(RELz) FCOM Convergence

Post » Thu May 03, 2012 7:14 am

I know that I'm biased, but a heavily modded FCOM game out-shoots anything else I've played in the gaming world. I guess that's way I've kept playing Oblivion for almost six years.
Skyrim is nice for a visit, but until the CK release and modders get their teeth fully into it there's just something missing.

Until then I'll still call Cyrodiil my home.

:foodndrink:
Bring dragons into Cyrodiil, and I'll never leave.
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Joey Avelar
 
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Post » Thu May 03, 2012 5:26 am

Are the bsa's listed at the bottom optional? If not, why are they listed separately? Does using the bsa's mean you don't need some of the files listed under the main Install section? And what is a bsa anyway?
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Harry Leon
 
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Post » Thu May 03, 2012 5:46 am

Those are either updated files, optimized files, or both.
For choice.
You still need them unless stated otherwise.
A BSA is an archive format to hold files. That's it.
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Melung Chan
 
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Post » Thu May 03, 2012 10:09 am

This is my FCOM load order (first install,just installed full fcom+alternative beginnings+race balancing project light) ....there is just something strange.The game runs fine but it seems that the "modified map markers" feature of OOO doesn't work even on a new game.I mean,I always get all the city map markers even on a new freshly started game. Any suggestions?Why is it happening?

Spoiler



01 Francesco's Leveled Creatures-Items Mod.esm [Version 5.0]
02 Francesco's Optional New Items Add-On.esm [Version 5.0]
03 Cobl Main.esm [Version 1.73]
04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
05 Mart's Monster Mod.esm [Version 3.7b3p3]
06 FCOM_Convergence.esm [Version 0.9.9MB3]
07 Armamentarium.esm [Version 1.35]
08 Artifacts.esm
09 Cobl Races TNR.esp [Version 1.53]
0A Cobl Races TNR SI.esp [Version 1.53]
0B Unofficial Oblivion Patch.esp [Version 3.4.1]
0C UOPS Additional Changes.esp
0D UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
0E Oblivion Citadel Door Fix.esp
0F DLCShiveringIsles.esp
10 Unofficial Shivering Isles Patch.esp [Version 1.5.0]
11 USIPS Additional Changes.esp
12 Francesco's Creatures and Items Resources.esp [Version 5.0]
13 Francesco's Optional Chance of Stronger Bosses.esp [Version 5.0]
14 Francesco's Optional Chance of Stronger Enemies.esp [Version 5.0]
15 Francesco's Optional Chance of More Enemies.esp [Version 5.0]
16 Francesco's Optional Leveled Guards.esp [Version 5.0]
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
17 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
++ Item interchange - Extraction.esp [Version 0.76]
18 DLCHorseArmor.esp
19 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.7]
1A DLCOrrery.esp
1B DLCOrrery - Unofficial Patch.esp [Version 1.0.5]
1C DLCVileLair.esp
1D DLCVileLair - Unofficial Patch.esp [Version 1.0.7]
1E DLCMehrunesRazor.esp
1F DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
20 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
21 DLCThievesDen.esp
22 DLCThievesDen - Unofficial Patch.esp [Version 1.0.10]
23 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.5]
++ MMM_Runeskull_Rebalance_BETA2.esp [Version Beta]
24 Cobl Glue.esp [Version 1.73]
25 Cobl Si.esp [Version 1.63]
26 Bob's Armory Oblivion.esp
27 FCOM_BobsArmory.esp [Version 0.9.9]
28 Oblivion WarCry EV.esp [Version 1.08a]
29 FCOM_WarCry.esp [Version 0.9.9MB3]
2A Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ ArmamentariumLLVendors.esp [Version 1.35]
2B ArmamentariumArtifacts.esp [Version 1.35]
2C OOO 1.32-Cobl.esp [Version 1.72]
2D Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
2E FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
2F FCOM_RealSwords.esp [Version 0.9.9]
30 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
31 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
32 Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b3p3]
33 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
34 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
35 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
36 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
37 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.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]
38 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]
++ MMM-Cobl.esp [Version 1.73]
39 Artifacts.esp
++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]
3A DLCBattlehornCastle.esp
3B DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.6]
3C DLCFrostcrag.esp
3D DLCFrostcrag - Unofficial Patch.esp [Version 1.0.6]
3E Knights.esp
3F Knights - Unofficial Patch.esp [Version 1.1.2]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
++ Item interchange - Placement for FCOM.esp [Version 0.76]
++ Item interchange - Placement for Frostcrag Reborn.esp [Version 0.76]
40 bgBalancingEVCore.esp [Version 10.0EV-L]
++ Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3]
41 bgBalancingOptionalLessHealth.esp [Version 9.1UV-U]
++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]
42 FCOM_Archery.esp [Version 0.9.9]
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
43 Cobl Silent Equip Misc.esp [Version 01]
44 Bashed Patch, 0.esp
45 ITA - FoT & Hexaae R3.esp [Version e] (is a better italian translation..it corrects a lot of errors in the original game translation)
46 Alternative Beginnings.esp [Version 1.3]
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amhain
 
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Post » Wed May 02, 2012 10:10 pm

I'd imagine it has very much to do with an alternative start mod being used.
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El Goose
 
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Post » Thu May 03, 2012 12:05 pm

I'd imagine it has very much to do with an alternative start mod being used.
Sadly no..I've already checked.
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Emmi Coolahan
 
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Post » Thu May 03, 2012 11:40 am

Sadly no..I've already checked.
The issue is still present when exiting from the original tutorial sewers? You then have a mod conflict you'll have to hunt down.
Also if you've added FCOM after chargen then your game already has a save file that pre-dates the map markers being removed.
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katie TWAVA
 
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Post » Thu May 03, 2012 8:23 am

The issue is still present when exiting from the original tutorial sewers? You then have a mod conflict you'll have to hunt down.
Also if you've added FCOM after chargen then your game already has a save file that pre-dates the map markers being removed.
I'm going to investigate further..I'll post the results :)
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naome duncan
 
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Post » Thu May 03, 2012 8:50 am

Ok ,as I imagined, it was the "ita - fot & hexaae" translation esp..since it is a esp which retranslates almost all the game in a better way,it contains the original map marker script.It was on the bottom of my load order and that's why oscuro's script was being overwritten by the original one. Thank you anyway shiki! any news on the fcom releases?


Now Better Cities causes the same problem...I read somewhere that map marker overhaul fixes this kind of problem..
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sexy zara
 
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Post » Wed May 02, 2012 10:50 pm

>snip< any news on the fcom releases?

I've one or two little things to test, but we'll be uploading OOO 1.35 Alpha for public beta testing over the next few days. This will out of necessity be a stand alone version and not compatible with current MMM or FCOM versions. Baring anything major that will be followed by 1.35 final shortly afterward.
MMM and FCOM will be updated pending on the OOO feedback.
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Reven Lord
 
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Post » Thu May 03, 2012 12:02 pm

I've one or two little things to test, but we'll be uploading OOO 1.35 Alpha for public beta testing over the next few days. This will out of necessity be a stand alone version and not compatible with current MMM or FCOM versions. Baring anything major that will be followed quite quickly by 1.35 final shortly afterward.
MMM and FCOM will be updated pending on the OOO feedback.
This means that I'll have to stick to ooo 1.34b5,mmm 3.7b3 for another month?:/ Anyway,take your time!



I haven't solved my problem yet :/

Edit: I solved my problem.Luckily,MapMarkersOverhaul has a lot of wonderful options. One of these hides all the undiscovered markers from the map when you exit the original sewers (it may not work with an alternative start mod) or when you start a new game/ reload a saved game which was made without MMO installed. Fantastic!
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Benji
 
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Post » Thu May 03, 2012 6:45 am

Quick question. I'm messing around with one of my low level characters and in Sinkhole Cave in the final room there are 3 chest. One unlocked, one average lock, and one hard lock. I ALWAYS remember getting a ring with plus intelligence out of the average locked chest, but this time just an oak staff and some Sgems. I know OOO adds static chests with static loot, I'm not sure of the average locked chest that I am referring to is in fact added by OOO. I'm curious as to whether OOO chests do provide randomized results in terms of loot. Just want to make sure something isnt wonky with my mod list that may be interferring with OOO's chest loot. Hope my explanation makes sense.
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Nicole Elocin
 
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Post » Thu May 03, 2012 1:50 am

The easiest way is to find out which mod, if any, adds that chest. You could use FormID Finder or just open the console and click on it; the first two numbers point to the LO position of the parent mod (00 is vanilla Oblivion). I *think* all the OOO chests are hand-placed loot; I know the majority of them are, but there might be a few randoms.
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Joey Bel
 
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Post » Thu May 03, 2012 9:03 am

I guess my real question is if the loot coming out of OOO chests is randomized. Thanks for formID tip.
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k a t e
 
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Post » Thu May 03, 2012 7:57 am

I guess my real question is if the loot coming out of OOO chests is randomized.

For the most part yes, although many are hand placed.
See the opening post for a link to the OOO spoilers if you need further details on some of these.
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Natalie Harvey
 
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Post » Wed May 02, 2012 11:00 pm

Megaupload links are dead... Where else can I download Bob's Armory Oblivion.bsa, UFCOM_Convergence.bsa, and Oblivion Warcry EV.bsa?
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Carys
 
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Post » Thu May 03, 2012 12:37 am

They're on the Nexus page for FCOM.
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Campbell
 
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Post » Thu May 03, 2012 8:40 am

I've always stayed away from merging some of the FCOM component optional ESP files because I was worried it might break something, but I'm wonder if I'm being overly cautious.

For example, could the Fran files without Bash tags be merged into one ESP without breaking FCOM functionality?

Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Chance of More Enemies.esp
Francesco's Optional Leveled Quests-SI only.esp

There are also MMM components without bash tags:

Mart's Monster Mod - Additional Enemy NPC Vars.esp
Mart's Monster Mod - More Wilderness Life.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp

Is it safe to even consider merging these kinds of options that are adjacent in load order as part of a FCOM install, or is it best just to leave them as they are?
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Alyesha Neufeld
 
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Post » Wed May 02, 2012 9:25 pm

The Francesco plug-in's I would leave as is.
The Mart's esp's are all optional add-ons so I couldn't see any issue with merging them.
I would say though that unless your really pushed for mod space toward the 255 cap Oblivion imposes that I would be inclined to leave them as they are.
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Krystal Wilson
 
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Post » Thu May 03, 2012 8:09 am

Thanks, yeah I'm getting close to 255 so I'm looking for things to merge, but I have other options I can work on first. I'm inclined to leave them alone just because FCOM is so complex.
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lauren cleaves
 
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Post » Thu May 03, 2012 2:00 am

I had oblivion working with all of the mods I want, including a bashed patch. But I was crashing every 10 minutes or so. Sometimes every 5 minutes. So I unchecked all of the files except Oblivion.esm and ran the game and started a new character. Overwriting the old saves in the process. I saved, and exited. Then I proceed to activate mods one by one. Until I had them all working. Then I made a bashed patched, and now oblivion fails to load, at all [doesn't even show intro movie] when I check the bashed patch wyre bash made. After that, when ever I unchecked the bashed patch, oblivion hangs on the loading screen that appears before the title screen.

Note: There are more files shown in wyre bash, but they have dots in them, and when ever I enable the bashed patch, those dots become pluses. I don't know how to copy a mod list with them showing, this list is from OBMM.

Oblivion.esm
Jog_X_Mod.esm
Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Francesco's Optional New Creatures Add-On.esm
Cobl Main.esm
Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Mart's Monster Mod for OOO.esm
VASE - core.esm
TamrielTravellers.esm
FCOM_Convergence.esm
Armamentarium.esm
Artifacts.esm
Fundament.esm
HorseCombatMaster.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
USIPS Additional Changes.esp
Better Cities .esp
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Chance of More Enemies.esp
Francesco's Optional Leveled Guards.esp
FCOM_FrancescosNamedBosses.esp
Ayleid Loot EXtension - OOO Dungeons.esp
Enhanced Economy.esp
FormID Finder4.esp
Streamline 3.1.esp
Thieves Arsenal.esp
XiaNewAmuletsV1.esp
KDCircletsOOOOptimized - NPC Equip.esp
Cobl Glue.esp
Cobl Si.esp
Bob's Armory Oblivion.esp
FCOM_BobsArmory.esp
Loth's Blunt Weapons for Npcs.esp
Oscuro's_Oblivion_Overhaul.esp
OMOBS Optional Combat Settings.esp
ArmamentariumArtifacts.esp
OOO 1.32-Cobl.esp
Mart's Monster Mod - Additional Enemy NPC Vars.esp
FCOM_Convergence.esp
FCOM_OscurosOverhaul.esp
FCOM_RealSwords.esp
FCOM_DurabilityAndDamage.esp
Mart's Monster Mod - Extra Wounding.esp
Mart's Monster Mod - Zombies for Body Meshes.esp
Mart's Monster Mod - Dungeons of MMM.esp
Mart's Monster Mod - Gems & Gem Dust.esp
Mart's Monster Mod - Hunting & Crafting.esp
Mart's Monster Mod - Farm Animals.esp
Mart's Monster Mod - Diverse WaterLife.esp
Mart's Monster Mod.esp
Mart's Monster Mod for Fran.esp
Mart's Monster Mod for OOO.esp
TamrielTravellers4OOO.esp
TamrielTravellersItemsCobl.esp
FCOM_MoreRandomSpawns.esp
FCOM_MoreRandomItems.esp
KDCircletsOOOOptimized - Loot Only.esp
OOO-WaterFish.esp
AranMathi.esp
Artifacts.esp
thievery.esp
thievery - EE patch.esp
VaultsofCyrodiil.esp
Mart's Monster Mod - City Defences.esp
Salmo the Baker, Cobl.esp
Harvest [Flora].esp
EVE_ShiveringIslesEasterEggs.esp
P1DkeyChain.esp
Toggleable Quantity Prompt.esp
Alternative Start by Robert Evrae.esp
Basic Primary Needs.esp
RealisticForceHigh.esp
RealisticMagicForceHigh.esp
Gather Ye Rosebuds.esp
SupremeMagicka.esp
SM_ShiveringIsles.esp
SM_EnchantStaff.esp
MidasSpells.esp
Deadlier Sneaking 1.1.esp
Enter The Shinobi - Coors916.esp
Mounted_Spellcasting_Deadly_Reflex_Compatible.esp
DRSplatter.esp
nGCD.esp
Cobl Races.esp
bgBalancingEVCore.esp
bgMagicEV.esp
bgMagicBonus.esp
bgMagicEVPaperChase.esp
bgBalancingEVLAMEAddition.esp
bgIntegrationEV.esp
Francesco's 7 days respawn time - 1-16 day lenght rescale.esp
bgMagicLightningbolt.esp
MassA.I.esp
MassA.I-30.esp
MassA.I-40.esp
MassA.I-50.esp
DeadlyReflex 6 - Combat Moves.esp
Cobl Silent Equip Misc.esp

Edit: Copied this post from the 50 steps thread.
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Elisabete Gaspar
 
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Post » Thu May 03, 2012 11:53 am

To start Francesco's Optional New Creatures Add-On.esm, Mart's Monster Mod for OOO.esm, - neither should ever be used in an FCOM configuration.
Refer to the opening post for requirements as there are other not valid plug-ins in your list.
Repost your mod list using Wrye Bash as I need to see mod versions and also what has been merged into the patch.
Open Bash to File>right click>scroll to list mods then copy and paste into your post.

Let's get FCOM and it's supported mods working before any other additions. I think it doesn't need saying that if you don't have that working properly the rest of your mod list isn't going anywhere.
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Matthew Warren
 
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Post » Thu May 03, 2012 2:26 am

Well, I removed mods based on what BOSS told me isn't compatible... should I not listen to BOSS?

Edit: I am derping, here is the list.

Active Mod Files:
Spoiler
00  Oblivion.esm01  Jog_X_Mod.esm02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]05  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  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]09  VASE - core.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9MB3]0C  Armamentarium.esm  [Version 1.35]0D  Artifacts.esm  [Version 1.1]0E  Fundament.esm  [Version ision]0F  HorseCombatMaster.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]10  Unofficial Oblivion Patch.esp  [Version 3.2.0]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.5.0]13  USIPS Additional Changes.esp++  Shivering OOO.esp14  Better Cities .esp  [Version 4.7.0]15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  Ayleid Loot EXtension.esp1A  Ayleid Loot EXtension - OOO Dungeons.esp++  Item interchange - Extraction.esp  [Version 0.76]1B  Enhanced Economy.esp  [Version 5.4.3]1C  FormID Finder4.esp1D  Streamline 3.1.esp**  EVE_StockEquipmentReplacer.esp1E  Thieves Arsenal.esp1F  XiaNewAmuletsV1.esp++  Francesco's Optional Vendor Tweaks.esp20  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]21  Cobl Glue.esp  [Version 1.72]22  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]23  Bob's Armory Oblivion.esp24  FCOM_BobsArmory.esp  [Version 0.9.9]25  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]26  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]++  OOO_XiaNewAmulets Addon - LLOnly.esp  [Version 0.5]**  OMOBS.esp  [Version 2.0]**  OMOBS_SI.esp  [Version 2.0]27  OMOBS Optional Combat Settings.esp  [Version 1.0]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLVendors.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]28  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]29  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]2A  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2B  FCOM_Convergence.esp  [Version 0.9.9Mb3]2C  FCOM_OscurosOverhaul.esp  [Version 0.9.8]2D  FCOM_RealSwords.esp  [Version 0.9.9]2E  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.9Mb3]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]++  FCOM_SpawnRatesStronger.esp  [Version 0.9.9Mb3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Spiders.esp  [Version 3.7b3p3]++  FCOM_NoSpiders.esp  [Version 0.9.9]++  Mart's Monster Mod - No Wyvern.esp  [Version 3.7b3p3]++  FCOM_NoWyverns.esp  [Version 0.9.9]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - NoReaversInGates.esp  [Version 0.9.9MB3]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]2F  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]31  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]33  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]34  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]35  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]36  Mart's Monster Mod.esp  [Version 3.7b3p3]37  Mart's Monster Mod for Fran.esp  [Version 3.7b3p3]38  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]++  Travellers4MMMHostileFactions.esp  [Version 1.39c]++  TamrielTravellersFactionAll.esp  [Version 1.39c]39  TamrielTravellers4OOO.esp  [Version 1.39c]3A  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  Mart's Monster Mod - Diverse Imperial Armor.esp  [Version 3.7b3p]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  Mart's Monster Mod - Friendlier Factions MMM+Fran.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]3B  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]3C  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]3D  KDCircletsOOOOptimized - Loot Only.esp  [Version 1.2]3E  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]3F  AranMathi.esp40  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]41  thievery.esp42  thievery - EE patch.esp  [Version 4.2]43  VaultsofCyrodiil.esp44  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Ruin.esp  [Version 0.9.9]45  Salmo the Baker, Cobl.esp  [Version 3.08]46  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]47  EVE_ShiveringIslesEasterEggs.esp48  P1DkeyChain.esp  [Version 5.00]49  Toggleable Quantity Prompt.esp  [Version 3.2.0]4A  Alternative Start by Robert Evrae.esp4B  Basic Primary Needs.esp  [Version 5.6]4C  RealisticForceHigh.esp4D  RealisticMagicForceHigh.esp4E  Gather Ye Rosebuds.esp4F  SupremeMagicka.esp  [Version 0.90b]50  SM_ShiveringIsles.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]51  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]52  MidasSpells.esp53  Deadlier Sneaking 1.1.esp54  Enter The Shinobi - Coors916.esp55  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp56  DRSplatter.esp57  nGCD.esp++  Item interchange - Placement.esp  [Version 0.76]58  Cobl Races.esp  [Version 1.52]59  bgBalancingEVCore.esp  [Version 10.52EV-D]++  bgBalancingEVNoSIVersion_Core_still_required.esp  [Version 10.5DV-D]++  EVE_KhajiitFix.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]**  TamrielTravellers Cosmetics Cobl or RBP.esp5A  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]5B  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]5C  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]++  bgBalancingEVOptionalBetterRedguards.esp++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]5D  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]5E  bgIntegrationEV.esp  [Version 1.0b]5F  Francesco's 7 days respawn time - 1-16 day lenght rescale.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]60  bgMagicLightningbolt.esp**  FCOM_Archery.esp  [Version 0.9.9]61  MassA.I.esp62  MassA.I-30.esp63  MassA.I-40.esp64  MassA.I-50.esp65  DeadlyReflex 6 - Combat Moves.esp++  SM_DeadlyReflex.esp  [Version 0.90]66  Cobl Silent Equip Misc.esp  [Version 01]67  Bashed Patch, 0.esp

I have all of the mods and tools in their own folder, I may just do a complete reinstall. And then NOT follow the 50 steps thread. ... I have had FCOM with LOADS of mods before, but that was a long time ago [there was no "BOSS" program back then]

Edit: Yes, I'll just do a full reinstall. Also, does it harm me if I actually unpack and select all the mods I want, and just not enable them yet? Or should I wait and unpack each one when its time. And, do I need this PYFFI stuff I am hearing about? That didn't exist last time I played either.
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Thu May 03, 2012 9:56 am

You need to start by correcting the Frans, MMM and OOO required plug-ins. You have numerous extras plug-ins and many not usable in FCOM.
Boss is great at what it does, but it's not going to tell you about basic installation faults. You MUST follow the requirements laid out in the opening post of this thread.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Wed May 02, 2012 8:33 pm

I'll manually reinstall everything up to basic FCOM, then i'll ask about what's next.
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

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