50_Steps To CTD (Almost) Free FCOM+++ Game

Post » Tue Mar 29, 2011 11:17 pm

Excellent guide. I was wondering if there was a way to install a "definitive" Oblivion on my computer and I think your guide pretty sums up. Of course, Bethesda forums went down the exact second I uninstalled my old Oblivion and wanted to reinstall a new one... :D

One thing I'm not sure about, though: you say that you PyFFI your Oblivion bsa. No problem so far. But then you say that you omoded it! Last time I PyFFIed those meshes, I rebuilt a bsa file with OBMM. Is there a difference?


Yes. First off, for building bsa's, I recommend BSA Commander. You can specify the flags with it. OBMM uses common flags which are not correct, according to the vanilla bsa's. The main advantage of OMODing or BAIN packaging is ease of deinstallation. I read somewhere that bsa's have advantages besides cleanliness and compression, but I don't know what they are. Someone more knowledgeable than me may know.
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Wed Mar 30, 2011 8:55 am

Yes. First off, for building bsa's, I recommend BSA Commander. You can specify the flags with it. OBMM uses common flags which are not correct, according to the vanilla bsa's. The main advantage of OMODing or BAIN packaging is ease of deinstallation. I read somewhere that bsa's have advantages besides cleanliness and compression, but I don't know what they are. Someone more knowledgeable than me may know.


Interesting. I didn't know the problem about the flags. But I have a question: how come that Oblivion is still able to use the resources in the PyFFIed omod? I mean, when it installs itself, Oblivion has a bsa witht those files. If I undertstood the process well (and that might be where somebody will be able to point out my mistake), you unpack the bsa (after making a backup of course), PyFFi the files inside and then repack them in an omod. But then, you don't have the bsa anymore and Oblivion has to understand he has to use the omod instead, right? How that's possible? (it's for my education, I like to learn new things ;) )
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Wed Mar 30, 2011 6:32 am

Interesting. I didn't know the problem about the flags. But I have a question: how come that Oblivion is still able to use the resources in the PyFFIed omod? I mean, when it installs itself, Oblivion has a bsa witht those files. If I undertstood the process well (and that might be where somebody will be able to point out my mistake), you unpack the bsa (after making a backup of course), PyFFi the files inside and then repack them in an omod. But then, you don't have the bsa anymore and Oblivion has to understand he has to use the omod instead, right? How that's possible? (it's for my education, I like to learn new things ;) )


Well, you should keep your meshes bsa in the data folder. But by default Oblivion looks in the data folders before it looks in the bsa's. So if you have two identical meshes (or textures or XML's - whatever), the files that are in the data folders will take precedence over the files that are in the bsa's. Fallout 3, on the other hand, doesn't do this by default. You have change a setting in the Fallout.ini to make the engine look in the data folders first.
User avatar
Lucie H
 
Posts: 3276
Joined: Tue Mar 13, 2007 11:46 pm

Post » Wed Mar 30, 2011 8:18 am

Well, you should keep your meshes bsa in the data folder. But by default Oblivion looks in the data folders before it looks in the bsa's. So if you have two identical meshes (or textures or XML's - whatever), the files that are in the data folders will take precedence over the files that are in the bsa's. Fallout 3, on the other hand, doesn't do this by default. You have change a setting in the Fallout.ini to make the engine look in the data folders first.


So, for the sake of my full understanding :

1- I unpack the bsa (as it is safe, I don't have to rename it)
2- I PyFFI the meshes according to the guide
3- I pack those meshes in a omod (I guess I have to call it Oblivion - meshes.omod right ?)
4- I activate the omod in OBMM while letting the bsa in the folder just to keep it at hand if necessary
5- and voila !

right ? :)
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Wed Mar 30, 2011 5:20 am

Yep, that's it. Keep the Oblivion meshes in the bsa in the data folder just in case there are some meshes that did not get PyFFI'd for whatever reason. And there should be some because PyFFI doesn't play nice with certain nifs.
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Tue Mar 29, 2011 9:07 pm

Yep, that's it. Keep the Oblivion meshes in the bsa in the data folder just in case there are some meshes that did not get PyFFI'd for whatever reason. And there should be some because PyFFI doesn't play nice with certain nifs.


Thank you very much for your very complete answer ! :goodjob:
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Wed Mar 30, 2011 8:09 am

Thank you very much for your very complete answer ! :goodjob:


No problem.
User avatar
Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Wed Mar 30, 2011 4:35 am

If anyone gets a bug where corpses turn green just rename MMM.bsa to
FCOM_Convergence - MMM.bsa and this should fix it.
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Wed Mar 30, 2011 10:51 am

If anyone gets a bug where corpses turn green just rename MMM.bsa to
FCOM_Convergence - MMM.bsa and this should fix it.


I renamed it DLCShiveringIsles.BSA and that worked. But Mart's Monster Mod - .BSA did not work. Never undertood how these things work...
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Wed Mar 30, 2011 9:49 am

Well if your doing an FCOM install calling MartsMonsterMod - anything at all.bsa is not going to work.

It has to be an esp that is active and with FCOM the main marts Monster mod esp is not active while the SI.esp is.

Mine is called FCOM_Convergence_Mart's Monster Mod.bsa and it works. Many hours of of play and many MMM encounters to confirm that - and I know that these files are not loose either since all previously loose MMM files were removed with BAIN. ... in fact yep just checked all previous to bsa MMM files not loose and so that rename works.

I've not really had green blood since the bsa.

hope that helps.
User avatar
Sammykins
 
Posts: 3330
Joined: Fri Jun 23, 2006 10:48 am

Post » Wed Mar 30, 2011 9:15 am

Blade Of Mercy, could you post your mod download order? It will be rather handy to have this in this topic =)
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Wed Mar 30, 2011 8:40 am

Download order makes no indifference.
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Tue Mar 29, 2011 11:12 pm

Heh, usually I post my LO in post 2 (check previous tread.)
However, ATM am playing with my 3-days old PC and Windows 7 and am trying to befriend them :D
So, when am ready and satisfied with the stability of the build, will post it in post#2.
Probably will take me a week more though...
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Tue Mar 29, 2011 8:59 pm

Yes, BOSS rules download order now) But download order can also show optional plugins which are instaled with big mod such OOO.
*starts to find previos thread... in a new forum*
Must say that link "pyffied optimized meshes" are realy outdated and there are problems with opening them in blender.So it's easer and safer to pyfffi them by hands.
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

Post » Wed Mar 30, 2011 9:50 am

Yes, BOSS rules download order now) But download order can also show optional plugins which are instaled with big mod such OOO.


I think I misunderstood you. What you mean is "mod load order", I guess.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Wed Mar 30, 2011 3:55 am

Sorry for my bad english=) Yes it is, I mean "mod load order".
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Wed Mar 30, 2011 3:41 am

I gotta say, this guide helped me a lot and I'm not even running FCOM..!

In particular cleaning the esps seems to have made quite a difference.

That and activating one at a time!

Cheers to you modding Gurus!
User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Wed Mar 30, 2011 8:38 am

Sorry for my bad english=)


It's much better than my Russian. :D
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Wed Mar 30, 2011 9:54 am

Hi guys I'm trying to PYFFI the architecture folder but 12 hours passed and isn't finished.

I can PYFFI the subfolders of the architecture folder one by one?
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Wed Mar 30, 2011 6:58 am

Hi guys I'm trying to PYFFI the architecture folder but 12 hours passed and isn't finished.

I can PYFFI the subfolders of the architecture folder one by one?



Yes, you can, as long as you put them back in the same place they were before. I know the architecture folder is veeeeery long to PyFFI. Mine didn't take more than 12 hours, but still around 7 hours ! :brokencomputer:
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Wed Mar 30, 2011 7:39 am

Yes, you can, as long as you put them back in the same place they were before.


I don't understand this passage what implies.

I'm not moving those sub-folders, as I said they are in the main architecture folder
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Wed Mar 30, 2011 11:25 am

Your advice has been a great help in my Oblivion rebuild. However, I am struggling to get MMM bsa working properly.

The FCOM installation OMOD script suggests [ FCOM_Convergence - MMM.bsa ] ... which worked for me before but doesn't seem to work for UFCOM.

The UFCOM readme suggests [ FCOM_Convergence_Mart'sMonsterMod.bsa ] ... (no spaces) which doesn't seem to work ...

And you say you are using [ FCOM_Convergence_Mart's Monster Mod.bsa ] ... (with spaces) which doesn't seem to work for me either.

Any ideas? Thanks in advance
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Wed Mar 30, 2011 9:26 am

I don't understand this passage what implies.

I'm not moving those sub-folders, as I said they are in the main architecture folder


That's what I imply ! Don't move the sub-folders when you PyFFI them one by one and everything should be allright! ;)
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Wed Mar 30, 2011 1:10 am

@ bigredbus:
If you download The Nice One's cool MMM installer v. 1.3, it clearly states: This is for MMM, not FCOM
It requires MMM.BSA containing archive + MMM 3.7.3 esp & esm files containing archive and OMOD Installer containing archive (total 3)

For FCOM
Download FCOM, UFCOM, FCOM OMOD Installer 1.1 Do not unpack archives.
Open OBMM, click on Add Archive, then: 1) Add the archive with FCOM + 2) Archive with UFCOM + 3) Archive with Entropic Order Rebalance +4) FCOM OMOD Installer 1.1 - total 4
MMM.BSA has no place for FCOM installation.
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Wed Mar 30, 2011 11:05 am

16.) Installed Armamentarium Complete 1.35 (Resources, files, meshes for body replacers) + Artifacts 1.1 and the meshes for body replacers; topped up both with EVE and Robert stock replacers


What meshes for body replacers are you talking about here? Do you mean http://www.tesnexus.com/downloads/file.php?id=24078
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

PreviousNext

Return to IV - Oblivion