:Convergance

Post » Sun Jan 02, 2011 10:27 am

Likely you got the Frans patch http://www.tesnexus.com/downloads/file.php?id=17621.

btw http://www.tesnexus.com/downloads/file.php?id=12339 is another forgotten page of interest.

Entropic Order Rebalance http://devnull.sweetdanger.net/convergence.html. (well scroll down to section called FCOM Beta 9.9 Download)
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Bellismydesi
 
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Post » Sun Jan 02, 2011 9:00 am

Likely you got the Frans patch http://www.tesnexus.com/downloads/file.php?id=17621.

btw http://www.tesnexus.com/downloads/file.php?id=12339 is another forgotten page of interest.

Entropic Order Rebalance http://devnull.sweetdanger.net/convergence.html. (well scroll down to section called FCOM Beta 9.9 Download)


Thanks, Psymon. You have been most helpful. :tops:

I'm now near the end of Phase II (I being graphics replacer and II being FCOM) of the installation my new game, and it has been only very minor problems thus far, thanks largely to BOSS and BAIN.
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Kat Lehmann
 
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Post » Mon Jan 03, 2011 12:12 am

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.


It was a new game.

I made some tests today and realised that I got this issue with Vanilla + UOP + (all Official PI's) as well.

UOP Tags: Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Name,
C.Owner,Creatures.Blood,Delev,Factions,Invent,Names,Relations,Relev,Scripts,Stats

So as this is not anymore FCOM related, I will made some tests and will report back in the appropriate thread.
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carla
 
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Post » Sun Jan 02, 2011 1:53 pm

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.


Getting arrested
Unless your bounty is 500 gold or higher, guards won't try to arrest you until you get their attention by speaking to them. As long as you have a bounty, speaking to a guard will result in being arrested.



If someone sees you stealing something and successfully attracts a guard, they'll always arrest you. However, if you escape quickly, the other guards won't go after you for such a small bounty.
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glot
 
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Post » Sun Jan 02, 2011 10:47 am

Thanks showler.

Damn, reading this forum now for three years and haven't got around to actually play the game. Only installing mods, testing, fine, new mods, reading.

And when I actually play 5 min I ran into problems that can be solved by reading the UESP wiki. :banghead:
If I only would read about 50% of forum time for university. :shakehead:

And now as I understand correct the amount of bounty can be tweaked by bashed patch (Globals/Crime: Force Jail)

More and more becomes clear :twirl:
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Bonnie Clyde
 
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Post » Sun Jan 02, 2011 10:47 pm

Globals/Crime: Force Jail controls the amount of bounty where you are required to go to jail. At that point you can no longer pay a fine and forfeit your stolen goods in order to avoid jail.

It doesn't tweak the bounty level where guards will pursue you, but there are mods which do that.
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Andrew Perry
 
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Post » Sun Jan 02, 2011 3:56 pm

Do we still avoid WryeBash's Contents Checker when bashing?
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Shannon Marie Jones
 
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Post » Sun Jan 02, 2011 2:49 pm

sorry double post
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phil walsh
 
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Post » Sun Jan 02, 2011 6:49 pm

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

With the latest version of Wrye, Corepc reported that the contents checked now works. I have been using it without incident with Wrye Bash 279.

gothemasticator
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Steve Fallon
 
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Post » Sun Jan 02, 2011 7:08 pm

Well I've decided to bite the bullit and go for an FCOM install this week, once I've reinstalled Windows. I was planning to wait till I bought my new computer, but my wife had other ideas and now i'm going to Ibiza this summer, not getting a new rig :shrug:

Anyhow, pre-requisit reading has led to a couple issue that would be nice iron out prior to starting. I know Dev/AKM's wedsite's a little out of date, but some of the links don't work. Namely the Entropic Order and Cryo's Ordinator Armor links, plus the links in this very thread, eg diverse dremora armor, no longer work following the sites changes.

I've checked nexus and can't find anything there. Any chance of some new links please?

Also, reading FiveFries' install guide it recommends T.I.E 4mods stuff. Is this generally used by most people in their FCOM install or is it more of an optional add-on? Is it generally recommended for the full experience?
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kat no x
 
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Post » Sun Jan 02, 2011 3:14 pm

Well I've decided to bite the bullit and go for an FCOM install this week, once I've reinstalled Windows. I was planning to wait till I bought my new computer, but my wife had other ideas and now i'm going to Ibiza this summer, not getting a new rig :shrug:

Anyhow, pre-requisit reading has led to a couple issue that would be nice iron out prior to starting. I know Dev/AKM's wedsite's a little out of date, but some of the links don't work. Namely the Entropic Order and Cryo's Ordinator Armor links, plus the links in this very thread, eg diverse dremora armor, no longer work following the sites changes.

I've checked nexus and can't find anything there. Any chance of some new links please?

Also, reading FiveFries' install guide it recommends T.I.E 4mods stuff. Is this generally used by most people in their FCOM install or is it more of an optional add-on? Is it generally recommended for the full experience?

Hmmm...The Entropic Order rebalance link on the http://www.gamesas.com/index.php?app=forums&module=post§ion=post&do=reply_post&f=25&t=1079991&qpid=15764958 works when I try it. TIE is just an optional add-on. I do not recommend it if your CPU is being pushed to its limits. It is definitely AI intensive. http://www.tesnexus.com/downloads/file.php?id=18071 is the more up-to-date version that is FCOM-specific, but I have heard the TIE4MODs is being worked on again. You can definitely get the full FCOM experience without it. I think trying out more of the MMM add-ons makes a greater impression. I used to use TIE4MODs, but I did not like the AI overload and it just did not fit into my FCOM setup as much as I would like. If you have the rig and really want the AI diversity, a lot of people enjoy TIE too.
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lauraa
 
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Post » Sun Jan 02, 2011 2:59 pm

Diverse Dremora Armor was being discussed, but was never released, I believe.

Entropic Order Rebalance link is here: http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z I think it was integrated into UFCOM though (see second post)

TIE4MODS is indeed being reworked to suit newer FCOM installs.

The Ordinator Armor, I don't know about.
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sharon
 
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Post » Sun Jan 02, 2011 5:49 pm

I found the only http://www.tesnexus.com/downloads/file.php?id=12485, but I do not know what it has to do with FCOM.
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danni Marchant
 
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Post » Sun Jan 02, 2011 2:51 pm

I apologize if this has been asked a hundred times over: wtf happened to dev_akm? I periodically check in on this mod to see when its going to be finished, and all I see are "unofficial" updates. I am sure they are probably just as good, but what happened to the lead dev?
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Steven Hardman
 
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Post » Sun Jan 02, 2011 10:18 pm

I apologize if this has been asked a hundred times over: wtf happened to dev_akm? I periodically check in on this mod to see when its going to be finished, and all I see are "unofficial" updates. I am sure they are probably just as good, but what happened to the lead dev?

It has been explained, but here it is again:

Dev has a new child. He has withdrawn from the forums but not from modding entirely. He and others on the team(s) are indeed still working slowly toward a new OOO and FCOM update. No date has been specified.

gothemasticator
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Jeremy Kenney
 
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Post » Sun Jan 02, 2011 2:36 pm

Diverse Dremora Armor was being discussed, but was never released, I believe.

Entropic Order Rebalance link is here: http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z I think it was integrated into UFCOM though (see second post)

TIE4MODS is indeed being reworked to suit newer FCOM installs.

The Ordinator Armor, I don't know about.

That clears things up, thanks. I did wonder if it was included in UFCOM but the second post doesn't seem to mention it.
Wierd, the above link for entropic order works, but the others take me to a generic Sweetdagger page with nothing on.
Thanks for the link :tops:
Think I'll leave TIE4MODS if its as AI intensive as you state Tomlong. I'm certainly pushing my system as it is.
Thanks for the help, sure I'll be back for more ;)

EDIT found http://www.tesnexus.com/downloads/file.php?id=15063 regards the ordinator. It mentions the original Cryos one was used to make it.
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Jessica Colville
 
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Post » Mon Jan 03, 2011 12:34 am


Entropic Order Rebalance link is here: http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z I think it was integrated into UFCOM though (see second post)



Is there any link to read about that, because entropic Order Rebalance is still an active esp in my config.
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Marcia Renton
 
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Post » Sun Jan 02, 2011 10:02 am

know Dev/AKM's wedsite's a little out of date, but some of the links don't work. Namely the Entropic Order and Cryo's Ordinator Armor links, plus the links in this very thread, eg diverse dremora armor, no longer work following the sites changes.


What's already said. The Diverse Dremora Armor link led to a WIP thread that has been purged. It's planned for the next FCOM release anyway, so not released or needed for the current one.

http://www.filefront.com/7552884/Cryos-Ordinator-Armor-Lite/. I think the one Torrello linked to works as well - it's the resources that are needed, so as long as they are in the same folders it should be OK.

I don't think the Entropic Order rebalance is integrated into UFCOM. It's an optional rebalance and not a fix.
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Julie Ann
 
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Post » Sun Jan 02, 2011 8:26 pm

As Arkgnt correctly points out The Entropic Order is an optional file and therefore not included with either FCOM or the UFCOM files.
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Pants
 
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Post » Sun Jan 02, 2011 1:41 pm

Is a level 18 supposed to be god already, or are the stronger enemies hiding somewhere?
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sam
 
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Post » Sun Jan 02, 2011 10:30 pm

Is a level 18 supposed to be god already, or are the stronger enemies hiding somewhere?


Depends on build and difficulty level, of course, but if playing on normal difficulty (50%) or higher a Lvl 18 char shouldn't be a god with FCOM. Have you tried any Amazons yet, for example? Dungeons with Guardians of Oblivion or Sylvan Rangers shouldn't be cakewalks either. Or OOO bosses. This isn't really the thread for giving locations etc., so if you want some tips regarding that try http://www.gamesas.com/index.php?/topic/1078987-oscuros-oblivion-overhaul-spoilers-thread-%2327/.
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Christie Mitchell
 
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Post » Sun Jan 02, 2011 9:21 pm

When do the Entropic Order* start knocking down your door? I'm level 42 and have yet to see them, and I'm running out of stuff to do :P






*Has anyone else noticed the ridiculous oxymoron here?
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Dark Mogul
 
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Post » Mon Jan 03, 2011 2:26 am

When do the Entropic Order* start knocking down your door? I'm level 42 and have yet to see them, and I'm running out of stuff to do :P






*Has anyone else noticed the ridiculous oxymoron here?


Playing Fallout 3 ATM but I started to wonder the same thing during my last playthrough. She saw those small harbingers of them at Lvl 1 and was a bit terrified, but when she retired at Lvl 30 she hadn't faced any Entropic Orders yet. IIRC, they are meant to spawn from Lvl 20 or something like that.
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remi lasisi
 
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Post » Sun Jan 02, 2011 12:13 pm

As Arkgnt correctly points out The Entropic Order is an optional file and therefore not included with either FCOM or the UFCOM files.
Okay, I checked it out and the two patches do still alter the Entropic Order.

This text confused me a bit: Be sure to get the http://devnull.sweetdanger.com/mods/FCOM_EntropicOrderRebalance.7z, which fixes several issues already discovered with the Entropic Order (that patch download also includes an optional EntropicOrderhardcoe plugin that makes them extremely deadly; use either the Rebalance or hardcoe, not both).

And I thought I remembered the rebalance being a test patch for a fix to FCOM itself, with the hardcoe patch being a way of keeping the extreme settings that FCOM originally had.
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Vincent Joe
 
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Post » Sun Jan 02, 2011 11:33 am

I love FCOM. Been playing Oblivion with FCOM since version 8.8 came out. I just started playing my first pure mage character with nGCD and Progress, and I must say, it is HARD. This dude is WEAK and dirt poor compared to my previous Paladin and Blackguard builds, even with LAME and Supreme Magicka at his lowly level of 3. But I love the challenge and the fear of traveling the countryside while death can approach at any moment.

I have a question and possible suggestion for the future. Has anyone tried using this http://www.tesnexus.com/downloads/file.php?id=26634 mod with FCOM? I love the Hel Borne zombies and Argonian skeletons that it adds. Some people in the comments section claim to use it just fine with FCOM, but I don't want my leveled lists messed up... This is something that could definitely be incorporated into MMM, or perhaps into FCOM with an FCOM_Creature Diversity.esp if necessary.
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Heather Kush
 
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