(RELz) FCOM Convergence

Post » Thu May 03, 2012 9:33 am

Perhaps I should wait until everything is updated to try this? Maybe i'll crash less often :smile:

Prepare to wait. A long time, if needed. It could take months. It's been years since FCOM was updated last.

FYI, FCOM is very stable as is. I have a mod setup with FCOM+++. I have more than 450 mods (merged with CBash, and personal merges). I have a very stable game. Crashes still happen, but I can tell if these are due to memory overload (which usually happen for me after 2 hours of play), or something specific. No random crashes. You need to understand that pointing the current FCOM as the culprit is not helping as it works for the rest of us. It is not a beginner mod, so one needs to read up and prepare a lot for it to work.
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Tom Flanagan
 
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Post » Thu May 03, 2012 10:28 am

Perhaps I should wait until everything is updated to try this? Maybe i'll crash less often :smile:

I can almost guarantee that your crashing issues lye out with FCOM and are more due to your impatience to get a fully modded game up and running.
Here's a link to my current mod listing http://www.gamesas.com/topic/1324714-relz-fcom-convergence/page__view__findpost__p__20224797
As you can see and have heard from other users a heavily modded FCOM game is entirely feasible. That list wasn't built overnight though. It took weeks of testing and tweaking of utility mods like Streamline, OSR etc.
Patience is the key.
Modded Elder Scroll games are unique. Unlike games like NWN and WOW it's not possible to throw mods into a folder, turn on the game and happily play away. Adding and testing mods a few at a time for problems is the only sure way to proceed. Mod users on the Skyrim forums are already beginning to learn this lesson.
Listen to advise, and FGS take your time and you'll get there.

@anithinks
:wink_smile: With luck the update isn't too far away.
Just as soon as any quirks have been resolved with the recent OOO 1.35 beta , Oscuro's will be finalized with MMM, COBL and FCOM compatibility following almost immediately.
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Elle H
 
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Post » Thu May 03, 2012 3:11 am

I just received a report that some portions of Francesco's Leveled Items conflicts with WEPON; it's the first I've heard of it.
Specifically, it sounds like Francesco's introduces 3 tiers of Amber and Madness Ore - Impure, regular, and Pure. Only the Impure versions (which have the same ObjectID as the original Amber/Madness Ore in SI) are recognized by WEPON; furthermore, WEPON's changes to the list of available Amber and Madness weapons seem to be in conflict with changes Francesco's is making.

Has anyone else encountered/seen this? If so, would anyone be interested in putting together a compatibility patch? I would, but I have enough of a mod backlog right now that it'll take at least 4 months - and probably closer to 6 - to finish it all.
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Andy durkan
 
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Post » Thu May 03, 2012 11:00 am

I just received a report that some portions of Francesco's Leveled Items conflicts with WEPON; it's the first I've heard of it.
Specifically, it sounds like Francesco's introduces 3 tiers of Amber and Madness Ore - Impure, regular, and Pure. Only the Impure versions (which have the same ObjectID as the original Amber/Madness Ore in SI) are recognized by WEPON; furthermore, WEPON's changes to the list of available Amber and Madness weapons seem to be in conflict with changes Francesco's is making.

Has anyone else encountered/seen this? If so, would anyone be interested in putting together a compatibility patch? I would, but I have enough of a mod backlog right now that it'll take at least 4 months - and probably closer to 6 - to finish it all.

I hadn't noticed this before, but it looks like the conflict is with Francesco's Optional Leveled Quests-SI only.esp. TES4EDIT shows some significant dialogue conflicts associated with the forging dialogues. Frans has a bunch of conditions for forging of various items and WEPON overwrites that. It also looks like changes Frans makes to the materials lists is being overwritten by WEPON.
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El Khatiri
 
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Post » Wed May 02, 2012 10:02 pm

Quick Question,

I've recently reinstalled oblivion and am working through the install guide on the FCOM site.

The problem I am having is that it advise installing the USIP MOBS patch, which seems to be for USIP 1.4, and the version I have is for 1.5.

how critical (to FCOM) are the MOBS versions of UOP, USIP and UOMP (particularly USIP), and will Frans Optional Leveled Quests-SI Only work without them?

Thanks
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Mandy Muir
 
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Post » Wed May 02, 2012 10:23 pm

Quick Question,

I've recently reinstalled oblivion and am working through the install guide on the FCOM site.

The problem I am having is that it advise installing the USIP MOBS patch, which seems to be for USIP 1.4, and the version I have is for 1.5.

how critical (to FCOM) are the MOBS versions of UOP, USIP and UOMP (particularly USIP), and will Frans Optional Leveled Quests-SI Only work without them?

Thanks

No longer needed - see the first post for information on OMOBS instead.
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Oceavision
 
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Post » Wed May 02, 2012 11:37 pm

I've recently reinstalled oblivion and am working through the install guide on the FCOM site.
The first post in this thread is the latest official word on FCOM. the website is old and hasn't been updated in years.

If you find the first post confusing, try tescosi.com
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Hazel Sian ogden
 
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Post » Thu May 03, 2012 12:28 am

thanks, however onto the second part of the question, will the Frans Optional Leveled Quests-SI Only work correctly with OMOBS SI? or is it also redudant?
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Jordan Moreno
 
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Post » Thu May 03, 2012 7:09 am

thanks, however onto the second part of the question, will the Frans Optional Leveled Quests-SI Only work correctly with OMOBS SI? or is it also redudant?

OMOBS is an inactive ESP that just has stats imported to your Bashed Patch. So, yes, they work OK together although I seem to recall that the Optional Leveled Quests SI may add some additional versions of the Madness and Amber gear that's not in Shivering Isles by default. If that's the case they're probably not touched by OMOBS meaning those specific items would use MOBS rather than OMOBS stats. The difference between the two isn't that dramatic, however, except for arrows. If you use FCOM_Archery your arrows will be closer to MOBS than OMOBS anyway.

If you're planning on subsequently installing WEPON, however, I would suggest not using that optional Frans plugin as there are definitely some conflicts. WEPON is a better option than the Frans plugin, in my opinion.
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jaideep singh
 
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Post » Thu May 03, 2012 12:01 am

Thanks for your help so far guys.

Another question for you all, does FCOM conflict with any of the Modular Oblivion Enhanced plugins (apart from the main quest delayer and undermined leveled gameplay plugins )?
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koumba
 
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Post » Wed May 02, 2012 7:53 pm

All known incompatibilities are highlighted in the UESPWiki for FCOM http://www.uesp.net/wiki/Tes4Mod:FCOM
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Tracey Duncan
 
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Post » Wed May 02, 2012 10:44 pm

Does the new version includes MOBS, Harvest Flora or Harvest Container?
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Jon O
 
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Post » Thu May 03, 2012 11:40 am

Does the new version includes MOBS, Harvest Flora or Harvest Container?

The current version contains both Harvest Flora and Containers.
It's advised to add OMOBS 2a which is linked in the opening post.
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lilmissparty
 
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Post » Thu May 03, 2012 8:42 am

The current version contains both Harvest Flora and Containers.
It's advised to add OMOBS 2a which is linked in the opening post.

Got it, thanks.
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.X chantelle .x Smith
 
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Post » Wed May 02, 2012 11:44 pm

Harvest Flora(version 3.0.0) bundled in has serious bug, and you should use 3.0.1 instead.
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Ernesto Salinas
 
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Post » Thu May 03, 2012 9:57 am

I'm working on reinstalling my Oblivion setup. Previously I had used the loose resources from WarCry but since I'm reinstalling I decided to try the optimized resources prepared by the FCOM team.

While doing some anolysis of the contents of the BSA files I noticed that there is some overlap in BSA resources between the Oblivion WarCry EV.bsa put together by the FCOM team and bgMagicEV.bsa from L.A.M.E.

There are a number of resource overlaps in both meshes/oe and textures/oe. Since I know having the same resource in multiple BSAs can be problematic, I just wanted to report it as a possible issue. I'm likely going to just extract the LAME BSA anyway, given that it's relatively small.
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Batricia Alele
 
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Post » Thu May 03, 2012 11:36 am

With respect to the FCOM_Blood&Mud.esp patch, there is a single dialogue record in the patch file for the "Hit" dialogue.

The only thing this appears to touch is the name of the Dialogue record ("Treffer" German vs. "Hit" English), otherwise the record isn't changed. However, its presence prevents the patch from being considered mergeable into the Bashed Patch when building the patch with the default Python (as opposed to CBash) option.

I'm wondering if this DIAL record really should be in the patch. Seems like that DIAL record isn't really serving any purpose, since it prevents merging. It also appears that because the ESP isn't being merged and it doesn't have Bash tags other than "Merge" it means the FCOM stats can get overwritten by mods loading later than the patch that touch the same NPCs.

Edit: Removing the DIAL record with TES4EDIT does seems to resolve the issue with the FCOM patch changes not getting imported properly, as the patch is then considered mergeable and of course the Bashed Patch loads after other mods touching the same NPCs. So, I guess the question is whether that DIAL record needs to be there - at least in my case there are plenty of other mods that load after the patch that rename that record to Hit so it doesn't seem to serve a purpose.
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Jinx Sykes
 
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Post » Thu May 03, 2012 5:20 am

Where you can download UFCOM.bsa and bobs armory bsa. Those links are not working. new link?
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Robert Jackson
 
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Post » Thu May 03, 2012 12:51 am

The optimized BSA files were recently put up on Nexus: http://tes.nexusmods.com/downloads/file.php?id=12249
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Erika Ellsworth
 
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Post » Thu May 03, 2012 10:03 am

I'm just getting back in to Oblivion after not touching it since the start of this year. It looks like the only big updates are these BSA files, but on the nexus page, it dates them as end of 2010 (very top of description).

In my Data folder, the fcom related BSAs are:
Bob's Armory Oblivion.bsa
FCOM_Convergence_Mart's Monster Mod.bsa
Francesco's Creatures and Items Resources - Items.bsa

Do I need to get these new ones (armory, warcry, ufcom)? If so, do I get rid of any old ones?

Also, am I supposed to have FraNewItems somewhere?

:blink:
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Ice Fire
 
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Post » Thu May 03, 2012 3:20 am

I'm just getting back in to Oblivion after not touching it since the start of this year. It looks like the only big updates are these BSA files, but on the nexus page, it dates them as end of 2010 (very top of description).

In my Data folder, the fcom related BSAs are:
Bob's Armory Oblivion.bsa
FCOM_Convergence_Mart's Monster Mod.bsa
Francesco's Creatures and Items Resources - Items.bsa

Do I need to get these new ones (armory, warcry, ufcom)? If so, do I get rid of any old ones?

Also, am I supposed to have FraNewItems somewhere?

:blink:

I suggest using the ones you currently have. These will be updated shortly anyway when the latest FCOM and supported mods are released.
As for Frans, if using version 5.0 the BAIN package will prompt you through installing the required files for FCOM.
A big thanks to SomeWelshGuy for that.
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john palmer
 
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Post » Thu May 03, 2012 2:08 am

Hi there!

I recently started to play Oblivion again and tried my hands on FCOM now starting from a clean fresh install (bought english steam-version for that) and the help of the following guides/sites:

- First post in this thread
- tescosi Site
- Youtube Videos by "Beamer159", first one in his installation guide is titeled "FCOM Installation Tutorial Part 1: Prerequisites and Downloads"
- COBL Readme and Wrye Bash readme

After having the basic installer packages installed everything seems to work fine. I can start the game, walk around the city and so on. Now I wanted to try the 300_Test.esp to see if everything worked correctly and activated the esp. I started a new character and after Char Creation was transported into the first chamber.

Now the question is: Where do I find information on what I should see in each chamber so i can actually CHECK if everything ist working correctly.

E.g.: In my first chamber there were green orks and some kind of bandits ( I guess). The orks tried to attack me, bandits didn′t. Also there were 6 chests which looked slightly different and I could access the inventory of each.

Second chamber: No spawns, some linen bags on the ground I can access.

So, is there a list of what I should see/what should happen in each chamber? I couldn′t find a specific readme for that esp file :(

Thanks in advance, sometimes you guys are really patient when answering questions. I read quite some threads on FCOM during the last view weeks and really like the support one gets when trying to install this mod package :smile:
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Joanne
 
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Post » Thu May 03, 2012 4:28 am

The TestingHall is a great place - if you know what to look for. Unfortunately it's not covered in our current threads and all previous references to it have been purged.
Refer to post #133. I always advise Vilverin as the best testing ground for a new FCOM installation.
If you get through there without encountering problems, then it's 99.9% that your efforts installing the mod wasn't for nothing.
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Steve Bates
 
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Post » Thu May 03, 2012 4:46 am

O.k. then I′ll do a Vilverin run.
But I think I already found one problem in chamber 5 or 6. Some clannfear are missing head-meshes or have funny elongated plates instead of heads. :(
But I think I already read about that problem somewhere and I′ll probably find it again.
All the other chambers looked quite "normal" to me though :)
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Tom Flanagan
 
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Post » Thu May 03, 2012 3:03 am

The clannfear issue is due to a conflict with the latest version of the Unofficial Oblivion Patch. Removing the relevant files from that (see the readme) should resolve the problem.
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how solid
 
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