(RELz) FCOM Convergence and UFCOM

Post » Tue Feb 01, 2011 10:19 am

http://www.gamesas.com/index.php?/topic/995334-mmm-and-fcom-omod-installers

BSA Testing! - See bottom of this post for new BSAs.

http://www.gamesas.com/index.php?/topic/1102058-relz-fcom-convergence-and-ufcom/


FCOM: Convergence

Francesco + WarCry + Oscuro + Martigen

(aka Cry FranOOOMMM)

Currently the FCOM Homepage does not hold up to the minute information and links.
Team FCOM can't access it for updates at the moment, but this situation should just be temporary.
In the interim please use this post in unison with the FCOM Homepage.



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. These explain everything extensively. Please read everything before posting to ask for help since it's very likely your question has already been answered. 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.

=============
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 -- Oscuro's Oblivion Overhaul, Martigen's Monster Mod, Oblivion WarCry, and Francesco's Leveled Creatures-Items. 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 Bob's Armory, 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 Bashed Patch feature of http://tesnexus.com/downloads/file.php?id=22368. 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 http://www.uesp.net/wiki/Tes4Mod:FCOM pages on UESP!



==========================================================================

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


==========================================================
Unofficial FCOM Update for MMM 3.7b3
==========================================================

Requires a clean install of both OOO and MMM.

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 Mart's no longer share the same resource files.

If updating from any previous version of FCOM 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 beta.

Install UFCOM overwriting all current files and check your load order, rebuild the bashed patch, and wait x number 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 http://www.gamesas.com/index.php?/topic/1091526-relzmartsmonstermod37b3-public-release-3-relz/ for install instructions for OOO/MMM/COBL/FCOM.

You must have the MMM 3.7b3 BSA installed and rename it FCOM_Convergence_MartsMonsterMod.bsa in order for meshes, textures and sounds to work with FCOM properly.

For compatibility reasons with the MMM BSA it's now important in which order some mods are installed.

Recommended install order:

http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1417
http://www.tesnexus.com/downloads/file.php?id=10739 (if applicable)
DLC's + Patches (if applicable)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=268 (optional)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953 patched to http://tesnexus.com/downloads/file.php?id=15256 (required)
http://www.worldofelderscrolls.de/?go=dlfile&fileid=12 patched to http://rapidshare.com/files/57753891/OWC_Patch_1.08b_1.085b.7z.html (optional)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1860 (optional)
http://www.tesnexus.com/downloads/file.php?id=18417 and http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5653 (optional)
http://pages.suddenlink.net/corepc/ (required)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3508 (optional)
COBL Races (optional)
http://www.tesnexus.com/downloads/file.php?id=12249 + supported add-ons (add-ons optional)
Body Replacement mods (Roberts, Exnem. EVE etc) (optional)
Texture replacers (optional)

To complete FCOM, install the http://www.4shared.com/file/144608444/c47efc89/ufcom.htmll files, overwriting where prompted.

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 Tree Sprite
*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 - you no longer require 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.



Important Note: Make sure you've got Wrye Bash 221 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 the bashed patch after installing this update!

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

Highly recommended: TheNiceOne has made http://www.gamesas.com/bgsforums/index.php?showtopic=995334 which ensures that exactly the correct files are installed and the BSA is properly renamed.

Be sure to get the http://devnull.sweetdanger.net/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)


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

Install
http://tesnexus.com/downloads/file.php?id=22368, http://tesnexus.com/downloads/file.php?id=15256 (patch requires http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3953. Full version only ATM), http://www.worldofelderscrolls.de/?go=dlfile&fileid=12 , http://www.worldofelderscrolls.de/?go=dlfile&fileid=12, http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=268, http://pages.suddenlink.net/corepc/, http://www.tesnexus.com/downloads/file.php?id=12249 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 http://devnull.sweetdanger.net/convergence.html 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 optional 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 optional files.

Highly recommended: http://www.tesnexus.com/downloads/file.php?id=20516.

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

Quick Bash Check Guide for Wrye Bash 285
A quick guide on what to check in the Bashed Patch when rebuilding it for an FCOM setup. Based on Wrye Bash 285.

Merge Patches - Generally all mergeable mods can be checked.
Import Actors - All FCOM mods and UOP checked.
Import Actors: AIPackages - All FCOM mods and UOP checked. Tag FCOM_Convergence.esp with ForceAIPackages.
Import Actors. Death Items - Uncheck Oblivion Warcry EV.esp, keep other FCOM mods and UOP checked.
Import Factions - All FCOM mods and UOP checked. Exception: Oscuro's_Oblivion_Overhaul.esp.
Import Graphics - All FCOM mods. Tag Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp with graphics.
Import Inventory - All FCOM mods and UOP checked.
Import Relations - All FCOM mods and UOP checked. Exceptions: Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp.
Import Scripts - All FCOM mods and UOP checked.
Import Stats - All FCOM mods and UOP checked.
Leveled Lists - Generally rely on tags.
Tweak Names - Rename Dwarven to Dwemer.

Notes:
- How to add a bash tag to a mod: highlight it in the Mod window > right-click in the Bash Tags window in the lower right > choose appropriate tag.
- "All FCOM mods" means select FCOM, Frans, OOO, MMM, WarCry in that patch section but take note of exceptions.

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.


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

FCOM: Convergence 1.0 Official Trailer

http://www.megaupload.com/?d=7U7JVRLO

Note: The MegaUpload Hi-Res version requires Xvid codec. Does not work with the DivX codec. If it looks pixellated, you've got the wrong codec.

http://www.gametrailers.com/player/usermovies/142365.html


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


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 -- 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 -- Current Manager for MMM, Armamentarium and Artifacts, EVEHGEC, MOBS, Travellers, help with everything Frans/OOO/MMM/FCOM related
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, bg2408, PacificMorrowind 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).


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!

dev_akm




================================

BSA Testing

The FCOM Team ask for your assistance with BSA testing for UFCOM, Oblivion WarCry and Bob's Armory Oblivion.

Required: You need to uninstall all resources from FCOM_Convergence, WarCry and Bob's before using these bsa's. Do not uninstall Frans, OOO, MMM - only FCOM_Convergence, Bob's and WarCry resources. Use either BAIN or make an omod with just the meshes, textures, sounds from those mods, and install, overwrite and uninstall - then replace with bsa.

================================

http://www.megaupload.com/?d=0IGOWXL4

- FCOM Resources Packaged in single uncompressed BSA.
- It has been pyfii but it was an older version.
- Textures have been checked for mip map as well.

But a few could have been missed so report any purple objects, flat black looking or missing mesh - wtf problems.

================================

http://www.megaupload.com/?d=LNG7LWO1

Oblivion Warcry Resources packed into single Uncompress BSA
- Has not been pyfii, WarCry has some weird stuff once again.
- Textures have been checked for mip map as well.

But a few could have been missed so report any purple objects, flat black looking , or missing mesh - wtf problems.

BSA Loading and BSA File Date

- Do not rename the bsa's, they are named correctly and will load as needed.

FCOM RealSwords and WarCry do not overwrite any other mod resources, so file date on bsa is not of importance, unless you have textures replacer or meshes replacers for their resources. Which you need to reinstall after these.

================================

http://www.megaupload.com/?d=VHBH920B

- Not Pyfii.
- Added Mip Map to All Textures that needed so users should be able to run in small or medium textures settings with Bob's Armory now.

- Do not change name as bsa will launch if Bob's Armory Oblivion.esp is activated.
- Does not contain any overwrite or conflicts for sure, all new objects so date does not matter, unless you have a texture replacer or body mods for Bob's (which I want if you do)..install those after.

Please report any problems that you have with them.

Enjoy

TEAM FCOM


==============

Optimized Frans New Items and New Creatures BSAs

By Arthmoor

A while back in either an FCOM thread or on a Frans thread I had mentioned that I'd gone through and cleaned up a lot of broken meshes and done PyFFI on those that could be. Ive had the files sitting around for awhile now, and have been unable to get ahold of Dewshine. Hardly a surprise I guess as she's not been here in eons.

Anyway, someone asked me about it today and I just uploaded the files:

Hopefully someone somewhere can get these to where they need to go to be distributed as needed.

http://www.megaupload.com/?d=ZAENT2I2
http://www.megaupload.com/?d=NB1V4HTS

ENJOY
TEAM FCOM

User avatar
Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Tue Feb 01, 2011 2:55 pm

I have another question about compatibility (sorry for all these damn questions).

Previously I asked if the Comprehensive Style Compilation was compatible or usable with FCOM. Is it? I'd also like to know if Realistic Physics and Force is compatible, is it?

CSC: http://www.tesnexus.com/downloads/file.php?id=24077
Realistic Physics and Force: http://www.tesnexus.com/downloads/file.php?id=5197

I also wanted to know if there's an alternate start/MQ cut-off or stopper (like a scroll that you can choose to activate the MQ or not)... I like to roleplay and my characters almost never have anything to do with the main storyline...
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Tue Feb 01, 2011 2:33 pm

I have another question about compatibility (sorry for all these damn questions).

Previously I asked if the Comprehensive Style Compilation was compatible or usable with FCOM. Is it? I'd also like to know if Realistic Physics and Force is compatible, is it?

CSC: http://www.tesnexus.com/downloads/file.php?id=24077
Realistic Physics and Force: http://www.tesnexus.com/downloads/file.php?id=5197

I do not know about the first mod but the second mod is partially compatible. You can use the plugins, but the skeletons may give you trouble depending on what mod you are running with FCOM. It would be safest if you only use the RF plugins.
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Tue Feb 01, 2011 9:10 pm

I do not know about the first mod but the second mod is partially compatible. You can use the plugins, but the skeletons may give you trouble depending on what mod you are running with FCOM. It would be safest if you only use the RF plugins.


Alright. The first mod is basically a compilation of every (or almost every) hair and eye mod out there. It's really quite nice and I think I had it working with FCOM back at the beginning of the year.
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Tue Feb 01, 2011 9:46 pm

Alright. The first mod is basically a compilation of every (or almost every) hair and eye mod out there. It's really quite nice and I think I had it working with FCOM back at the beginning of the year.

FCOM has nothing to do with cosmetics, so I do not see how it would unless it is making changes to vanilla NPCs.


Edit: wording
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Tue Feb 01, 2011 11:40 am

FCOM has nothing to do with cosmetics, so I do not see how it would unless it is making changes to vanilla NPCs.


Edit: wording


Ah, much awesomeness. I just wanted to be extra sure. I edited my first post and not sure if you saw my last question but: are there any alternate start/MQ cut-off or postponed (through an object you can activate) that would be compatible with FCOM? Something like Cliffworms' mod he made some time ago...
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Tue Feb 01, 2011 11:09 am

Ah, much awesomeness. I just wanted to be extra sure. I edited my first post and not sure if you saw my last question but: are there any alternate start/MQ cut-off or postponed (through an object you can activate) that would be compatible with FCOM? Something like Cliffworms' mod he made some time ago...

There are a number... Here's one - http://www.gamesas.com/index.php?/topic/1090232-50-steps-to-stable-fcom/page__view__findpost__p__16091427
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Tue Feb 01, 2011 3:34 pm

There are a number... Here's one - http://www.gamesas.com/index.php?/topic/1090232-50-steps-to-stable-fcom/page__view__findpost__p__16091427


Thank you very much. I'm going to have to do a bunch of favors to make up for the help lol...
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Tue Feb 01, 2011 11:52 am

Thank you very much. I'm going to have to do a bunch of favors to make up for the help lol...

No problem. I need to find some links to those MQ shut-off mods...


Happy gaming!
- Tomlong75210
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Tue Feb 01, 2011 12:02 pm

I have another question about compatibility (sorry for all these damn questions).




Linked in the opening post is the http://www.uesp.net/wiki/Tes4Mod:FCOM which includes details of all currently known incompatibilities and patches if applicable, plus a whole lot of other info concerning the mod.
I think most questions are answered, so it's worth your time reading :read:
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Tue Feb 01, 2011 7:44 pm

looking for a link to FCOM_EntropicOrderRebalance but not finding one. is this still recommended as part of the current FCOM install?
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Tue Feb 01, 2011 1:36 pm

looking for a link to FCOM_EntropicOrderRebalance but not finding one. is this still recommended as part of the current FCOM install?


:read: http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z in the opening post. :read:
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Amie Mccubbing
 
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Post » Tue Feb 01, 2011 1:56 pm

d'oh. thanks.
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+++CAZZY
 
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Post » Tue Feb 01, 2011 4:04 pm

Linked in the opening post is the http://www.uesp.net/wiki/Tes4Mod:FCOM which includes details of all currently known incompatibilities and patches if applicable, plus a whole lot of other info concerning the mod.
I think most questions are answered, so it's worth your time reading :read:


I feel stupid for not having checked there earlier. Usually I look over all of the links to various help pages when doing my mod installations. Thank you, though! I looked over it last night and I'm quite happy I did.
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Tue Feb 01, 2011 11:38 pm

i have now installed all the components needed for the FCOM install via OMOD, and have run BOSS, which has produced a list of recognised and re-ordered mod files.
i've been reading the wryebash information at the main wryebash page but still am not sure how i get wryebash to reorder my mod list as per the BOSS suggestion. (there's this information on the BOSS download page: "Wrye Bash can import suggestions from BOSS and apply them automatically.")

once it does this, do i create a bashpatch in wryebash, and do i also have to do anything further in OMOD (or will OMOD then reflect the change to the mod order that wryebash enacted?)

thanks in advance for advice on how i can do this, and for what i need to do in order to create the bashed patch correctly.

ps- also confused about where in the load order the unofficial oblivion patch goes. at this link, devakm says right after the oblivion.esm:
http://devnull.sweetdanger.net/loadorder.html

while here http://devnull.sweetdanger.net/fcomloadorderexpanded.html and here http://spreadsheets.google.com/pub?key=pb7X4kMdvelbqrwmeFgmsEA&gid=0 it is quite a bit later in the install order.
User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Tue Feb 01, 2011 3:17 pm

i have now installed all the components needed for the FCOM install via OMOD, and have run BOSS, which has produced a list of recognised and re-ordered mod files.
i've been reading the wryebash information at the main wryebash page but still am not sure how i get wryebash to reorder my mod list as per the BOSS suggestion.

thanks in advance for advice on how i can do this.


They should be reordered in Wrye Bash unless you have "lock times" on and/or are using OBMM's option to manage the load order, i.e. check that you have those turned off.

once it does this, do i create a bashpatch in wryebash, and do i also have to do anything further in OMOD (or will OMOD then reflect the change to the mod order that wryebash enacted?)


From the last thread. Hope it helps, although it answers a slightly different question. And not sure what you mean with OMOD? Guess you mean OBMM? You can use it fine but don't let it set the load order.

Open Wrye Bash, run BOSS, highlight Oscuro's Oblivion Overhaul.esp. Now you'll see which bash tags it has in the lower right window (Actors.AIData etc.), so it's already tagged. That goes for all FCOM mods (well, all mods in the BOSS masterlist that have added tags actually).

It's because of those tags the mods turn up in the Bashed Patch options, when you follow the Quick Bash Check Guide. Also, when you're asked to manually "Tag FCOM_Convergence.esp with ForceAIPackages.", for example, in that guide - you do it in the same lower right window as described in the guide.

In short, the bash tag process is automated when using BOSS/Wrye Bash. And generally you can rely on BOSS for both the load order and the tagging. Also, as a general rule you can check all mods that turn up in the Bashed Patch categories (because of correct load order/tagging). There are still a couple of exceptions, though, which makes the Quick Bash Check Guide necessary.

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sarah simon-rogaume
 
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Post » Tue Feb 01, 2011 11:20 am

They should be reordered in Wrye Bash unless you have "lock times" on and/or are using OBMM's option to manage the load order, i.e. check that you have those turned off.


in wrye bash, lock times is off. in OBOM, Never modify load order is checked.

Wryebash currently has Aramentarium.esm and Artifacts.esm first, with FCOM_Convergrence.esm next (but unchecked)
all of mart's monster mod esp files are unchecked.

basically, the BOSS suggested load order is not currently applied to my load order in Wryebash, even though I've run BOSS, so i would like to know how to get wryebash to apply the BOSS order.
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Kevin Jay
 
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Post » Tue Feb 01, 2011 11:45 pm

in wrye bash, lock times is off. in OBOM, Never modify load order is checked.

Wryebash currently has Aramentarium.esm and Artifacts.esm first, with FCOM_Convergrence.esm next (but unchecked)
all of mart's monster mod esp files are unchecked.

basically, the BOSS suggested load order is not currently applied to my load order in Wryebash, even though I've run BOSS, so i would like to know how to get wryebash to apply the BOSS order.


Seems like you're simply ordering them alphabetically (File). Click Load Order.

EDIT: Bonus tip! Wrye Bash comes with an excellent readme, easily accessible via the program (? icon). Check the section on http://wryebash.netai.net/#BashedPatches to get the basics - and more if you'd like.
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hannah sillery
 
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Post » Tue Feb 01, 2011 10:51 pm

Seems like you're simply ordering them alphabetically (File). Click Load Order.

EDIT: Bonus tip! Wrye Bash comes with an excellent readme, easily accessible via the program (? icon). Check the section on the Bashed Patch to get the basics - and more if you'd like.


thanks- that now lists them in load order.

there are still checked esp files in my load order that list as errors in BOSS

(for example:
"Francesco's Optional New Creatures Add-On.esm
!!! FCOM INSTALLATION ERROR: Delete. Not FCOM compatible. Already integrated into FCOM."
"Francesco's Optional Files.esp
!!! FCOM INSTALLATION ERROR: Should not be used. Delete. Reinstall Fran's and select "Separate Files" when the option is presented.
. Bashed Patch tag suggestion: {{BASH:Delev,Relev}}")


maybe i am misunderstanding the interaction btween BOSS and wryebash, but i thought wryebash would incorporate BOSS feedback, and therefore uncheck or delete esp files that show as errors in the BOSS log.

or does the BOSS log just list the errors, leaving it up to me to make the change in wryebash.

ps- do i really need to reinstall Fran's and select "Separate Files"?
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Danger Mouse
 
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Post » Tue Feb 01, 2011 8:37 pm

thanks- that now lists them in load order.

there are still checked esp files in my load order that list as errors in BOSS

(for example:
"Francesco's Optional New Creatures Add-On.esm
!!! FCOM INSTALLATION ERROR: Delete. Not FCOM compatible. Already integrated into FCOM."
"Francesco's Optional Files.esp
!!! FCOM INSTALLATION ERROR: Should not be used. Delete. Reinstall Fran's and select "Separate Files" when the option is presented.
. Bashed Patch tag suggestion: {{BASH:Delev,Relev}}")


maybe i am misunderstanding the interaction btween BOSS and wryebash, but i thought wryebash would incorporate BOSS feedback, and therefore uncheck or delete esp files that show as errors in the BOSS log.

or does the BOSS log just list the errors, leaving it up to me to make the change in wryebash.

ps- do i really need to reinstall Fran's and select "Separate Files"?


You can almost always trust BOSS. You've installed Fran's wrongly - follow the guide on the FCOM homepage.
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Kara Payne
 
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Post » Tue Feb 01, 2011 8:42 pm

You can almost always trust BOSS. You've installed Fran's wrongly - follow the guide on the FCOM homepage.


so the procedure is to review my wryebash order against the BOSSlog and check/uncheck/reorder accordingly?
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Richard
 
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Post » Tue Feb 01, 2011 6:24 pm

so the procedure is to review my wryebash order against the BOSSlog and check/uncheck/reorder accordingly?


I don't know - that's rather a symptom of not having followed install instructions so I'd double check that overall first. But, yes, BOSS will point to those mistakes.

EDIT: Perhaps misunderstood your question - I meant when BOSS gives its warnings that you have the wrong esp's etc. Otherwise, not sure what you mean. You can rely on BOSS for the load order and that's the load order you have in Wrye Bash. You shouldn't have to reorder normally.

Basically, if everything is correctly installed you can:

1. Open Wrye Bash.
2. Run BOSS.
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.
4. And you should be good to go.
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Tiffany Carter
 
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Post » Tue Feb 01, 2011 5:22 pm

ok, i think i get that.

so, re: francescosleveledcreatures, i am not quite sure what i did wrong re: this error:

Francesco's Optional Files.esp
!!! FCOM INSTALLATION ERROR: Should not be used. Delete. Reinstall Fran's and select "Separate Files" when the option is presented.
. Bashed Patch tag suggestion: {{BASH:Delev,Relev}}

What's the best way to delete it- from OMOD or from Wryebash?
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Alessandra Botham
 
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Post » Tue Feb 01, 2011 12:56 pm

ok, i think i get that.

so, re: francescosleveledcreatures, i am not quite sure what i did wrong re: this error:

Francesco's Optional Files.esp
!!! FCOM INSTALLATION ERROR: Should not be used. Delete. Reinstall Fran's and select "Separate Files" when the option is presented.
. Bashed Patch tag suggestion: {{BASH:Delev,Relev}}

What's the best way to delete it- from OMOD or from Wryebash?


If installed as an OMOD, uninstall it via OBMM as well. Reinstall it following the guide on the FCOM Homepage. But isn't Fran's an exe? Or is it available in other formats now as well? Not using it myself.
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Ludivine Dupuy
 
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Post » Wed Feb 02, 2011 1:22 am

If installed as an OMOD, uninstall it via OBMM as well. Reinstall it following the guide on the FCOM Homepage. But isn't Fran's an exe? Or is it available in other formats now as well? Not using it myself.



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.
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Jade Payton
 
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