(RELZ) FCOM:Convergance

Post » Sun Jan 02, 2011 3:32 pm

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


Enemies adjust themselves to the player's level periodically via the levelled lists--at Level 18 you are nearing the top of one of those and should be fairly competent with them. Once you hit Level 20 you will find even some bandits present a new challenge, and you will see new creatures (or stronger variants of the ones you are pwning now).
But as Arkngt said, how well you deal with them depends on your build and what mods you are running... if you use a mod like Race Balancing or the COBL variant + a magic overhaul, your character may have weaknesses which present an even greater challenge (i.e. a weakness to fire will still make you fear a lesser or full balrog, for instance).
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Luna Lovegood
 
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Post » Sun Jan 02, 2011 11:38 pm

I've been away for a while (and I'm only here for a short while) but I cannot seem to find the installation instructions post-MMM37 update. I'm talking about the files installation, not plugin load order.

My current logic is go by most recently updated, hence:

OOO 1.33
COBL 1.72
UOP 3.2.0
MMM 3.55
FCOM
OOO 1.34
MMM 3.7
UFCOM


suggestions, anyone?
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Mike Plumley
 
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Post » Mon Jan 03, 2011 3:00 am

The current http://www.gamesas.com/index.php?showtopic=1075204is a good place to read, in conjunction with the second post of this thread. Here's the cogent part:

"Install Order for MMM 3.7b3 BSA - For Compatiblity Reason's since everyting is stored in bsa now, you have to pay close attention to how you install other mods, since MMM still share some of same resources from UOP and Cobl In Particular

Unofficial Patches first and DLC Mod Patches
Frans and OOO, WarCry, Bob's Armory, Arma and Artifacts,
MMM
Cobl / Cobl Races
Body Replacers
FCOM
Textures"

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Alyesha Neufeld
 
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Post » Mon Jan 03, 2011 1:02 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

They wont keep you occupied for long once they do show up. Fights tend to be very brief if your not properly prepared. :aaah:
Encounters are rare and almost none existent until completion of the main quest when you face an 0.66% chance of them spawing. Completing the Mages Guild adds 0.22%, with the Fighters Guild adding another 0.07%
Total that up and you'll see that the chances of them spawning are pretty thin.
After the addition of The Entropic Order in version 9.9 I possibly clocked over 600 gaming hours with only three encounters, two of which forced me into loading a previous save.
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Sian Ennis
 
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Post » Mon Jan 03, 2011 1:39 am

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...


It will work, but, would not be balanced for OOO/MMM World. Has it follows vanilla leveledlist and not placement of creatures like OOO/MMM/FCOM does. MMM already has alot of zombies and skeletons of various races, they may not look has good has Hel Borne but they are there after all.

I doubt there will be any addon for a while to MMM/FCOM either. Has the next version is due out soon, and Well New Cobl Drop across OOO/MMM/FCOM will keep everyone happy for a while.
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Robyn Howlett
 
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Post » Sun Jan 02, 2011 11:45 am

Enemies adjust themselves to the player's level periodically via the levelled lists--at Level 18 you are nearing the top of one of those and should be fairly competent with them. Once you hit Level 20 you will find even some bandits present a new challenge, and you will see new creatures (or stronger variants of the ones you are pwning now).


Can someone clarify for me. I have used OOO before and it removes the balanced leveling with enemies, and I thought Fran's did the same thing. This ^ statement makes it sound like in FCOM balanced levels are back. Am I misunderstanding something here?


edit: and I suppose I may as well ask, excuse me if this is a really elementary thing. I am currently working on an FCOM install, right now just turning things into OMODs, but when it comes to activating them does the activation order matter or is it just the load order you put them in? I have an OMOD for OOO, am currently building OMODs for MMM and FCOM using this - http://www.gamesas.com/index.php?/topic/995334-mmm-and-fcom-omod-installers/ - process. For Fran's I have exe self installers. Does it matter which order I activate/install them? I get worried about OBMM warning me they are overwriting files installed by each other.

edit2: never mind, I apparently managed to miss the fact this was asked just a few posts up!
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Danger Mouse
 
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Post » Mon Jan 03, 2011 12:24 am

Since the release of MMM 3.7b3 installation order is important in order for resources to work properly with the MMM BSA.
You don't have to use all the files mentioned below but follow the advice if your intention is to do so.

Unofficial Oblivion Patch
Unofficial Shivering Isles Patch(if applicable)
DLC's + Patches(if applicable)
Francesco's 4.5
OOO version 1.33 full patched to OOO 1.34 beta5
Oblivion WarCry patched to 1.085b
Bob's Armory 1.1
Armamentarium and Armamentarium Artifacts(optional)
Martigen's Monster Mod 3.7b3
COBL(optional)
COBL Races(optional)
FCOM 9.9 beta + supported add-ons(add-ons optional)
Body Replacement mods (Roberts, Exnem. EVE etc)(optional)
Texture replacers(optional)

To complete FCOM, install the UFCOM files, overwriting where prompted.

The FCOM leveled lists work exactly the same as OOO's do, with WarCry, Frans etc. integrated into them.
I think what daemondarque is referring to is that as your levels increase so too do the chances of running into different leveled enemies. As an example before level 10 you wont find a lesser balrog, and certainly not a fully grown one before level 20.
This doesn't mean that you can go after Mannimarco at level 5 with any chance of success though.
In cases like that there are static and higher leveled enemies to stop the wayward adventurer - unless your exceptionally clever.
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Madeleine Rose Walsh
 
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Post » Sun Jan 02, 2011 1:03 pm

Ah right. Thanks for the explanation.

And thanks for the load list. There are a few of those I'm not putting in (Bob's Armory, Armamentarium, Body Replacement mods). I assume just skipping them will be fine, nothing relies on them?

Once I've got FCOM, is it safe to add non-overhaul mods afterwards? I've got things like Better Cities, AWLS, Cyrodiil Transport Network. All stuff that I think is compatible with FCOM, so is it okay to just add them in once I know my FCOM build is functioning properly?

Stupid thing is I already installed FCOM once a couple of months ago, but I don't remember anything about it. If anything it seems more confusing now than when I did it the first time.
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Kelsey Hall
 
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Post » Sun Jan 02, 2011 6:53 pm

Yeah, the mod is highly configurable to personal tastes and some of those listed are optional, so do your own thing after the basic FCOM installation is set up and working to your satisfaction.
Just be mindful of your loading order. It's a good idea to use BOSS to run your mod listing through as a one of just to make doubly sure.
Currently known incompatibilities for FCOM can be found http://http://www.uesp.net/wiki/Tes4Mod:FCOM
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naana
 
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Post » Mon Jan 03, 2011 12:37 am

Okay thanks.

I have just installed Francesco's mod, following the install guide on the FCOM homepage with which add-ons to use, and it says that one of the add-ons requires an FCOM file called "FCOM_FrancescosItemsAddOn" (http://devnull.sweetdanger.net/fcomoptions.html), but I can't find the file. it doesn't seem to be linked from there and a quick search on here hasn't shown anything. Am I being dense? If I follow TheNiceOne's FCOM OMOD installation will it automatically include that file?
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Alyesha Neufeld
 
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Post » Sun Jan 02, 2011 9:33 pm

That file should be included with the last official release FCOM, but may not be in the UFCOM package since it wasn't updated.

Make sure you download both the last official FCOM release and the UFCOM package, and then install the UFCOM over the Official.
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Lyndsey Bird
 
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Post » Mon Jan 03, 2011 1:42 am

Got it. Thanks :D

edit: OK. Everything is installed and the game works (at least so far, in the start dungeon). But I'm having a weird issue where people turn green when they die. I remember reading something about this today but I've read so many sites I don't remember where. I think it needed a BSA file to be renamed or something? Anyone have any ideas?
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Penny Flame
 
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Post » Sun Jan 02, 2011 11:35 am

I'm having a weird issue where people turn green when they die. I remember reading something about this today but I've read so many sites I don't remember where. I think it needed a BSA file to be renamed or something? Anyone have any ideas?

See post #2
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jesse villaneda
 
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Post » Sun Jan 02, 2011 11:59 am

I don't really know where this should be placed. But i've been having a rather consistent crash with a certain dread zombie (and right now i was in a ayleid ruin filled with this creature). I've used refscope to track down where he comes from and what scripts are running on him.

This is what it logged for me:

----[ 18-03-2010 11:07:46 ]Reference FF0185CC(Non-Persistent)Defined in player savegameCreature 0801454DDread ZombieDefined in Mart's Monster Mod.esmScript 0800D7B5Defined in Mart's Monster Mod.esm----[ 18-03-2010 11:07:46 ]Clothing 8E00AC87T  Defined in SupremeMagicka.espNon-PlayableScript 8E00AC85Defined in SupremeMagicka.esp----[ 18-03-2010 11:07:46 ]Clothing 67000804Defined in Duke Patricks - Actors Can Miss Now.espNon-PlayableScript 67000800Defined in Duke Patricks - Actors Can Miss Now.esp----[ 18-03-2010 11:07:46 ]Clothing 4B00BCC3R Process TokenDefined in Mart's Monster Mod - Extra Wounding.espNon-Playable----[ 18-03-2010 11:07:46 ]Clothing 80000ED5R TokenDefined in SM Combat Hide.espNon-PlayableScript 80000ED6Defined in SM Combat Hide.esp


He was carrying nothing but mort flesh and a bone, and these tokens. Now i have a gut feeling that extra wounding is the cause of this. My oblivion is actually extremely stable. So this zombie is really special in letting me crash anytime i meet him in the world. Wherever i find him game will crash... Actually if i don't draw his attention there is no problem. But during fights it's a consistent crash. Is this a known problem?? I'm currently turning off the 3 mods that give him script tokens to iron out which one it is. But i find it hard to believe it being caused by supreme magicka, sm combat hide or actors can miss. Because it's only that particular zombie (dread zombie with the greenish shader around his body)


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Katie Pollard
 
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Post » Sun Jan 02, 2011 6:06 pm

Hmm. I renamed my MMM bsa "FCOM_Convergence_Mart'sMonsterMod.bsa", rebuilt my bashed patch and started a new game. Still getting green enemies though :/

my load order, just out of interest.

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]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]++  HrmnsOblivionScriptOptimizationv1.0.esp07  Unofficial Oblivion Patch.esp  [Version 3.2.4]08  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  DLCShiveringIsles.esp0B  DLCHorseArmor.esp0C  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]0D  DLCOrrery.esp0E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]0F  DLCVileLair.esp10  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]11  DLCMehrunesRazor.esp12  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]13  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]14  DLCThievesDen.esp15  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]16  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]17  DLCFrostcrag.esp18  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]19  Francesco's Optional Chance of Stronger Bosses.esp1A  Francesco's Optional Chance of Stronger Enemies.esp1B  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1C  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1D  Cobl Glue.esp  [Version 1.72]1E  Cobl Si.esp  [Version 1.63]1F  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]20  Oblivion WarCry EV.esp21  FCOM_WarCry.esp  [Version 0.9.9MB3]22  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]23  FCOM_RealSwords.esp  [Version 0.9.9]24  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]25  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]26  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]27  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]28  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]29  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]++  FCOM_DiverseGuardUnity.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]2A  FCOM_MoreRandomItems.esp  [Version 0.9.9]2B  Knights.esp2C  Knights - Unofficial Patch.esp  [Version 1.0.9]2D  FCOM_Knights.esp  [Version 0.9.9Mb3]2E  Days&Months.esp++  Item interchange - Extraction.esp  [Version 0.76]2F  Living Economy.esp30  Living Economy - Items.esp++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]31  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]32  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]33  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]34  ZumbsLockpickingMod - OBSE.esp35  ZumbsLockpickingMod - Hide Difficulty Addon.esp++  Item interchange - Placement.esp  [Version 0.76]36  Cobl Races.esp  [Version 1.52]++  Cobl Races - Balanced.esp  [Version 1.52]37  Cobl Silent Equip Misc.esp  [Version 01]38  Alternative Start by Robert Evrae.esp39  Bashed Patch, 0.esp

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Marion Geneste
 
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Post » Sun Jan 02, 2011 12:42 pm

Did you update NPCs on Wrye Bash's saves tab? And did you wait out the respawn time in an interior cell?

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Nathan Maughan
 
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Post » Sun Jan 02, 2011 8:18 pm

No, but should I still have to do that if I'm starting a new game?

I will try it anyway.
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Aman Bhattal
 
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Post » Sun Jan 02, 2011 11:42 pm

Actually i think i'm going to have to pin this one down for myself. Anyways, if anyone has had the same kind of crash. Maybe with zombies or with creatures who carry different shaders?? (can multiple shaders active at same time bring about a ctd??) Maybe say such zombies combined with deadly reflex "or" supreme magicka critical (elemental) hits??


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Matthew Warren
 
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Post » Sun Jan 02, 2011 2:04 pm

Hmm. I renamed my MMM bsa "FCOM_Convergence_Mart'sMonsterMod.bsa", rebuilt my bashed patch and started a new game. Still getting green enemies though :/

You just found a major problem with your load order.

There's no "FCOM_Convergence.esp" in your load order. That's why the BSA doesn't load, but it also cripples your FCOM install.
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carley moss
 
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Post » Mon Jan 03, 2011 12:10 am

I just realised I didn't have FCOM_Convergence.esp, only the esm. I have no idea why because I used the OMOD script made by TheNiceOne and the archive definitely contained the esp because I've just extracted it from there. Very odd. Anyway, I added the esp and I don't have green bodies any more so I think it's fixed. Yay I can actually start playing now :D

Thank you everyone for your help, you saved me a lot of hair-pulling and nerd rage.

edit: heh, I'm too slow. Thanks showler.
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Riky Carrasco
 
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Post » Mon Jan 03, 2011 4:32 am

Soapy, you were not the only one having a similair problem.
I was having the problems with some missing meshes and greenish skeletons after upgrading MMM and uFCOM.

I needed to upgrade MMM and add the uFCOM upgrade as well.
De?nstalled FCOM convergence first, followed by deinstalling MMM and OOO. Ive used theNiceOne's scripts for an even easier installation proces :)
Used the usual method of FCOM installation, installing OOO and the updated version of MMM followed by uFCOM merged with FCOM convergence in one omod.
Just like the MMM / FCOM script by the NiceOne wants me to.

Thing i noticed is, the MMM omod installation requires the user to install uFCOM before installing MMM. The MMM script popped a message saying I missed part of the FCOM installation (missing part was uFCOM).
To my understanding (and to Dev's webpage, in my opinion still the holy grail :bowdown: ), you need to install OOO / MMM followed by installing FCOM convergence.

Ive installed uFCOM prior to MMM. After installing uFCOM, i started installing MMM. At this point, the MMM script wants to rename the MMM.BSA. No more messages about missing parts of FCOM!
In the end ive installed the full FCOM package again, but still havent got a chance to check for missing meshes.
But i believe the missing meshes will be over now.

In my opinion, the openingpost concerning the MMM and FCOM scripts should be a bit more clear.
Am i right or wrong saying MMM needs (part of) uFCOM for a correct installation?
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Life long Observer
 
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Post » Mon Jan 03, 2011 2:37 am

Thing i noticed is, the MMM omod installation requires the user to install uFCOM before installing MMM. The MMM script popped a message saying I missed part of the FCOM installation (missing part was uFCOM).
Actually, the MMM script popped up a message warning you that your installation would not work until you also installed uFCOM, but did not mean to say that you should install uFCOM first. Installing MMM first is still the recommended order.

In my opinion, the openingpost concerning the MMM and FCOM scripts should be a bit more clear.
Am i right or wrong saying MMM needs (part of) uFCOM for a correct installation?
MMM needs to know whether it is to be installed in an FCOM setup or not, and if you install MMM for a FCOM setup, and then fires up the game before installing FCOM, the game will crash. But MMM does not need FCOM installed first in order to install correctly.
.
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danni Marchant
 
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Post » Mon Jan 03, 2011 2:12 am

Thanks for the quick reply TNO! :foodndrink:
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Ricky Rayner
 
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Post » Mon Jan 03, 2011 2:46 am

Okay well this is interesting. The game is running fine but I appear to have gained a stalker.

I'm in Anvil. Was just walking around and I saw an assassin wearing the Mythic Dawn bound armour. He is called Assassin. I can talk to him and he sounds like a normal elf guy. And now he's following me D: He just walks slowly after me wherever I go and when I stop moving he stands and stares at me. Creepy.
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Pete Schmitzer
 
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Post » Sun Jan 02, 2011 7:33 pm

Use Refscope or FormID finder on him.

Anyone have any experience with this and FCOM: http://www.tesnexus.com/downloads/file.php?id=29333 I'm just starting to look at it myself, but I'm curious if anyone else has tested it yet.
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Helen Quill
 
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