(RELZ) FCOM:Convergance

Post » Sun Jan 02, 2011 9:57 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1075069

pending an updated readme and links

If installing or updating to UFCOM refer to post #2 before commencing installation


Slowly getting closer to the next release. FCOM 0.9.9.5 will include:
  • Completely new Integrated AddOn Loot SystemTM. Provides vastly improved integration of custom items from all source mods (i.e., OOO/Fran/Bob/WarCry/etc.).
  • AddOn Loot Drop Rate options to reduce or increase the frequency of custom items you find. If you prefer the game to be dominated by new items, then use the Increased option. If you want vanilla items to be common and custom items to be a rare treat, then use the Reduced option. The default ratio is 50/50.
  • Optional http://www.gamesas.com/bgsforums/index.php?showtopic=857930 to give visual ranking to each Dremora type (Churl, Caitiff, Kynval, etc.). Includes visual ranking for both armor and robes. Lets you know at a glance whether you can thrash that foolish wimp in your sleep or need to retreat as fast as you can.
  • Improved experience in Oblivion gate realms with more interesting Dremora enemies. Each Dremora will now have a small chance to drop one piece of wearable Dremora armor appropriate to their rank (includes robes for Dremora Mages) . If you also use Diverse Dremora Armor, then the wearable armor and robe drops will have the same visual rank distinction as the Dremora who dropped it. If you don't use Diverse Dremora Armor, then Churl armor will look just like Valkynaz armor even though the stats are vastly different (as in vanilla Oblivion). Each Dremora armor type will be more durable and more protective than other armor you might find at your level, but it's also far heavier to carry, so there's a penalty for all that extra protection. Full Daedric Armor drops will now be rare even at the highest levels, making the search for this elite gear much more interesting.
  • Named Dremora Bosses for increased variety, challenge and reward. These bosses will wear Diverse Dremora Armor (and robes) even if you don't use the Diverse Dremora Armor option, so you can still see the new armor and get a chance to collect the wearable versions even if you don't want to see all Dremora using the new armor. At the highest levels, some of these bosses will wear http://www.tesnexus.com/downloads/images/16442-1-1207538857.jpg, giving you a chance to collect a complete set if you raid enough Oblivion gate realms.
  • Improved support for Shivering Isles expansion. Includes complete integration of Cursed and Durable items. Integrates Francesco's Shivering Isles overhaul with the new enemies from MMM SI.
  • Support for Armamentarium Enchanted Complete. Complete OMOBS rebalance for all items.
  • Support for LAME/RBP Additional Enemies.
  • Support for MMM Additional Enemy Variants.
  • New Spawn Rate options (Increased, Insane, Reduced, and Stronger). This probably deserves some explanation, so here's more than you probably wanted to know. The current FCOM 099 spawn rate default is somewhat similar to MMM Spawn Rates Increased, but with the highest possible counts missing in most cases and without the "chance of none" that MMM adds to most spawns (due to a quirk in the way Oblivion processes random calculations, having any "chance of none" can result in large areas of the wilderness seeming very empty at times and/or quests being too easy because all the enemies fail to appear). The upcoming FCOM 0995 changes the default spawn rate to be much more like FCOM_SpawnRatesReduced, but without the "chance of none" that Reduced currently adds. The old default rate will still be available via a new plugin called FCOM_SpawnRatesIncreased. A new version of FCOM_SpawnRatesReduced brings further reduction from FCOM 0995 default, plus adding the "chance of none" that it currently offers. Another new plugin, FCOM_SpawnRatesInsane, will give you the same rate as MMM Spawn Rates Increased, including the "chance of none". I think these options should probably cover almost all the bases. I might also add a FCOM_SpawnRatesVanilla for people who don't want to find any extra enemies at all.
  • Increased difficulty for WarCry enemies.
  • Many small tweaks, bug fixes, and more that I've probably forgotten.
===============

Submit your FCOM screenshots! I'm hoping to improve the collection of screenshots for the FCOM 1.0 release, so I've created a Photobucket group for FCOM:

http://photobucket.com/FCOM

Now I need help from the FCOM fans out there! Please post your (good) FCOM screenshots to the Photobucket group for FCOM. I'll review and approve the best. All credit will be given to the uploaders, of course.

I've created a separate thread for http://www.gamesas.com/bgsforums/index.php?showtopic=798556. Please report any verified solutions there.

Also, don't forget to check out the awesome trailer by Vini!

FCOM: Convergence 1.0 Official Trailer
| http://files.filefront.com/FCOM+Convergence+Officialer7z/;10216774;/fileinfo.html | http://www.gametrailers.com/player/usermovies/142365.html |
(FileFront Hi-Res version requires Xvid codec. Does not work with the DivX codec. If it looks pixellated, you've got the wrong codec.)

-----------------------
FCOM: Convergence

Francesco + WarCry + Oscuro + Martigen

(aka Cry FranOOOMMM!)

Beta 0.9.9

=========================
http://www.gamesas.com/bgsforums/index.php?showtopic=1004596
=========================

Team FCOM:
dev_akm -- project leader.
Martigen -- original MMM for FCOM design and WarCry faction integration.
Waalx -- original RealSwords modules and new Undead RealSwords used as the basis for FCOM_RealSwords.
StarX -- quests WIP, FCOM FAQ, user guide, and tons of help maintaining the ESF thread!
nb_nmare -- Unity project.
Wrye and ElminsterEU -- critical tools.
Vini -- WarCry and MMM faction integration, trailer.
Shadowborn -- massive script improvements.
Corepc -- help with everything!
Showler -- tons of bugfixes and help on forum threads.
Cleitanious -- test module.
SpaceBoy -- Bob's Armory rebalance.
Arkngt, Shikishima and Tobit -- massive help maintaining the FCOM threads on ESF.
Sein_Spvssyn -- Runeskulls rebalance, Entropic Order, bugfixes.
ElminsterEU -- Slof's Robe Trader integration.
Random007 -- BOSS load-order setup utility.
Lilith -- updates to Martigen's Monster Mod.
Axil -- support patch for KDCircletsOOOOptimized - NPC Equip.
Beta Testers: markb50k, Vini, Cleitanious, StarX, Corepc, Chambertain, SickleYield, cl526, kumkum, ska8tdude, SpaceBoy, LurksInShadow, Psyringe, Arkngt, XD829, Twipley, lollerich, jdayT, Dazu, Eventine Shangea, Skycaptain, Tobit, showler, Axil, Jaded42, Shikishima, Shikamaru_4, Sein_Spvssyn, Chewu, Lyrondor, daemondarque and many more.
Entropic Order credits: created by Sein_Spvssyn. Contributors included dev_akm (testing, balancing, and spawn control), Nicoroshi (Dreadweave set), blackshark64 (Dragon Armor), commissardan (Rivan Sword), TaylorSD (stealth armor compilation), Cryo_ (face mask), LHammonds (texture modifications to stealth armor and face mask), Painkiller97 (Morrowind-style Ebony sword and shield), and zman (Negotiator sword).

=============
KABOOM!
=============


FCOM: Convergence started as an experiment in compatibility and has grown into something more than the sum of its parts.

FCOM shatters previous barriers in the Oblivion mod community by letting you play four of the largest Oblivion "overhaul" mods at the same time -- http://www.gamesas.com/bgsforums/index.php?showtopic=912339, http://www.gamesas.com/bgsforums/index.php?showtopic=909523, http://www.gamesas.com/bgsforums/index.php?showtopic=875610, and http://www.gamesas.com/bgsforums/index.php?showtopic=882017. It also seeks to show how new item and/or creature expansion mods can be added directly to this environment, and thus includes direct support for http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860, Loth's Blunt Weapons, Exnem Runeskulls, Cobl, Tamrielic Ingredients, Knights of the Nine, Tamriel Travelers, and many other popular mods.

http://devnull.sweetdanger.net/convergence.html (with screenshots)

FCOM provides complete unification of Mart's Monster Mod and Oscuro's Oblivion Overhaul. It brings all of the numerous new creatures, NPCs, and items added by MMM and OOO into a consistent and balanced structure. In addition, it integrates Francesco's vast collection of new items and named NPC bosses along with new creatures and items from Oblivion WarCry.

To make all these great mods work together, FCOM provides a common infrastructure for a series of patches, rebalancers, and relevelers that work with the http://wrye.ufrealms.net/Wrye%20Bash.html#BashedPatch feature of http://wrye.ufrealms.net/Wrye%20Bash.html. FCOM also provides a bunch of http://devnull.sweetdanger.net/fcomoptions.html to let you further customize your experience. These options tweak various gameplay aspects and improve compatibility for a wide range of popular mods.

If you're looking for extensive compatibility guidelines, patches, more great OMOBS-balanced weapon mods, etc., then check out the new http://www.uesp.net/wiki/Tes4Mod:FCOM!

=============
DOWNLOADS
=============


WARNING: FCOM is not for the faint of heart. It may chew your game up into tiny bits and spit it back in your face! Yes, Wrye Bash really is required.

There's no readme included with the download. Just this post, the website and the files. The website documents everything extensively. Please read everything on the website before posting to ask for help since it's very likely your question has already been answered there. If you really do need help, feel free to post your questions, but be prepared to include a copy of your load order. To find this in Wrye Bash, simply right-click on the column header in the Mods tab, then select "List Mods". See http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Asking_for_Help for more details.

FCOM Beta 9.9 Download: | http://www.tesnexus.com/downloads/file.php?id=12249 | http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3428 |
The Beta 0.9.9 update requires http://www.tesnexus.com/downloads/file.php?id=17784 or http://www.gamesas.com/bgsforums/index.php?showtopic=946624 (both of which require http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226) and http://www.tesnexus.com/downloads/file.php?id=15256 (patch requires http://devnull.sweetdanger.com/OOO/OOO_Guide.html#Download, Full version only ATM). This update is the last major release before 1.0, but there may be a few interim minor patches between now and then. 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).

New additions in FCOM 0.9.9 include:
  • Complete integration of Waalx RealSwords, including numerous never-before-seen Undead RealSwords (old, worn versions of various swords from the other RealSwords packs). The FCOM download (137Mb) includes everything you need to use FCOM_RealSwords (meshes, textures, and icons). Huge thanks to Waalx for letting us include this! RealSwords is carefully balanced for OMOBS and integrated entirely via new race-specific weapon lists for Argonians, Bosmer, Bretons, Khajiit, Orcs, Redguards, Goblins, and Undead.
  • Entropic Order by Sein Spvssyn. A mysterious group of assassins who will start to hunt you once you've completed some of the main game quests. Be prepared to run from these guys if they show up!
  • Massive improvements to the spawn and loot lists. Custom items introduced by Fran's Items Add-On, OOO, WarCry, etc., should appear a lot more often now.
  • New Spawn Rate Reduced options, including Slightly Reduced (rate just like Reduced but without reducing the chance of encounters) and Stronger (rate just like SlightlyReduced but stronger enemies appear sooner). Pick only one of these.
  • Support patch for KDCircletsOOOOptimized - NPC Equip based on the patches by Axil.
  • New FCOM_LessReaversInGates option reduces the Reaver spawn counts in Gate realms only. Can be used with MMM - Less Reavers.esp to get a greater overall reduction in their spawn rate.
  • Fran's Named Bossed have been split into a separate plugin now -- FCOM_FrancescosNamedBosses.esp. This achieves two important improvements: FCOM_Convergence.esp no longer requires Francesco's mod (so FCOM works fine without Fran installed) and the old, problematic FCOM_ConvergenceNoFran.esp option is no longer needed (and no longer included).
  • FCOM_MoreWildernessLife is deprecated now. Use MMM - More Wilderness Life instead.


Important Note: Make sure you've got http://wrye.ufrealms.net/Wrye%20Bash.html or later -- it contains the latest bug fixes. If you use Wrye Bash 106-112 to import/update NPC levels, you'll start seeing in-faction fighting and possibly CTDs. The problem is fixed in Wrye Bash v116. You may need to use the new Repair Factions command to fix any savegames mangled by the earlier bugged function.

As always, make sure you follow the http://devnull.sweetdanger.net/fcomloadorder.html and be sure to Rebuild Patch after installing this update!

See the http://devnull.sweetdanger.net/fcomversions.html page for details on prior versions.

=============
QUICK START
=============


Install
Install http://wrye.ufrealms.net/Wrye%20Bash.html, http://www.tesnexus.com/downloads/file.php?id=17784 (which requires http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226) and http://www.tesnexus.com/downloads/file.php?id=15256 (patch requires http://devnull.sweetdanger.com/OOO/OOO_Guide.html#Download, Full version only ATM), http://www.gamesas.com/bgsforums/index.php?showtopic=875610 and the http://rapidshare.com/files/57753891/OWC_Patch_1.08b_1.085b.7z.html, and http://www.gamesas.com/bgsforums/index.php?showtopic=882017, as well as any other supported mods you want to use, such as http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860 and http://www.tesnexus.com/downloads/file.php?id=12939.

See the http://devnull.sweetdanger.net/fcominstall.html and the complete http://devnull.sweetdanger.net/convergence.html guide for more details.

Load Order
Before you start, please read http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Setting_the_Load_Order. Really. The whole thing. Even if you think you know what you're doing. You've been warned. Good. With that out of the way, we can continue.
  • http://devnull.sweetdanger.net/fcomloadorder.html. This is the basic, minimal configuration guide for FCOM. Does not include details on the option files.
  • http://devnull.sweetdanger.net/fcomloadorderexpanded.html. This is a much more advanced and complex configuration guide for FCOM -- including details on all of the option files.
Bashed Patch
See the http://devnull.sweetdanger.net/convergence.html section of the main FCOM home page (scroll down a bit to find it).

FCOM FAQs
A bunch of common questions and answers, covering very important topics like how to set up FCOM and unimportant topics like how the project got started and where it's heading, etc.: http://devnull.sweetdanger.net/fcomfaqindex.html.

=============
FCOM REQUIREMENTS
=============


Beta 0.9.9 requires all the latest versions of usual suspects -- i.e., you need full installs of OOO 1.33 patched to OOO 1.34, Fran's + Fran's Optional Items (4.5b), WarCry 1.08b, Bob's Armory 1.1, and MMM 3.6 (or MMM 3.7) if you want to use the support files for these. The updated requirements are indicated in bold.

Be sure you get ALL of the required files! Many users either forget to install some of the resource files (which are often separate very large downloads) or grab the wrong version. See the http://devnull.sweetdanger.net/OOO/ and the http://devnull.sweetdanger.net/fcominstall.html for more details.

Summary guidelines for installation of all the supported mods is included in the Installation section of the main FCOM page.

This release is for http://wrye.ufrealms.net/Wrye%20Bash.html users only. You can't use all the files together without Wrye Bash and I have not included any premade Bashed Patch files.

=============
INSTALLATION
=============


See the http://devnull.sweetdanger.net/convergence.html section of the main FCOM home page for more complete install guidelines (scroll down a bit to find it). The info here is just a summary.

Installing Supported Mods
See the http://devnull.sweetdanger.net/convergence.html section of the main FCOM home page (scroll down a bit to find it).

Load Order
This is repeated here because it's so important. Before you start, please read http://cs.elderscrolls.com/constwiki/index.php/Oblivion_Mods_FAQ#Setting_the_Load_Order. Really. The whole thing. Even if you think you know what you're doing. You've been warned. Good. With that out of the way, we can continue.
  • http://devnull.sweetdanger.net/fcomloadorder.html. This is the basic, minimal configuration guide for FCOM. Does not include details on the option files.
  • http://devnull.sweetdanger.net/fcomloadorderexpanded.html. This is a much more advanced and complex configuration guide for FCOM -- including details on all of the option files.
Bashed Patch
See the http://devnull.sweetdanger.net/convergence.html section of the main FCOM home page (scroll down a bit to find it).

=============
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.

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.

=============
VERSION HISTORY
=============


There's a http://devnull.sweetdanger.net/fcomversions.html page now!

=============
CREDITS
=============


In addition to the core team working on this mod, a lot of other folks have contributed greatly. I don't really even know where to begin.

The real heroes, of course, are the original creators of all the great mods integrated by FCOM, including: Sotobrastos, Martigen, Newcomer24, L@zarus, Mr. Dave, Waalx, Loth DeBonneville, Tarnsman, and more. You guys rock!

Martigen deserves special recognition because he spent many long hours discussing various ideas and technical details with me, in addition to supporting the project directly with the original MMM for FCOM plugin.

Huge thanks go to all of the creators of the fantastic mods supported by the optional add-ons, and especially to nb_nmare for the Unity project and to Quarn and Kivan for the Unofficial Oblivion Patch (which is required for some of the optional add-ons and is probably used in some that don't specifically require it).

I also owe a huge debt to ElminsterEU and his fantastic TES4Edit program. I never would've had the time to make all the optional add-on plugins with TESCS, even if it were technically possible (which is doubtful).

None of this would work without the massive contributions of Wrye and his amazing Wrye Bash program.

We also could not have done any of this without ScripterRon's original TES4 Plugin Utility and KomodoDave's improvements in TES4Gecko.

Also, a huge thank-you is owed to the many beta testers who have offered support, encouragement, and feedback for the numerous beta versions. Thanks so much for all your help!

------------------------

User avatar
daniel royle
 
Posts: 3439
Joined: Thu May 17, 2007 8:44 am

Post » Sun Jan 02, 2011 4:24 am

Unofficial FCOM update for MMM 3.73b

http://www.4shared.com/file/144608444/c47efc89/ufcom.htmll

by Corepc

This is a Unofficial update to FCOM to hold everyone over until dev_akm returns.
It is not an FCOM 9.9.5 version release.

This will bring FCOM into line with the MMM 3.7b3 update.
It should also be considered as a major update.

Oscuro's and Marts no longer share the same resource files.

In order to use this version you must follow the MMM 3.7b3 rules

A clean reinstall of both OOO and MMM is required, followed by FCOM 9.9
Install UFCOM files overwriting the current ones and check your load order, rebuild the bashed patch, and wait x amount of days for re-spawn to take effect and alterations to work.

Issues will most certainly occur if the above steps are not followed.

Please read the MMM thread for installation instructions for OOO/MMM/COBL/FCOM

You must have the MMM 3.7b3 BSA installed and rename it FCOM_Convergence_Mart'sMonsterMod.bsa in order for meshes, textures and sounds to work with FCOM properly.
There are other methods for BSA loading - see FCOM site.




Leveled list Creatures Fixes

*checked every single leveled list for creatures and npc's and fixed as needed for MMM compatibility <-Tons of lists checked
*checked every single creature entry and updated those as needed <- Butt load of creatures fixed
*checked all factions and adjusted as needed
*Updated Lichs to have undead faction added to them <-Beware Liches and Undead are allies now, so undead groups are back in effect
*Reavers no longer spawn in undead locations. Liches and Undead types have been increased instead.
*Both types of Balrog have been rebalanced in the leveled lists. You will encounter them a little less than before. MMM now controls how they are placed in the leveled lists, which will make them rare - meaning you should no longer encounter them at level 1. They will now start to appear at level 10.
*Balrogs are Boss type creatures once again.

MMM Creatures Additions to FCOM

*Lesser Hill Giants,lvl 1-6
*Lesser and Ancient TreeSprite,
*Lesser Balrogs, and tweaks so they do not appear as often
*Lesser and Greater Elemental and Golem Types,
*Diverse Will O Wisp
*Slof Horses and Spiders
*Adds many new Undead Skeletons with helmet variations

*Updated FCOM_Knights Plug-in - for better bash compatibility, merge option

*Updated ALL FCOM Spawn Rate Plug-ins for MMM 3.7b3 creatures and tweaks

*Updated FCOM_WarCry so that Staada does not appear until lvl 25.

*The MMM No XXX Plug-ins will now work with FCOM - in particular Balrogs, Uberhulks and Skeep.

*Diverse Runeskulls - These have been integrated into MMM as from version 3.7b3, so no longer use the Runeskulls.esp or FCOM_Runeskulls add-on with FCOM. Also check out Diverse Runeskulls re-balance.

Many more tweaks and fixes most likely that I have forgotten. Because, well, when you spend days fixing things you sometimes forget what you fixed.



Enjoy.


Highly recommended

TheNiceOne has made an http://www.gamesas.com/bgsforums/index.php?showtopic=995334 installer for MMM and UFCOM which ensures that exactly the correct files are installed and the BSA is properly renamed.
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Sun Jan 02, 2011 4:30 pm

Got all my stuff installed, loaded in a couple of mods at a time, entered game each time, etc. Ran around, looked like the armor/clothing mods were all where they were supposed to be, no weird magenta boxes or missing textures or anything that I could tell. But I tried to load into the testing area to do some further tests, and after maybe 20-30 seconds, that first testing room crashed me. It also never loaded completely properly...IE, when I tried to turn to the chests to open them, I was staring into a black abyss (but I'd still get the text suggesting I was hovering over the chests, which I could open and take the contents of, even though I couldn't see the chests themselves).

I'm worried that it was from the mass 'o mobs in there, and I remember reading about a fix for this, but for the life of me I can't remember what it was called. Care to point me in the right direction? I want to do more testing before I start a character for real and then get disappointed/frustrated if I find I've missed something later.
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Sun Jan 02, 2011 4:05 am

The testinghall sounds normal.
I suggest securing a save and coc to Vilverin.
Turn on Godmode and have a quick run through. If anything is missing from the FCOM installation it will most certainly highlight itself there.
Once satisfied reload your secure save and carry on. B)
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ladyflames
 
Posts: 3355
Joined: Sat Nov 25, 2006 9:45 am

Post » Sun Jan 02, 2011 4:37 pm

Alright, will do. Thanks! I went toward Vilverin (and got chompa'd by a shark -_-; lol) so I didn't end up finishing the trip.
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Sun Jan 02, 2011 11:59 am

Alright, will do. Thanks! I went toward Vilverin (and got chompa'd by a shark -_-; lol) so I didn't end up finishing the trip.


well mmm waterlife is working then if you got attacked by a shark..luck of spawn or shark was hunting other fish and you got caught instead..

so mmm.bsa is loading correclty.
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x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Sun Jan 02, 2011 6:20 am

well mmm waterlife is working then if you got attacked by a shark..luck of spawn or shark was hunting other fish and you got caught instead..

so mmm.bsa is loading correclty.



Yep, I gave it a try...I may actually turn it off though, lol. Swimming is one of my favorite Oblivion activities, I'm not sure I want it to be a warzone everytime I try, haha.
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Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Sun Jan 02, 2011 7:22 am

Yep, I gave it a try...I may actually turn it off though, lol. Swimming is one of my favorite Oblivion activities, I'm not sure I want it to be a warzone everytime I try, haha.


There are only a few aggressive types of fish, most of rest of them are passive and just bait for you or the aggressive ones once again..

Once again just use tgm and test it that way, go across to Vilverin and run through it with god mode turned on..you will know if something from frans or OOO is missing has npc are equipped with those weapons and armor from those mods in that area that best..lvl 2 and lvl 3 beware..
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Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Sun Jan 02, 2011 2:37 pm

Thanks, I will :) I feel kind of silly for not thinking of godmode...I really don't use console cheats except to give myself a bunch of money to try different colours/variety of an item so I can see what appeals visually, and then reloading and buying legit. So I didn't really think about it!

I assume things will still try to attack me and such, so I know that's all working correctly?
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Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Sun Jan 02, 2011 2:36 am

Hey CorePC,

Just a quick notice from the openingpost -->

FCOM Beta 9.9 Download: | TESNexus | PlanetElderScrolls |
The Beta 0.9.9 update requires MMM 3.6 or http://www.gamesas.com/bgsforums/index.php?showtopic=946624

Link is broken atm, just a heads up. Keep up the nasty work with MMM/FCOM!
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Sun Jan 02, 2011 4:07 am

Hey CorePC,

Just a quick notice from the openingpost -->

FCOM Beta 9.9 Download: | TESNexus | PlanetElderScrolls |
The Beta 0.9.9 update requires MMM 3.6 or http://www.gamesas.com/bgsforums/index.php?showtopic=946624

Link is broken atm, just a heads up. Keep up the nasty work with MMM/FCOM!


pending an updated readme and links


A quote from the very top of the opening post :rolleyes:
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Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Sun Jan 02, 2011 10:13 am

A quote from the very top of the opening post :rolleyes:


:thumbsdown: :banghead: sorry Shikishima, didnt notice that part.
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Benji
 
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Post » Sun Jan 02, 2011 3:49 am

What updates do I need to bring the MOBS/OMOBS component in line with the latest update for FCOM and the Unofficial Oblivion Patch?
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Sarah MacLeod
 
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Post » Sun Jan 02, 2011 9:20 am

I just went through this myself. I believe that you just have to use the latest OMOBS version with your fully updated FCOM setup. And, you can additionally use Shivering OOO if you like.

gothemasticator
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Rinceoir
 
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Post » Sun Jan 02, 2011 9:36 am

What exactly are the differences between MOBS and OMOBS anyway? What changes does OOO make to it?
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Noely Ulloa
 
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Post » Sun Jan 02, 2011 12:28 pm

Ok, first off, I friggin love FCOM!

I haven't played oblivion in close to 2 years, and currently have lots of free time on my hands to do so. I have been spending the last couple weeks reading back up on FCOM and Oblivion modding in general (though now I realize that a lot of what I was reading about FCOM is outdated! ouch...), and downloading my tail off. For whatever reason, I have only JUST started reading the forums here. So you can understand I've got a brainful of info in the last couple hours on this site.

I have a handful of questions that I didn't see answers too. I am starting with a fresh install (for the 3rd time in 2 weeks lol) Oblivion GOTY (store purchased), and all DLC's (from the old site). The game itself is the latest official version. Here is the long list of mods I want to use

FCOM (full - OOO, MMM, Frans, OWcry)All Natural 0.9.8Animated Window and Light SystemArmamentarium + Artifacts**Arrows of the Ayleid KingBlood and Mud Dirt DeluxeBank of CyrodillBartholmBattlehorn EnhancedBeautiful PeopleBetter CitiesBobs ArmoryBook Jackets, BJ SI, Spelltomes, and Improved Soul Gems**Blackwood CompanyBloodlines CompleteBomrets Texture Pack for SICastle AlmgardCastle SeaviewCity LifeCoblCybiadesCURPDarker Dungeons, Nights, Nights SI, City Nights**DarkUI DarNDeadly Reflex + fixDexwoods HideoutDulan CultElsweyr AnequinaEVE ( for Arm, Art, Fran, MMM, OOO, HGEC)Feudal EmpireFighters Guild UnitedFrostcrag RebornGlenvar CastleHarvest FloraHeart of the DeadHGECImproved D&F, T&F, T&F2, FVM, A&R, Signs - by mikal33**Improved Alive Waters*!*Initial GlowIvellonKeychain 5Kvatch RebuiltLet the People DrinkLoths Blunt WeaponsMidas Magic SpellsNascosto IslesNatural Environments - Habit and VegitationNew Roads and BridgesOMSO - Oblivion Music and Sound Overhaul (BMS+BMS4EA+AM4EABMS+SoV+OSSO+AA+MIS+EMC+SC)**Origin of the Mages GuildQarls HarvestQTP3 RedimizedRAEVWDReal LavaRealistic Ragdolls and Force SIRealistic FatigueRealistic HealthRealistic LevelingReneers Guard OverhaulReznod MannequinsRuined Tail's TaleRusty Items and Fine WeaponsShadowcrest Vineyard CoblSides Backpacks CoblSlofs Oblivion Robe TraderSoya 4 Hair PackStealth Overhaul CoblStorms and SoundSupreme MagickaSutch RebornTamriel TravellersTears of the FiendThe Lost SpiresThieves Arsenal Odd JobsTIE4MODSUnique Landscapes CompilationWindfall

** = Mod compilations that I have put together myself. No esp merging, just combining and creating omods.

*!*= My compilation of Alive waters and Improved Oblivion and SI waters, though I might be using MMM now that I have read more.

If you see any mods I might have trouble with, please let me know. Feel free to assume I have the latest version of the mod, and all patches for it. I was also looking at a handful of "Duke's" mods, but I will get to that later.

Even after everything I have read, I still have some questions:

1. I know this has been talked about alot, but I never seemed to find a definitive answer... MOBS? Just the SI UOP or can I use the MOBS UOP 4 DLCs? What about the full version of MOBS?

2. For things like the Unique Landscapes Compilation and the DLC's, is it ok to use the merged patches, instead of a patch for each DLC and each UL?

3. Is there anything that I should NOT be merging into my bashed patch (like cells) and/or is there any known issues with the list I provided and their pre-tagged status in Wrye Bash? Like I just read a bit ago that FCOM_Convergence.esp (or esm? cant remember which now) has to have the scripting tag added.

4. Qarls Harvest - Since I am using the horse armor DLC, the UOPs, and MMM - Slofs Complete, which additional files do I need from qarls, if any?

**Most Importantly**

5. I got lots of free time on my hands for the next few months.... I offer up my services, time, and computer to the cause! I don't care if you need somebody to do "bug" runs on the beta, or *hint, hint* help with updating the FCOM site. PM me if interested for background info, puter specs etc.
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Maria Garcia
 
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Post » Sun Jan 02, 2011 5:25 pm

Welcome to the forums. http://www.imperial-library.info/dogate/til_fishystick.jpg :D
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Charlotte Henderson
 
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Post » Sun Jan 02, 2011 3:32 pm

Welcome to the forums. http://www.imperial-library.info/dogate/til_fishystick.jpg :D



Why thank you kind sir! It's good to be here. Maybe, just maybe, now I will be able to get my monster FCOM install working on the first try! :P
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Cat
 
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Post » Sun Jan 02, 2011 6:26 am

> snip < now I will be able to get my monster FCOM install working on the first try! :P


Turning on dozens of mods simultaneously without prior testing is the surest way to run into problems, very quickly followed by disillusionment and total frustration when the issues can't be troubleshooted easily.
I strongly suggest reading my comments http://www.gamesas.com/bgsforums/index.php?showtopic=1079933&hl=#.
It can't be stressed strongly enough to build your mod listing based on a firm foundation. B)
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Adam Baumgartner
 
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Post » Sun Jan 02, 2011 2:26 pm

Turning on dozens of mods simultaneously without prior testing is the surest way to run into problems, very quickly followed by disillusionment and total frustration when the issues can't be troubleshooted easily.
I strongly suggest reading my comments http://www.gamesas.com/bgsforums/index.php?showtopic=1079933&hl=#.
It can't be stressed strongly enough to build your mod listing based on a firm foundation. B)



Heheh, well my sarcasm must have been lost to the net there. I actually have got huge mod builds to work on the first try in the past, but it takes enormous amount of reading time prior to starting. Think my first install of FCOM 2 years ago was about 200 ticks in Wrye Bash, and I got it up and running with minimal issues, but that is another story. ^_^

Anyway, I do plan on doing a slow build this time. I just spent the better part of the last 2 days turning every one of those mods I listed into OMODs. Combining some that I trust not to conflict, and patching any that I could. I plan on reading up on the OBMM wiki so I can start scripting OMODs sometime this week. I would just love to get my game up and running first.

Which is why I asked the questions I did here, so I can start installing! I really need a definite answer on MOBS and the UL and DLC patches questions before I can start! :ahhh:
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Logan Greenwood
 
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Post » Sun Jan 02, 2011 5:48 am

I strongly suggest reading my comments http://www.gamesas.com/bgsforums/index.php?showtopic=1079933&hl=#.
It can't be stressed strongly enough to build your mod listing based on a firm foundation. B)



Now that is what I call a guide of guides! THANK YOU!!! :tops:
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Darlene DIllow
 
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Post » Sun Jan 02, 2011 4:50 am

What updates do I need to bring the MOBS/OMOBS component in line with the latest update for FCOM and the Unofficial Oblivion Patch?



What exactly are the differences between MOBS and OMOBS anyway? What changes does OOO make to it?


You will find your answer in the http://www.gamesas.com/bgsforums/index.php?showtopic=1059765..Use standalone OMOBS and import stats..
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Jeff Tingler
 
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Post » Sun Jan 02, 2011 11:09 am

I have no pink files showing in wrye bash and have installed everything according to guide. yet I crash to desk top everytime I try to go outside.Any suggestions?
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Yung Prince
 
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Post » Sun Jan 02, 2011 3:50 pm

I have no pink files showing in wrye bash and have installed everything according to guide. yet I crash to desk top everytime I try to go outside.Any suggestions?


Try disabling autosaves on rest/wait/travel if you haven't already. Also, post your load order via Wrye Bash.
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Campbell
 
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Post » Sun Jan 02, 2011 6:23 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?
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SexyPimpAss
 
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