(RELz) FCOM Convergence and UFCOM

Post » Tue Feb 01, 2011 4:42 pm

ok, i figued that out- thanks.

hopefully my final question for now:

3. Rebuild the Bashed Patch, checking all mods that turn up in the respective categories, with the exceptions mentioned in the Quick Bash Check Guide.

can you explain what you mean by "checking all mods that turn up in the respective categories, with the exceptions mentioned in the Quick Bash Check Guide"?

the reason i ask is b/c, after opening wryebash, running BOSS, and looking at the list of mods in wryebash, i see that wryebash has checks only in selective mods (not checking FCOM_convergence for example, which seems to me that it needs to be checked). i removed all mods via OBOM that BOSS listed as "FCOM installation error" so i'm wondering if i should check all the mods in wrye bash (taking care not to check two that might conflict/do the same thing) before i rebuild the bashed patch?

thanks.


Check all mods except the ones that are green, because they can be merged in the Bashed Patch - if you check them in the merged patches section you'll get + signs before them after rebuilding the patch, showing that they have been merged.

Then follow the guide in the opening post for which mods to check in the different categories in the Bashed Patch. Then rebuild.

EDIT: Note that the above is for an FCOM setup, certain other mods most be set up differently, so always check readmes.
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Hayley O'Gara
 
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Post » Tue Feb 01, 2011 11:52 pm

Check all mods except the ones that are green, because they can be merged in the Bashed Patch - if you check them in the merged patches section you'll get + signs before them after rebuilding the patch, showing that they have been merged.

Then follow the guide in the opening post for which mods to check in the different categories in the Bashed Patch. Then rebuild.

EDIT: Note that the above is for an FCOM setup, certain other mods most be set up differently, so always check readmes.



hmm, every single listed mod in wryebash is green. i have checked all of them, barring a few that i didn't want to use or that would be redundnat b/c another .esp mod is doing the same thing.


ps, in case this helps, here's my mod list in wryebash, which i am have higlighted (but i haven't yet rebuilt my bashpatch).

so, my question is- am i correct in my selection and thus ready to rebuild my bashpatch?
apologies if this is newb-level questioning. i've read over a lot of wryebash webpage info. and am still not sure.

Spoiler
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  FCOM_Convergence.esm  [Version 0.9.9MB3]06  Armamentarium.esm  [Version 1.35]07  Artifacts.esm08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  Francesco's Optional Chance of Stronger Bosses.esp0C  Francesco's Optional Chance of Stronger Enemies.esp0D  Francesco's Optional Chance of More Enemies.esp0E  Francesco's Optional Leveled Guards.esp0F  FCOM_Francescos.esp  [Version 0.9.9]10  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]11  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]12  Living Economy.esp13  Living Economy - Items.esp14  Cutthroat Merchants.esp15  DLCOrrery.esp16  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]17  DLCVileLair.esp18  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]19  DLCMehrunesRazor.esp1A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1B  DLCSpellTomes.esp1C  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]1D  DLCThievesDen.esp1E  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]1F  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]20  Bob's Armory Oblivion.esp21  FCOM_BobsArmory.esp  [Version 0.9.9]22  Oblivion WarCry EV.esp23  FCOM_WarCry.esp  [Version 0.9.9MB3]24  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]25  OOO-Water_Weeds.esp  [Version 1.33]26  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]27  ArmamentariumLLVendors.esp  [Version 1.35]28  ArmamentariumArtifacts.esp  [Version 1.35]29  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2A  FCOM_Convergence.esp  [Version 0.9.9Mb3]2B  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]2C  FCOM_RealSwords.esp  [Version 0.9.9]2D  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]2E  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]30  FCOM_SaferRoads.esp  [Version 0.9.9]31  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]36  Mart's Monster Mod - Gems & Gem Dust.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]39  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]3A  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]3C  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]3D  FCOM_BobsGuardUnity.esp  [Version 0.9.9]3E  FCOM_HungersUnitySI.esp  [Version 0.9.9]3F  FCOM_Archery.esp  [Version 0.9.9]40  FCOM_FriendlierFactions.esp  [Version 0.9.9]41  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]42  FCOM_MoreRandomItems.esp  [Version 0.9.9]43  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]44  ArmamentariumLL4OOO.esp  [Version 2.01]45  ArmamentariumLLMagicOOO.esp  [Version 1.35]46  OOO-WaterFish.esp  [Version 1.34]47  Artifacts.esp48  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]49  DLCBattlehornCastle.esp4A  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]4B  DLCFrostcrag.esp4C  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]4D  Knights.esp4E  Knights - Unofficial Patch.esp  [Version 1.0.9]4F  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]50  FCOM_Knights.esp  [Version 0.9.9Mb3]51  Harvest [Flora].esp  [Version 3.0.0]52  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]53  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]54  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]55  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]56  Francesco's 10 days respawn time - 1-20 day lenght rescale.esp57  Bashed Patch, 0.esp

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Farrah Barry
 
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Post » Wed Feb 02, 2011 1:33 am

hmm, every single listed mod in wryebash is green. i have checked all of them, barring a few that i didn't want to use or that would be redundnat b/c another .esp mod is doing the same thing.


This turned into a quite a serial. I can't really give a step by step guide of everything through a dialogue here, that's what readmes, guides etc are for. Anyway, are you saying that ALL mods are green in the mods window in Wrye Bash? Are esm's green? Sounds totally weird.

Ideally, I think you should take the time to learn your way around Wrye Bash, it's functions, how it's set up etc.
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Laura Tempel
 
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Post » Wed Feb 02, 2011 1:22 am

yeah, i see your pov, what with the hand holding i seem to be requiring

yes, every esm and esp in wryebash mods is green. based on what i read on the wryebash page, this indicates that they are in sync. i'll re-read all the wryebash and fcom info (although the fact that the info on the fcom homepage is over a year old makes me kinda nervous though) to see if i can figure out how the wryebsh-bashed patch process works.

thanks again
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Shae Munro
 
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Post » Tue Feb 01, 2011 6:39 pm

yeah, i see your pov, what with the hand holding i seem to be requiring

yes, every esm and esp in wryebash mods is green. based on what i read on the wryebash page, this indicates that they are in sync. i'll re-read all the wryebash and fcom info (although the fact that the info on the fcom homepage is over a year old makes me kinda nervous though) to see if i can figure out how the wryebsh-bashed patch process works.

thanks again

You are talking about the check boxes. Arkngt is talking about the plugin text colors.

Bash Plugin Colors Quick Reference - http://tesivpositive.animolious.com/index.php?page=bash_plugin_colors_quick_reference <-- do not check purple-text or italicized-text plugins either, if you have them

Finishing the Installation - http://tesivpositive.animolious.com/index.php?page=finishing_the_installation
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kelly thomson
 
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Post » Tue Feb 01, 2011 9:01 am

It would be nice if people read up a bit on the utilities etc. they are using before posting questions. Personally I get a bit annoyed when I realize that I'm spending my precious free time on someone who apparently isn't willing to spend some time researching stuff him/herself. Just saying. FCOM is complex, esp. if new to Wrye Bash etc., so some time reading up on stuff is basically required.


You are talking about the check boxes. Arkngt is talking about the plugin text colors.


That's actually why I wrote "the mod window" - to ensure that we were talking about the same thing, Anyway, that was one hour wisely spent...
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candice keenan
 
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Post » Wed Feb 02, 2011 1:09 am

You are talking about the check boxes. Arkngt is talking about the plugin text colors.

Bash Plugin Colors Quick Reference - http://tesivpositive.animolious.com/index.php?page=bash_plugin_colors_quick_reference <-- do not check purple-text or italicized-text plugins either, if you have them

Finishing the Installation - http://tesivpositive.animolious.com/index.php?page=finishing_the_installation



ahhh, i see now. thanks.


odd then that my esm files are green, the same color as my esp files (well, the descriptive text is blue, while the box next to the text is green, which i think is the relevant item as far as color goes)

all my colors are acceptable it seems- blue for esm and green or black from esp

between the fcom site, the specific site for each mod or app, this forum, and the superb link you just sent me on finishing the installation, there's quite the myriad of places to go for information, which begins to get a bit bewildering.

thanks again to both you guys.
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jessica Villacis
 
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Post » Tue Feb 01, 2011 8:40 pm


between the fcom site, the specific site for each mod or app, this forum, and the superb link you just sent me on finishing the installation, there's quite the myriad of places to go for information, which begins to get a bit bewildering.



Arkgnt is right in showing his frustration when these questions constantly crop up, especially for topics that don't specifically cover FCOM itself.
Reading the opening post in this thread covers the basic FCOM plug-ins for a patch.
These are already pre-tagged for the user doing a basic install plus supported add-ons.
If used in conjunction with the Wrye Bash readme they explain everything in detail for making and tagging an expanded bashed patch beyond the scope of FCOM.
I don't know if there's anything more we can do for users, especially ones that refuse to refer to detailed documentation.
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Sandeep Khatkar
 
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Post » Wed Feb 02, 2011 12:14 am

final step before i rebuild the bash patch:

http://tesivpositive.animolious.com/index.php?page=bashed_patch

"Right-click on the Bashed Patch and choose 'Rebuild'..."

i am clear about all of the options except for this one:

"Race Records - order matters!"

This one applies to the following: "Merge race eyes, hair, body, voice from ACTIVE AND/OR MERGED mods. Any non-active, non-merged mods in the following list will be IGORED:

(checkbox) Oscuro's_Oblivion_Overhaul.esp
(checkbox) Mart's Monserter Mod- Resized Races.esp


Basically, not sure if i should check Race Records and select both of the above checkboxs, and what the significance of "order matters!" is here.
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:)Colleenn
 
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Post » Tue Feb 01, 2011 10:49 pm

Arkgnt is right in showing his frustration when these questions constantly crop up, especially for topics that don't specifically cover FCOM itself.
Reading the opening post in this thread covers the basic FCOM plug-ins for a patch.
These are already pre-tagged for the user doing a basic install plus supported add-ons.
If used in conjunction with the Wrye Bash readme they explains everything in detail for making and tagging an expanded bashed patch beyond the scope of FCOM.
I don't know if there's anything more we can do for users, especially ones that refuse to refer to detailed documentation.



I hear you. My future posts will be in the relevant forum topic to that question. Thanks and sorry for dumping them all at FCOM's doorstep.
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Kathryn Medows
 
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Post » Tue Feb 01, 2011 11:44 am

final step before i rebuild the bash patch:

http://tesivpositive.animolious.com/index.php?page=bashed_patch

"Right-click on the Bashed Patch and choose 'Rebuild'..."

i am clear about all of the options except for this one:

"Race Records - order matters!"

This one applies to the following: "Merge race eyes, hair, body, voice from ACTIVE AND/OR MERGED mods. Any non-active, non-merged mods in the following list will be IGORED:

(checkbox) Oscuro's_Oblivion_Overhaul.esp
(checkbox) Mart's Monserter Mod- Resized Races.esp


Basically, not sure if i should check Race Records and select both of the above checkboxs, and what the significance of "order matters!" is here.

Ignore that and rebuild the patch. Just check the plugins that appear there.


Edit: Dude, all of the colors matter. Arkngt was not talking about the check box colors. We have been using Bash long enough to not mix up those two. Please, just listen. The plugin text colors have nothing to do with being "acceptable." The check box colors kind of do, but all of that is explained in that quick reference I linked.
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Kelly Tomlinson
 
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Post » Tue Feb 01, 2011 11:17 am

Just wanted to pay my respects to this most excellent project. It is the efforts of people like Martigen, Oscuro, Francesco, the FCOM team, Wrye, and so many others that keeps me inspired to continue to contribute in whatever humble way that I can. ;)

A quick note, for those following these installation instructions and also the ones http://devnull.sweetdanger.net/convergence.html...

After installing the Oscuro overhaul component of this pack (via Oblivion Mod Manager) I had to manually copy over the Oscuro's_Oblivion_Overhaul.esm, as the OMOD installer seems to have left it out for some reason. Not sure if it has been mentioned or if it is even an issue for everyone; it could be specific to the selections you make during the install. Just something to keep in mind, however.

Also, when installing the Francesco mod, it seems like you need to choose not to merge .ESP files for the various optional plugins available during that install, as it caused some minor problems for me with the merging of lists detailed in the Bash section.

Having installed the entire thing without conflicts, I must say it renders Oblivion an entirely new game! Outstanding!

With the added difficulty and higher spawn rates I also find that the console options to make my summons permanent companions is now much more balanced. I’ve posted the http://www.gamesas.com/index.php?/topic/1064041-phinix-master-summon-v20/, and highly recommend checking it out.

Thanks again!

:foodndrink:
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Gisela Amaya
 
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Post » Tue Feb 01, 2011 4:48 pm



A quick note, for those following these installation instructions and also the ones being http://devnull.sweetdanger.net/convergence.html...

After installing the Oscuro overhaul component of this pack (via Oblivion Mod Manager) I had to manually copy over the Oscuro's_Oblivion_Overhaul.esm, as the OMOD installer seems to have left it out for some reason. Not sure if it has been mentioned or if it is even an issue for everyone; it could be specific to the selections you make during the install. Just something to keep in mind, however.



I do not know what you mean by "updated." The first post says that they are not updated??

Anyway, no, the OMOD installer does not leave the ESM out for most of us. Also, those of use using the latest version of OOO 1.34, do not have an OMOD installer... OOO 1.34 contains three plugins. It does not really need one.


Edit: If you just added the 1.34 archive to an OMOD, I do not see how anything could've been left out. I guess the UAC could botch things, but that is quite an odd occurance...
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Mr. Allen
 
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Post » Tue Feb 01, 2011 3:15 pm

I first played Oblivion, it was fun, very fun. I discovered OOO, Oblivion was amazing. I discovered FCOM, Oblivion was extrodinary. I discovered how to actually use Wyre_Bash and FCOM, Oblivion was trully awe inspiring.

So my gratitude for making this the only game I have needed for over two years goes to: Oscuro, Wyre, Francesco, Martigen, and all of the other modders and contributers to this amazing project, and others.
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Samantha Wood
 
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Post » Tue Feb 01, 2011 6:37 pm

yeah, i see your pov, what with the hand holding i seem to be requiring

yes, every esm and esp in wryebash mods is green. based on what i read on the wryebash page, this indicates that they are in sync. i'll re-read all the wryebash and fcom info (although the fact that the info on the fcom homepage is over a year old makes me kinda nervous though) to see if i can figure out how the wryebsh-bashed patch process works.

thanks again


Don't feel too bad, I've never gotten FCOM working either. heh
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Etta Hargrave
 
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Post » Tue Feb 01, 2011 1:53 pm

Don't feel too bad, I've never gotten FCOM working either. heh

he did
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Nicola
 
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Post » Tue Feb 01, 2011 1:01 pm

I hear you. My future posts will be in the relevant forum topic to that question. Thanks and sorry for dumping them all at FCOM's doorstep.


My point wasn't that you posted Wrye Bash questions in the FCOM thread. It was that you apparently hadn't checked the Wrye Bash readme even briefly before asking - and still apparently didn't bother after I had linked to it. To me it says something like: "I don't feel like spending 30 minutes learning the basics of how Wrye Bash works, so I'll just post all questions that pops up during the way, getting someone else to spend 30 minutes helping me out with it instead." Frankly, that's simply not OK in my book. But let's leave it at that - it's water under the bridge. Hope you get it up and running.

Just wanted to pay my respects to this most excellent project. It is the efforts of people like Martigen, Oscuro, Francesco, the FCOM team, Wrye, and so many others that keeps me inspired to continue to contribute in whatever humble way that I can. ;)

A quick note, for those following these installation instructions and also the ones http://devnull.sweetdanger.net/convergence.html...

After installing the Oscuro overhaul component of this pack (via Oblivion Mod Manager) I had to manually copy over the Oscuro's_Oblivion_Overhaul.esm, as the OMOD installer seems to have left it out for some reason. Not sure if it has been mentioned or if it is even an issue for everyone; it could be specific to the selections you make during the install. Just something to keep in mind, however.

Also, when installing the Francesco mod, it seems like you need to choose not to merge .ESP files for the various optional plugins available during that install, as it caused some minor problems for me with the merging of lists detailed in the Bash section.

Having installed the entire thing without conflicts, I must say it renders Oblivion an entirely new game! Outstanding!

With the added difficulty and higher spawn rates I also find that the console options to make my summons permanent companions is now much more balanced. I’ve posted the http://www.gamesas.com/index.php?/topic/1064041-phinix-master-summon-v20/, and highly recommend checking it out.

Thanks again!

:foodndrink:


Not sure about the OMOD installer issue. I've never used it, but this doesn't seem to be a common issue as I can't recall it being reported. Have others run into this issue?

The install guide on the FCOM Homepage clearly says that you should choose separate files for Fran's ("Required! CRITICAL!") so I would think that is already covered. Unless I misunderstood what you meant?

Have fun! Also, you reminded me that I should check out Master Summon again - I tried an earlier version and liked it a lot but haven't gotten around to it yet this time around for some reason.
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Mari martnez Martinez
 
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Post » Tue Feb 01, 2011 7:41 pm

I walked into an issue with the arena, I was doing a few matches, when I killed one of the combatants I got the DB message at my screen ''Your killing has been observed by forces unknown''. So I got a murder count while I didn't even murder someone, is this a bug related to FCOM or..?

Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4.1]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Armamentarium.esm  [Version 1.35]09  Artifacts.esm  [Version 1.1]0A  HorseCombatMaster.esm0B  Unofficial Oblivion Patch.esp  [Version 3.2.7]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp0E  Francesco's Optional Chance of Stronger Bosses.esp0F  Francesco's Optional Chance of Stronger Enemies.esp10  Francesco's Optional Chance of More Enemies.esp11  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  Fran Armor Add-on.esp14  Fran_Lv30Item_Maltz.esp15  EnhancedWeather.esp  [Version 1.3.5]++  phinix-waterfix.esp16  Ayleid Loot EXtension.esp17  Ayleid Loot EXtension - OOO Dungeons.esp++  Item interchange - Extraction.esp  [Version 0.78]18  Enhanced Economy.esp  [Version 4.2]++  MaleBodyReplacerV4.esp++  FineWeapons.esp19  PureSteelBlade.esp**  mz_Shields_SI.esp1A  XiaNewAmuletsV1.esp**  Armamentium female.esp1B  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]1C  Cobl Glue.esp  [Version 1.72]1D  Cobl Si.esp  [Version 1.63]1E  Bob's Armory Oblivion.esp1F  FCOM_BobsArmory.esp  [Version 0.9.9]20  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]21  Oblivion WarCry EV.esp22  FCOM_WarCry.esp  [Version 0.9.9MB3]23  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]24  ArmamentariumArtifacts.esp  [Version 1.35]25  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]26  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]27  FCOM_RealSwords.esp  [Version 0.9.9]28  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]29  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 - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]2D  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]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery_Deadly.esp++  FCOM_Archery_Deadly_Armamentarium.esp++  FCOM_Archery_Deadly_RealSwords.esp++  FCOM_Archery_Deadly_Artifacts.esp**  FCOM_FriendlierFactions.esp  [Version 0.9.9]2E  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]2F  FCOM_MoreRandomItems.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]++  FineWeapons for OOO.esp**  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp30  Ivellon.esp  [Version 1.8]31  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]32  Apachii_Goddess_Store.esp33  Knights.esp34  Knights - Unofficial Patch.esp  [Version 1.0.9]**  EVE_KnightsoftheNine.esp35  Mighty Umbra.esp36  MannimarcoRevisited.esp37  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]38  EVE_ShiveringIslesEasterEggs.esp39  P1DkeyChain.esp  [Version 5.00]3A  VisiblyUnlimited.esp3B  Alternative Start by Robert Evrae.esp3C  RealisticForceMedium.esp3D  RealisticMagicForceMedium.esp3E  EnchantmentMastery.esp3F  RefScope.esp  [Version 2.0.2]40  SupremeMagicka.esp  [Version 0.90]41  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]42  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]43  RenGuardOverhaul.esp44  DeadlyReflex 5 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.86]++  nGCD Skeleton Key.esp45  Oblivion XP.esp  [Version 4.1.5]46  Legendary Abilities-Reflect MOJ.esp47  Grandmaster of Alchemy.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.esp48  bgBalancingEVCore.esp  [Version 10.52EV-D]49  bgMagicEV.esp  [Version 1.7EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]4A  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]4B  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]4C  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  [GFX]_Initial_Glow-all.esp4D  Get Wet.esp++  Real Lava 1.3.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]4E  Cobl Silent Equip Misc.esp  [Version 01]4F  Bashed Patch, 0.esp50  Streamline 3.1.esp

User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Tue Feb 01, 2011 12:30 pm

I walked into an issue with the arena, I was doing a few matches, when I killed one of the combatants I got the DB message at my screen ''Your killing has been observed by forces unknown''. So I got a murder count while I didn't even murder someone, is this a bug related to FCOM or..?


FCOM shouldn't affect that, but it's known to happen with vanilla. http://www.uesp.net/wiki/Oblivion:Arena_(faction):

Killing your arena opponents can potentially count as murder. This happens if the opponent is killed without him/her ever turning hostile, for example: you immediately cast a Demoralize spell. Although you will not gain a bounty for the murder, it will appear in your statistics and will initiate the Dark Brotherhood questline.


Also:

If the player completes the quest Origin of the Gray Prince and informs Agronak of his "bloodline", he will become nearly suicidal and simply stand still during the match, allowing the player to attack him with no retaliation. This is considered murder and is one way to enter the Dark Brotherhood.

User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Tue Feb 01, 2011 11:48 am

Alright, good to know it's isn't mod related. Thank you.
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Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Tue Feb 01, 2011 12:53 pm

Hello!


Im gonna install the Sutch Reborn mod, and was checking its compatibility patches. http://tesnexus.com/downloads/file.php?id=27671 there is a patch to remove spawnpoints added by MMM and Fran where the city lays... can I use this patch if I use FCOM+UFCOM?

Also, regarding something I read on another thread.. Im using the latest version of MMM (BSA)... should I use FCOM_COBL? I read something mentioning I should use MMM-COBL, but couldnt find it on my package.

Thanks!
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Tue Feb 01, 2011 7:24 pm

Hello!


Im gonna install the Sutch Reborn mod, and was checking its compatibility patches. http://tesnexus.com/downloads/file.php?id=27671 there is a patch to remove spawnpoints added by MMM and Fran where the city lays... can I use this patch if I use FCOM+UFCOM?

Also, regarding something I read on another thread.. Im using the latest version of MMM (BSA)... should I use FCOM_COBL? I read something mentioning I should use MMM-COBL, but couldnt find it on my package.

Thanks!

MMM-Cobl is in the COBL archive. I have it in 1.72. I do not know in which version it was added, but if you have the latest, install it from there. FCOM_COBL and MMM-COBL, end up, together, installing extra items in inventories. MMM-Cobl is the one you need to use with UFCOM, as Arkngt pointed out to me not to long ago. FCOM_COBL is the one you can hold off on until the next update.
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Tue Feb 01, 2011 10:01 am

Also, regarding something I read on another thread.. Im using the latest version of MMM (BSA)... should I use FCOM_COBL? I read something mentioning I should use MMM-COBL, but couldnt find it on my package.

Thanks!



MMM-Cobl is in the COBL archive. I have it in 1.72. I do not know in which version it was added, but if you have the latest, install it from there. FCOM_COBL and MMM-COBL, end up, together, installing extra items in inventories. MMM-Cobl is the one you need to use with UFCOM, as Arkngt pointed out to me not to long ago. FCOM_COBL is the one you can hold off on until the next update.


There are Two Version of MMM Cobl Currently to clarify

The Orig one that comes with Cobl 1.72 which is MMM Cobl {1.69 Version) This is safe to use FCOM_Cobl and OOO Cobl..But does not cover near has much has updated version.

=======

The Updated Version which is covers all the Additons that MMM has made and designed for UFCOM has well.

is the MMM Cobl 1.72 for MMM 3.7b3 Version that can be found in Cobl Thread Itself which is used meant to be used with Cobl 1.73 Development Version.

This is version that you should not use FCOM Cobl with.

The Next OOO / MMM Version have support for Cobl built directly into them and fcom_cobl will not be needed in future anymore when next UFCOM comes out.

Hope that Clarify's things..
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Tue Feb 01, 2011 9:41 pm

There are Two Version of MMM Cobl Currently to clarify

The Orig one that comes with Cobl 1.72 which is MMM Cobl {1.69 Version) This is safe to use FCOM_Cobl and OOO Cobl..

=======

The Updated Version which is MMM Cobl 1.72 for MMM 3.7b3 Version that can be found in Cobl Thread Itself which is used meant to be used with Cobl 1.73 Development Version. This is version that you should not use FCOM Cobl with.

The Next OOO / MMM Version have support for Cobl built directly into them and fcom_cobl will not be needed in future anymore..

Hope that Clarify's things..

Absolutely, thank you.


I'm off to do more updates, trying to collect OSR INI tweaks info and such, never ends...
- Tomlong75210
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Tue Feb 01, 2011 4:23 pm

RE: Arkngt, from the previous thread;

Yes, it would be nightmarish to be without OBSE. I can't reproduce your crashes. I clicked on both torch and use torch more than ten times each and all torches dropped to the ground. Also, perhaps you used it as an example of how it crashes, but why are you equipping torches via the menu? The Hot Key torch is both easier and more immersive IMO. Anyway, seems like something else might be involved but no idea what.


For whatever reason I've just never set up the Hot Key for it before, but that was my main example since it's an easy way to recreate my crash; Either equipping a torch from the menu while a 2-handed weapon (or 1h+shield) is drawn, or holding a torch, and then drawing a 2-handed weapon (or 1h+shield). Either of those can crash the game, not always, but often enough, disabling OBSE completely removes the crashing.

Anyhow, I'll just have to avoid OBSE for now I suppose, I've actually had this crashing issue with the torches for as long as I can remember trying to use FCOM, no matter what mix of optional mods I install or how bare-bones the FCOM install is. Very strange! Perhaps it's something to do with 64-bit windows? I really have no idea;
User avatar
christelle047
 
Posts: 3407
Joined: Mon Apr 09, 2007 12:50 pm

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