(RELz) FCOM Convergence and UFCOM

Post » Tue Feb 01, 2011 10:16 pm

How does health work in FCOM? Do I still need to be getting +5 multipliers for Endurance every level? Or is this less of a problem than it is in vanilla Oblivion?


The mod doesn't alter the way endurance works in the vanilla game.
Most users employ a leveling mod such as nGCD or Realistic Leveling that completely remove the attribute multiplier on level up, but that's a personal choice.
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Tue Feb 01, 2011 1:06 pm

about to install COBL and COBL Races as an OMOD, and read through this thread, the FCOM page, MMM thread, and COBL thread, but didn't see confirmation of this:

do i want the COBL MMM patch? i'm guessing yes. i saw the COBL OOO patch in the expanded FCOM load order but not the COBL MMM patch.


from the COBL readme:


? MMM-Cobl.esp

? Activate if MMM 3.7 or higher is installed.

? This mod swaps some MMM items for equivalent Cobl items.
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Tue Feb 01, 2011 8:18 pm

about to install COBL and COBL Races as an OMOD, and read through this thread, the FCOM page, MMM thread, and COBL thread, but didn't see confirmation of this:

do i want the COBL MMM patch? i'm guessing yes. i saw the COBL OOO patch in the expanded FCOM load order but not the COBL MMM patch.



Yes you can use Cobl MMM patch that work fines. Once again site information is not up to date. So that is why is not listed.

There is an updated version of Cobl MMM Patch posted here, http://www.gamesas.com/index.php?/topic/1104955-relz-cobl-no16/, check second post. Requires 1.73 Dev version of Cobl.

and if you have questions about Cobl or Cobl Races ask in that thread.
User avatar
Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Tue Feb 01, 2011 2:12 pm

While playing I noticed that some creatures dropped 2 kinds of the same meat, I had hoped that the OOO/MMM/FCOM-cobl.esps would replace these with one type.

I looked at it in Tes4Edit, and OOO-cobl does try to change it, but to no effect.


While checking the above, I noticed that FCOM_knights has a script ("3OCreatureDecisionScriptAI"), this appears to be a older version of the OOO version (which it replaces).
User avatar
Emilie M
 
Posts: 3419
Joined: Fri Mar 16, 2007 9:08 am

Post » Tue Feb 01, 2011 11:26 pm

While playing I noticed that some creatures dropped 2 kinds of the same meat, I had hoped that the OOO/MMM/FCOM-cobl.esps would replace these with one type.


I need to know what version of MMM Cobl you are using.

If using 3.7b3 Version of MMM Cobl then you should not be using FCOM_Cobl.

A solution for now is not to import inventory on OOO Cobl 1.32, but, then a few creatures do not get cobl items. Etc..

The next verson of UFCOM the issue is fixed.
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Tue Feb 01, 2011 6:18 pm

Okay I have returned to oblivion and have already installed it with FCOM months ago so what should I do to update it?
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Tue Feb 01, 2011 10:47 am

I need to know what version of MMM Cobl you are using.

If using 3.7b3 Version of MMM Cobl then you should not be using FCOM_Cobl.

A solution for now is not to import inventory on OOO Cobl 1.32, but, then a few creatures do not get cobl items. Etc..

The next verson of UFCOM the issue is fixed.



Here is my load order
Spoiler
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  TamrielTravellers.esm  [Version 1.39c]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Artifacts.esm0A  DBBAM.esp  [Version 1.40]0B  Unofficial Oblivion Patch.esp  [Version 3.2.9]0C  Oblivion Citadel Door Fix.esp0D  DLCShiveringIsles.esp0E  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Chance of More Enemies.esp12  Francesco's Optional Leveled Quests-SI only.esp13  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Fran Armor Add-on.esp16  Fran_Lv30Item_Maltz.esp17  Display Stats.esp  [Version 1.2]18  Map Marker Overhaul.esp  [Version 3.5.2]19  Map Marker Overhaul - SI additions.esp  [Version 3.5]1A  DLCHorseArmor.esp1B  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1C  DLCOrrery.esp1D  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1E  DLCVileLair.esp1F  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]20  DLCMehrunesRazor.esp21  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]22  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Armamentium female.esp23  Dude Wheres My Horse.esp24  DLCThievesDen.esp25  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]26  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]27  Cobl Glue.esp  [Version 1.72]28  Cobl Si.esp  [Version 1.63]29  Bob's Armory Oblivion.esp2A  FCOM_BobsArmory.esp  [Version 0.9.9]2B  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]2C  Oblivion WarCry EV.esp2D  FCOM_WarCry.esp  [Version 0.9.9MB3]2E  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]2F  ArmamentariumArtifacts.esp  [Version 1.35]30  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]31  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]32  FCOM_RealSwords.esp  [Version 0.9.9]33  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]34  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 Bone Loot.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]39  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsNPC.esp  [Version 1.39c]3A  TamrielTravellersItemsCobl.esp  [Version 1.39c]3B  ShiveringIsleTravellers.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.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]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp3C  Artifacts.esp**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]3D  DLCBattlehornCastle.esp3E  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]3F  DLCFrostcrag.esp40  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]41  Knights.esp42  Knights - Unofficial Patch.esp  [Version 1.0.10]**  EVE_KnightsoftheNine.esp43  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]44  DS Storage Sacks.esp  [Version 1.21]45  EVE_ShiveringIslesEasterEggs.esp++  OOO-Level_Slow.esp  [Version 1.33]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]46  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]++  Cobl Races - Balanced.esp  [Version 1.52]47  Bashed Patch, 0.esp48  Streamline 3.1.esp


I just noticed that OOO-cobl isn't merged, and BOSS does not have any suggestions for it.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Tue Feb 01, 2011 9:13 pm

ThisisWar, what type of question is that, when was the last time you updated MMM or FCOM..If you have MMM 3.7b3p3 and UFCOM MB3 then you have lastest version.


30 OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
++ MMM-Cobl.esp [Version 1.69]

[/spoiler]

I just noticed that OOO-cobl isn't merged, and BOSS does not have any suggestions for it.


You have the older MMM Version.

So Your double up of items is coming from importing inventory on OOO and MMM Cobl in Bash. , < - Once again fixed in next Version of Cobl, OOO, MMM, FCOM

OOO Cobl cannot be merged has it contains worldspace changes. < = this should be fixed has well in next OOO Cobl. So that it can be merged.
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Tue Feb 01, 2011 11:34 am

You have the older MMM Version.

So Your double up of items is coming from importing inventory on OOO and MMM Cobl in Bash. , < - Once again fixed in next Version of Cobl, OOO, MMM, FCOM

OOO Cobl cannot be merged has it contains worldspace changes. < = this should be fixed has well in next OOO Cobl. So that it can be merged.


The items are from OOO.esp and FCOM_convergence.esp (CreatureWolf), and are the "normal" versions not the cobl versions.

It is not a problem if it only affects minor items, and if it is fixed in the next versions.
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Tue Feb 01, 2011 6:49 pm

Great work with FCOM and UFCOM. I've made a recent install and played over 30 hours so far with no problems at all. I am very happy.

But I had to use the console for a mod, more precisely I had to toggle god mode for a few seconds. Is this gonna affect my game in any way in the future? Because I read in the E S wik that if I use console I could in the long term cause problems with quests.

I thought that this question is too small to make a new thread and because I have an FCOM install I am afraid that maybe I would affect it.
User avatar
Dominic Vaughan
 
Posts: 3531
Joined: Mon May 14, 2007 1:47 pm

Post » Tue Feb 01, 2011 9:35 pm

Great work with FCOM and UFCOM. I've made a recent install and played over 30 hours so far with no problems at all. I am very happy.

But I had to use the console for a mod, more precisely I had to toggle god mode for a few seconds. Is this gonna affect my game in any way in the future? Because I read in the E S wik that if I use console I could in the long term cause problems with quests.

I thought that this question is too small to make a new thread and because I have an FCOM install I am afraid that maybe I would affect it.


Using god mode now and the should be safe - but using setstage commands can screw things up if not careful. Of course, people can play however they want, but I'd recommend against using god mod anyway (if not completely necessary because of a bugged mod or something) with OOO/FCOM, as those impossible or almost impossible encounters are an important part of the experience IMO. Better to flee in terror or reload an earlier save if necessary IMO. But - should be safe.
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Tue Feb 01, 2011 11:33 pm

Using god mode now and the should be safe - but using setstage commands can screw things up if not careful. Of course, people can play however they want, but I'd recommend against using god mod anyway (if not completely necessary because of a bugged mod or something) with OOO/FCOM, as those impossible or almost impossible encounters are an important part of the experience IMO. Better to flee in terror or reload an earlier save if necessary IMO. But - should be safe.

I tend to run in God Mode when Restarting a game and have to Redo all the same Nasties... (it gets Old Quick) :shrug:
User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Tue Feb 01, 2011 8:01 pm

I tend to run in God Mode when Restarting a game and have to Redo all the same Nasties... (it gets Old Quick) :shrug:


Yes, up to each player as said - but I just don't see the point of using mods that make the game more challenging if doing it on god mode, though. In fact, I don't see the point of playing if cheating one might say. :shrug:
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Tue Feb 01, 2011 2:38 pm

I've reached the point where nothing in FCOM is a challenge to me anymore, but on the other hand I'm 25-35 levels higher than other mobs(and only one so far is 3 levels above me). Well if more of those black sun dudes would show up and some full balrog encounters. Basically the tough guys are hard to find.
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Tue Feb 01, 2011 7:22 pm

I haven't played Oblivion in a while and just came back to it recently. So before I get into a game too deep would someone mind taking a quick look at my load order just to make sure everything looks OK. Thanks.

Spoiler
Active Mod Files:00  Oblivion.esm01  You Are Here.esm02  All Natural Base.esm  [Version 0.9.9.5]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  Enhanced Daedric Invasion.esm09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Armamentarium.esm  [Version 1.35]0C  Artifacts.esm  [Version 1.1]0D  Better Cities Resources.esm0E  CM Partners.esm0F  Unofficial Oblivion Patch.esp  [Version 3.2.8]10  Better Cities .esp11  BSAloader.esp12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  LoadingScreens.esp15  All Natural - Real Lights.esp  [Version 0.9.9.5]16  All Natural.esp  [Version 0.9.9.5]17  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp18  MIS Low Wind.esp19  Atmospheric Oblivion.esp1A  Storms & Sound.esp1B  WindowLightingSystem.esp1C  AmbientDungeons.esp  [Version 1.3]1D  Ayleid Loot EXtension.esp1E  Ayleid Loot EXtension - OOO Dungeons.esp1F  Book Jackets Oblivion.esp20  7lbsBedrolls-OBSE.esp21  BookTrackerOBSE.esp22  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp23  Days&Months.esp24  diversegrasses.esp++  Item interchange - Extraction.esp  [Version 0.78]++  FGPorter_nofollow.esp25  Portable Campsite.esp26  Portable Campsite - Quickstart.esp++  REBetterLCB.esp27  Enhanced Economy.esp  [Version 4.2.1]28  FF_Real_Thirst.esp29  Map Marker Overhaul.esp  [Version 3.5.2]++  MaleBodyReplacerV4.esp**  Armamentium female.esp2A  Cobl Glue.esp  [Version 1.72]2B  FF_Real_Thirst, Cobl.esp2C  Bob's Armory Oblivion.esp2D  FCOM_BobsArmory.esp  [Version 0.9.9]2E  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]2F  Oblivion WarCry EV.esp30  FCOM_WarCry.esp  [Version 0.9.9MB3]31  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]32  OOO-LightOfDawnFlamesWhenDrawnOBSE.esp**  OMOBS.esp  [Version 1.0]33  OMOBS Optional Combat Settings.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]34  ArmamentariumArtifacts.esp  [Version 1.35]35  OOO 1.32-Cobl.esp  [Version 1.72]36  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]37  FCOM_RealSwords.esp  [Version 0.9.9]38  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  FCOM_NoWyverns.esp  [Version 0.9.9]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]39  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3]3A  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]3B  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]3C  TamrielTravellers4OOO.esp  [Version 1.39c]3D  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]**  FCOM_Archery.esp**  FCOM_Archery_Armamentarium.esp**  FCOM_Archery_RealSwords.esp++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp**  LoadingScreens-OOO.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp3E  Lock Bash Omega.esp  [Version 1.5]3F  TamrielTransportationNetwork.esp40  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]41  Region Revive - Lake Rumare.esp42  VaultsofCyrodiilBC.esp43  za_bankmod.esp44  Mighty Umbra.esp45  AFK_Weye.esp  [Version 2.0.COBL]46  Rumare-AFK_Weye Patch.esp  [Version 2.0]47  MannimarcoRevisited.esp48  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]49  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]4A  road+bridges.esp  [Version 4.5.5]4B  Better Cities - House price patch.esp  [Version 1.0]4C  Harvest [Flora].esp  [Version 3.0.0]++  AleswellNoRefractFix.esp4D  kuerteeCustomisableHUDComponents.esp4E  M.O.E. - New Classes.esp  [Version 1]++  more books teach.esp++  Short Grass V3.esp4F  Enhanced Vegetation [150%].esp50  Toggleable Quantity Prompt.esp  [Version 3.1.1]51  Quest Award Leveller.esp  [Version 2.1.0]52  RealisticFatigue.esp53  NoBackwardsRunning.esp54  RealisticHealth.esp55  RealisticForceMedium.esp56  RealisticMagicForceLow.esp57  RealSleepExtended.esp  [Version 2.4.2]58  SM Combat Hide.esp  [Version 1.2]59  attack and hide medium v2.1.esp5A  StealthOverhaul.esp5B  StealthOverhaul, Cobl.esp  [Version 1.1]5C  SM Bounty.esp  [Version 1.22c]++  CoblDeathFix.esp  [Version 1.20]5D  sycHearNoEvil.esp  [Version 1.0]5E  sycSHOUT.esp  [Version 1.02]5F  Denock Arrows.esp60  Oblivion XP.esp  [Version 4.1.5]61  Mayu's Animation Overhaul.esp62  Seph's new animations.esp63  DMC Stylish - Specialanims.esp64  Stylish Jump.esp**  Dark Dungeons.esp65  Let There Be Darkness - Cyrodiil.esp66  Let There Be Darkness - OOO.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp67  CM Partners Merged Plugin.esp68  bgBalancingEVCore.esp  [Version 10.52EV-D]++  bgBalancingEVNoSIVersion_Core_still_required.esp  [Version 10.5DV-D]++  TamrielTravellers Cosmetics Cobl or RBP.esp++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalBetterRedguards.esp**  bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp  [Version 10.0EV-D]69  Better Cities - Full City Defences.esp6A  Better Cities Full.esp6B  Better Cities - VWD of the IC.esp6C  Better Imperial City.esp6D  Better Imperial City FPS Patch.esp6E  Better Cities - COBL.esp  [Version 2]6F  Better Cities Full FPS Patch.esp70  MM_NoMoreAnnoyingMessages.esp  [Version 1.3]++  [GFX]_Initial_Glow-all.esp**  Enhanced Economy - Soulgems.esp  [Version 4.2.1]71  Real Hunger, Cobl.esp  [Version 1.6.1]72  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]73  Bashed Patch, 0.esp74  FormID Finder4.esp75  Oblivion Graphics Extender Support.esp  [Version 0.2]76  Streamline 3.1.esp

User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Tue Feb 01, 2011 9:12 pm

I've reached the point where nothing in FCOM is a challenge to me anymore, but on the other hand I'm 25-35 levels higher than other mobs(and only one so far is 3 levels above me). Well if more of those black sun dudes would show up and some full balrog encounters. Basically the tough guys are hard to find.


Yeah, I seldom takes character over Lvl 30 as almost all challenge is gone by then, so they just sort of sizzle out because of boredom. This also means that I've never actually experienced the high level parts of FCOM, which is a bit of a shame as I'm sure there are some cool WarCry enemies etc. But, perhaps a bit masochistically, I really like the game most between Level 1 and 15 perhaps - while your char still can get quickly killed if not careful but also while there still is a real challenge beating bosses etc.
User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Tue Feb 01, 2011 3:28 pm

BOSS tells me to use the MOBS-version of UOP. I remember being told that I can use the standard UOP with FCOM.
So what should I use (UOP MOBS is only at version 3.2.8 as of now)?
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Tue Feb 01, 2011 10:26 pm

I haven't played Oblivion in a while and just came back to it recently. So before I get into a game too deep would someone mind taking a quick look at my load order just to make sure everything looks OK. Thanks.


Looks good, but you should add Unofficial Shivering Isles Patch.esp [Version 1.4.0] and might want to add OMOBS_SI.esp [Version 1.1].

EDIT: Or, wait, it isn't an SI install? Francesco's Dark Seducer Weapons Patch.esp made me take it for granted, but no DLCShiveringIsles.esp so - then it looks good with the exception of Francesco's Dark Seducer Weapons Patch.esp.
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Tue Feb 01, 2011 8:48 pm

BOSS tells me to use the MOBS-version of UOP. I remember being told that I can use the standard UOP with FCOM.
So what should I use (UOP MOBS is only at version 3.2.8 as of now)?


The standalone http://www.tesnexus.com/downloads/file.php?id=28537 is the way to go as you don't have to worry about (O)MOBS updates of new releases of the UOP etc.
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Tue Feb 01, 2011 2:10 pm

Using god mode now and the should be safe - but using setstage commands can screw things up if not careful. Of course, people can play however they want, but I'd recommend against using god mod anyway (if not completely necessary because of a bugged mod or something) with OOO/FCOM, as those impossible or almost impossible encounters are an important part of the experience IMO. Better to flee in terror or reload an earlier save if necessary IMO. But - should be safe.

Alright, thank you! I had to use god mode because of a mod that introduced some traps that couldn't be avoided, you just had to run while being hit (arrows from holes in the wall). While in Vanilla Oblivion it wouldn't have been important, with FCOM it was sure death.
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Tue Feb 01, 2011 2:32 pm

Yeah, I seldom takes character over Lvl 30 as almost all challenge is gone by then, so they just sort of sizzle out because of boredom. This also means that I've never actually experienced the high level parts of FCOM, which is a bit of a shame as I'm sure there are some cool WarCry enemies etc. But, perhaps a bit masochistically, I really like the game most between Level 1 and 15 perhaps - while your char still can get quickly killed if not careful but also while there still is a real challenge beating bosses etc.


At any point when the game starts feeling too easy for a given character, I take his enchanted weapons away and give him just plain-jane vanilla; or if I'm really feeling mean, I make him use a skill he is not so polished in. (Expert swordsman, huh? Grab an axe, and see how well you do.) But I find a high-level character can still be killed plenty easy in FCOM, if the enemies gang up on you ... especially if stealth- or range-based and wearing light armor. I've seen innocent quest mods lead into deep trouble, and taking a few Ayleid Steps is a humbling experience for anyone. Past Level 30, for me the most annoying thing is how slowly leveling up progresses (which is not FCOM at all) ... and the tactics I mentioned do help alleviate that somewhat too.
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Wed Feb 02, 2011 1:33 am

At any point when the game starts feeling too easy for a given character, I take his enchanted weapons away and give him just plain-jane vanilla; or if I'm really feeling mean, I make him use a skill he is not so polished in. (Expert swordsman, huh? Grab an axe, and see how well you do.) But I find a high-level character can still be killed plenty easy in FCOM, if the enemies gang up on you ... especially if stealth- or range-based and wearing light armor. I've seen innocent quest mods lead into deep trouble, and taking a few Ayleid Steps is a humbling experience for anyone. Past Level 30, for me the most annoying thing is how slowly leveling up progresses (which is not FCOM at all) ... and the tactics I mentioned do help alleviate that somewhat too.


You have a point. I tend to specialize my chars in a couple of disciplines and focus almost exclusively on them. I'm also a bit bored this game through for some reason so switching to a completely different style would probably spice up things - and make it more challenging. I think I'll focus on Illusion, which I seldom use. Also, would be cool with some Druid mods - I'll check it out. :)

But I also think it's basically a question of game mechanics. Once your char have 1. Access to AR 85, via whatever and 2. Access to magic invulnerability, via whatever - enemies can't do so much generally.
User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Tue Feb 01, 2011 9:12 am

Correct oblivion scan by date from oldest to newest , look in bsa first , then mesh and texture. If file is newer than those stored in bsa it will be used. (date modified)

But if file in bsa is newer than file in mesh or texture it will be used instead.

And Correct redating the bsa changes the time and date stamp, so in some cases the files stored in bsa will be used instead aka MMM ,

To test this ..install this mod manually http://www.tesnexus.com/downloads/file.php?id=17911

and redate the files to be older than MMM.bsa itself..if date are right then it changes will not show up, has date on MMM.bsa is newer etc..


If you are going to use the BSA that are posted on the first page you must uninstall older version first has the bsa contains fixes for older files itself. Leads to all kinds of problems

Corepc


Hm, I tried that. The problem is, I don't know where to find a "dire" boar / mountain lion, etc. I spent half an hour walking around in the wilderness. So I cannot really check.

Sorry that I am being so slow, but I still don't understand. So redating .bsa files, does that mean redating the files inside the .bsa? You really got me confused now. What happens if:

fileA.bsa (dated 2006) with monster.dds (dated 2010)
fileB.bsa (dated 2007) with monster.dds (dated 2009)

/textures/monster.dds (dated 2008)

-> This should lead to /textures/monster.dds

Redating either fileA.bsa or fileB.bsa to 2009 should then take the respective monster.dds file, irrespective of the date (even if moster.dds inside fileA.bsa is 2007)

If that's the case, then the reinstalling procedure leaves me puzzled, because installation order does not change the file dates. Plus with .bsa files I don't know what's inside of them, yet everyone seems to agree that this is the superior thing. I guess I am confused... Sorry...
User avatar
Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Tue Feb 01, 2011 7:06 pm

Yeah, I seldom takes character over Lvl 30 as almost all challenge is gone by then, so they just sort of sizzle out because of boredom. This also means that I've never actually experienced the high level parts of FCOM, which is a bit of a shame as I'm sure there are some cool WarCry enemies etc. But, perhaps a bit masochistically, I really like the game most between Level 1 and 15 perhaps - while your char still can get quickly killed if not careful but also while there still is a real challenge beating bosses etc.

It's definitely something to experience. I may have killed all the name bosses. The toughest one was the Amazon Leader(I think she was called "Mother Nature" or "Voice of Nature" something to that effect) and I was only lvl45 at the time. It's incredibly epic to meet one that is in room full of other monsters.


At any point when the game starts feeling too easy for a given character, I take his enchanted weapons away and give him just plain-jane vanilla; or if I'm really feeling mean, I make him use a skill he is not so polished in. (Expert swordsman, huh? Grab an axe, and see how well you do.) But I find a high-level character can still be killed plenty easy in FCOM, if the enemies gang up on you ... especially if stealth- or range-based and wearing light armor. I've seen innocent quest mods lead into deep trouble, and taking a few Ayleid Steps is a humbling experience for anyone. Past Level 30, for me the most annoying thing is how slowly leveling up progresses (which is not FCOM at all) ... and the tactics I mentioned do help alleviate that somewhat too.

That's a good approach, if you're a melee character. But I could strip naked, take my rings off, and I still could destroy anything in 2 spells. ;p. I'm gonna keep going til I reach my obXP cap(lvl120), and then start a new character with some imposed restrictions.
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Tue Feb 01, 2011 5:16 pm

Only once have I ever had to use god mode and that was with Frostcrag reborn. I didn't realize that the monsters were set to level 45+ and I was only a level 4.
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

PreviousNext

Return to IV - Oblivion