50_Steps_To_Stable_FCOM+++

Post » Sat Dec 25, 2010 9:53 pm

I guess I'll have to create a separate thread, I'm completely stuck, also TES4Edit doesn't work for me...
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Suzie Dalziel
 
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Post » Sat Dec 25, 2010 10:18 pm

http://www.tesnexus.com/downloads/file.php?id=14904 Gives you all the fame from MQ questline. Changes Bruma vicinity and closes all (but one) gates,
lets Ocato come to you, talk to you, gives you title, gives you armor.

@ AuliX: My merged mods include only armor/clothes for HGEC. About 80-90 mods with items for HGEC. I divide them to Buyable (less than 30 mods IIRC) and foundable (more than 70)


Great, I really appreciate it. Thanks.
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Tyrone Haywood
 
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Post » Sun Dec 26, 2010 12:23 am

50. As people still keep asking (and keep being mistrustful) about this particular step, I will try to redo it and explain as well as I can.
I was unbeliever too. Last example from my own experience - perfectly balanced game with UOP Hotfix 3.2.4. Corepc releases Hotfix 3.2.5. I got lazy, uninstalled 3.2.4; installed 3.2.5 on top of whole game - persistent CTDs all over the place!. Reinstalled all game introducing Hotfix 3.2.5 when appropriate - no CTD for 2-3 days. Still think I am joking? So., how to do it?

Consider all esm turned on one by one.
Turn on all Fran load-save (new expendable char in prison)-exit.
Activate Bob's-load-save-exit.
Activate War Cry-load-save-exit.
Activate OOO esp Load game-save-exit.
Activate FCOM-Convergence esp (only!)-load-save-exit.
Activate all MMM modules I have-load-save-exit
Load Tamriel Travelers - all esps I have-load-save-exit.
Load one by one Lost Paladin Of Divines, The Mystery Of Dulan's Cult, Mighty Umbra etc.
Then, when extended FCOM unmergeable modules are on, rebuild Bashed Patch and merge all FCOM related mergeable esps. Load game-save-exit.
Continue to load all other unmergeable mods, when they are on, rebuild bashed patch, adding all mergeable esps not related to FCOM, load-save-exit.
Delete temporary character, create your permanent one, play.


Am i reading this right? From the wording, as far as i can tell your implying that this step is preventing crashes by loading the mods 1 by 1 into the game, as opposed to the save. Correct? You mentioned that you were playing with 3.2.4, and when you installed 3.2.5, you began getting crashes. So you introduced it 1 by 1, and the crashes disappeared. From that i would assume you didnt start a whole new character just to play with 3.2.5- So, does that mean i can still go back and do this step even for an existing character then?
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Cat Haines
 
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Post » Sat Dec 25, 2010 1:01 pm

Am i reading this right? From the wording, as far as i can tell your implying that this step is preventing crashes by loading the mods 1 by 1 into the game, as opposed to the save. Correct? You mentioned that you were playing with 3.2.4, and when you installed 3.2.5, you began getting crashes. So you introduced it 1 by 1, and the crashes disappeared. From that i would assume you didnt start a whole new character just to play with 3.2.5- So, does that mean i can still go back and do this step even for an existing character then?

It is unlikely that you could do this for an existing character because the save file that already has a bunch of mod's data in it probably depends on a good deal of that data.


Edit: Blade of Mercy has rebuilt from scratch a number of times. The step to which you are referring also mention reinstalling the entire game. I cannot completely parse that step myself this time, however, haha.
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naome duncan
 
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Post » Sat Dec 25, 2010 2:46 pm

It is unlikely that you could do this for an existing character because the save file that already has a bunch of mod's data in it probably depends on a good deal of that data.

True, but i was thinking that- to load mods into the game- one would simply need to disable all mods, create a new character, introduce all mods 1 by 1 using the new character's save, and then once all is loaded; resume playing the existing character. However i dont see why one would need to load the character if that were the case..... simply loading to the main menu should suffice in my example.... so i'm betting he did really start a new character for that..
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Matthew Warren
 
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Post » Sat Dec 25, 2010 2:31 pm

True, but i was thinking that- to load mods into the game- one would simply need to disable all mods, create a new character, introduce all mods 1 by 1 using the new character's save, and then once all is loaded; resume playing the existing character. However i dont see why one would need to load the character if that were the case..... simply loading to the main menu should suffice in my example.... so i'm betting he did really start a new character for that..

That would be odd. Saves do not depend on other saves, so having good data in one save should not help the buggy one. Maybe I have missed something... As I said, I am not exactly sure what steps he took there, but that seems kind of doubtful. Maybe Blade added 3.2.5 onto a setup he was currently building because the hotfix was release during the process or something. The last steps are for avoiding problems that result from activating multiple mods at once. It is perfectly fine to update mods on a current setup, but it is safer to update one mod at a time. Updating some mods requires a clean save too. Is there something specific you are trying to achieve at present, with regard to updating?


Edit: wording
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Sammykins
 
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Post » Sat Dec 25, 2010 10:08 pm

No, i was just getting my hopes up that i could always have the opportunity to go through this step again, as blade certainly swears by it!
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James Baldwin
 
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Post » Sat Dec 25, 2010 10:34 pm

I followed this guide pretty closely and I get relatively frequent CTD's. I think it is impossible to completely remove CTD's from a heavily modded Oblivion game. CTD's are part of the territory.
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ZzZz
 
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Post » Sun Dec 26, 2010 1:41 am

I followed this guide pretty closely and I get relatively frequent CTD's. I think it is impossible to completely remove CTD's from a heavily modded Oblivion game. CTD's are part of the territory.

This guide is pretty high-level, which is why Shikishima emphasized that it is not for newer users. Following this guide to the "T" leaves a lot of breathing room for error (i.e., how you go about cleaning your plugins.) Frequent CTDs are not normal. That is a sign of instability. If you are getting near to three or more hours in per session, that is normal.


Edit: I should have said "stable," not "normal"...
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:)Colleenn
 
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Post » Sat Dec 25, 2010 4:25 pm

I think it is impossible to completely remove CTD's from a heavily modded Oblivion game. CTD's are part of the territory.

This is true... you will run out of memory eventually. But you can manage this in better ways through stabilization and optimization... and also by finding the right balance for your machine. Everyone has a different idea of what is acceptable and what is not. For me, it's not even time... it's continuity. Can I finish what I'm doing before I crash in most cases? Yes? Then we're good to go. No? Need to work on it some more! Time is dependent upon a lot of things... how many cells have loaded? have you gone from interiors to exteriors and back a bunch? is the area you're in part of a mod that's been optimized? These can all change how long you play before running out of memory, and might not have anything to do with what you're trying to get done. I have the best results when I have something in mind (even if that is something vague like "explore the area around Dive Rock", for example), play through it, and then give the machine a minute to catch its breath!
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Lilit Ager
 
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Post » Sat Dec 25, 2010 9:26 pm

True, but i was thinking that- to load mods into the game- one would simply need to disable all mods, create a new character, introduce all mods 1 by 1 using the new character's save, and then once all is loaded; resume playing the existing character. However i dont see why one would need to load the character if that were the case..... simply loading to the main menu should suffice in my example.... so i'm betting he did really start a new character for that..

Exactly what I did twice: Problem occurs like after lazy update of UOP Hotfix install. What i did was: Stop playing, save. Create new temporary char with Oblivion.esm only ticked, turn all esm and unmergeable esps one by one, quicksaving after each mod added, when load orderidentical or very close to the one before problems appeared, rebuild bashed patch, update NPCs from the existing save, play without problems. But I reached exactly the same load order as before the problems appeared. I must add I have no problems updating any mod since I started using (supported all the way by Psymon And Tomlong75210) BAIN.

I followed this guide pretty closely and I get relatively frequent CTD's. I think it is impossible to completely remove CTD's from a heavily modded Oblivion game. CTD's are part of the territory.

I never claymed to have CTD free game, only very stable. Sometimes I play 2 days without CTD, sometimes I get 1-4 CTD for over 10 hours gaming day. In rare occasions I get 2CTDs in less than an hour and then I feel cheated and frustrated, but usually it is my fault - trying to do too much at the same time.)Oblivion is a delicate flower and doesen't like stompers like me :D
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neen
 
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Post » Sun Dec 26, 2010 1:19 am

Just wanted to say I reinstalled my FCOM setup using the guide. Plus I stopped being lazy and even used OMODs for everything I could and PYFFI'd whenever possible.

I have to say, not only is my game a lot more stable, but I even got a surprising performance boost. I'm guessing its from the PYFFI'd models. I went from a usual 10 FPS when in the wilderness up to an average of 20. I even get as far as 30-40 in dungeons (I'm sure this is partially due to Let There Be Darkness removing all that lighting).

I've only been playing for a few hours since I got my new install working and sorted out, but I haven't had a single crash. I used to get a CTD every half hour or so.

Anyways, great guide, thanks very much!
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Gaelle Courant
 
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Post » Sat Dec 25, 2010 9:33 pm

In my opinion creating save by activating mods one by one is useless because it may cause bugs (at least in my game) for example bugs with double door with open cities installed, messed Mannimarco's cave with mod Mannimarco Revisited or naked umbra with mod Mighty Umbra.

I'm starting new game with disabled script mods
(because if you activate them all at the start you'll see script errors in console)
like:
- Display Stats
- Mini Map
- Enhanced Economy
- Quest Log Manager
- A Takes All
- Enchantment Mastery
- Oblivion XP

I'm starting by clicking New Game, then creating character - face, class, birthsign.
Then I'm leaving starting area and type coc testinghall.
The next steps are activating one by one these script mods.
Game is crashfree and bugfree :celebration: (I can run from IC to Anvill without CTD)
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CYCO JO-NATE
 
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Post » Sun Dec 26, 2010 4:15 am

In my opinion creating save by activating mods one by one is useless because it may cause bugs (at least in my game) for example bugs with double door with open cities installed, messed Mannimarco's cave with mod Mannimarco Revisited or naked umbra with mod Mighty Umbra.

I'm starting new game with disabled script mods
(because if you activate them all at the start you'll see script errors in console)
like:
- Display Stats
- Mini Map
- Enhanced Economy
- Quest Log Manager
- A Takes All
- Enchantment Mastery
- Oblivion XP

I'm starting by clicking New Game, then creating character - face, class, birthsign.
Then I'm leaving starting area and type coc testinghall.
The next steps are activating one by one these script mods.
Game is crashfree and bugfree :celebration: (I can run from IC to Anvill without CTD)

I have not seen script errors in the console on startup. There is a big difference between activating mods one-by-one and activating plugins one-by-one. For example, if you load up a game with reference placement data that will be altered by a mod that loads later and save with that data in the save files, when you later load up the game with the altering mod activated, you may end up with ...duplicate doors. That is why certain BC updates require clean saves. Some types of data need more explicit cleaning out (i.e., stat-recalculating mods.)
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mishionary
 
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Post » Sat Dec 25, 2010 10:01 pm

I want to install the mods at point 27, but the only version I can find is the one from "the engineering guild" website, which are upgraded version that, if I have understood correctly, won't work with the Dragon Caption's CURP linked at point 25. Those version will need the new CURP found at that website, which, for what I've read, seems to be an overhaul mod with some feature in common with FCOM.
I am a bit confused and I would really appreciate some help. So here are my questions:

1) Can I use the mods (CURP & those at point 27) from the enginnering-guild site without troubles with FCOM? If not, is there any patch to solve the conflicts somwhere?

2) If those mods conflict with FCOM (due to the new CURP) and there's no patch to solve it, where can I find the old ones? tesnexus and planetelderscroll give me no result. Also, I will need the OOO patch referred in point 27, where can I find that too?

Thank you!
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NIloufar Emporio
 
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Post » Sat Dec 25, 2010 9:07 pm

Is it crucial to do things exactly the way they are listed? I didn't think far enough ahead when I was downloading and installing mods.


So, basically my installation steps went like this:


Installed Oblivion and SI. Installed the official mods.

Installed the Unofficial Official Patches for Oblivion, SI, and the official mods. Ran the game to get a full .ini for TweakOblivion, and tweaked my Oblivion config.

Installed the FCOM required mods in the steps required. Installed FCOM.

Merged everything for my bashed patch.

Installed HGEC and Robert's Male Body v5. Installed related replacement meshes (EVE-HGEC, Robert's stock clothes and armors for Oblivion, SI, and FCOM mods).

Installed Better Cities.

Installed Unique Landscapes and compatibility patches for BC.

Installed Qarl's Texture Pack 3 Redimized.

Installed Comprehensive Style Collection.

Installed a few other small mods (many more incoming; clothes, armors, housing, etc).

Installed Pluggy, Oblivion-Elys Uncapper, Oblivion Stutter Remover 4.1, and Fast Exit.

Installed Deadly Reflex 5, Deadlier Sneaking, Attack and Hide, and Black Powder Bombs.

Installed and configured Streamline 3.1.

Ran BOSS.


That's basically it thus far. I haven't continued with any of the anti-CTD mods, FPS increase mods or any of that. My steps are a bit different from the 50 listed, but I'm wondering if it's still alright. I do fully intend to use those types of mods but I am also going to be adding a lot more clothes and stuff. Will I need to do a new bashed patch or am I safe to continue?
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^~LIL B0NE5~^
 
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Post » Sat Dec 25, 2010 6:44 pm

Have you been regularly testing to see if it all works as it should, at each significant stage? While I also don't follow the procedures specified in the OP, I know that if you want to be safer about things, some kind of testing like that would be the thing to do. A habit I've adopted recently, in fact, and glad of it.
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Frank Firefly
 
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Post » Sat Dec 25, 2010 4:29 pm

Have you been regularly testing to see if it all works as it should, at each significant stage? While I also don't follow the procedures specified in the OP, I know that if you want to be safer about things, some kind of testing like that would be the thing to do. A habit I've adopted recently, in fact, and glad of it.


Well, I did a few tests last night. First was starting up the game and I got a CTD, which was faster than ever because of Fast Exit (woo, I love it). I figured it had to do with some mods needing to be merged into the bashed patch, and other issues. I ran BOSS again to get some additional info and found I had a couple of unnecessary mods enabled, so I disabled those and rebuilt my bashed patch. From there, the game started and I made a new game. Managed to get out of the sewers and exited.

So I'm thinking the initial stages of, "Does my game even start, and does it work at the beginning?" have been covered. I suppose the next test will be to see if everything from the FCOM mods are working correctly.

One thing I keep seeing in my game is german names for various things. I am thinking this is because of a mistake I made back when I did my bashed patch and accidentally left OCW's german esp checked when I was tagging things.
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Prue
 
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Post » Sun Dec 26, 2010 12:13 am

You should not have the original OWC plugin installed at all. Remove it.
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Wayland Neace
 
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Post » Sun Dec 26, 2010 2:52 am

I was rechecking all the installing procedure when I noticed that http://devnull.sweetdanger.net/fcominstall.html, if you search for "Unofficial Fran Patches", you'll find out that it's suggested to download and install a specific patch. This guide is very specific, so I guess you are not installing such patch or you would have included it in the list.
Is there a specific reason why this patch is not installed?
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{Richies Mommy}
 
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Post » Sat Dec 25, 2010 5:35 pm

And *insert the date of the last time I posted in one of these threads* still is the best topic on the planet that made my game so much trouble-lacking.
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Natasha Biss
 
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Post » Sun Dec 26, 2010 7:20 am

And *insert the date of the last time I posted in one of these threads* still is the best topic on the planet that made my game so much trouble-lacking.


I don't understand if you are answering to me, or even what exactly is your answer.
Anyway, the author thread is more recent then the page I linked, which, btw, is still the official fcom page.
The game hasn't been updated (official releases/patches) since long before those posts. The same is true for Francesco's mod.

Result: both posts are "up to date", the patch needed by Francesco's mod is still needed unless a later release of FCOM (actually the UFCOM release for what I may know) includes it in some way in the ufcom patch.
So the doubt is legit.
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Katy Hogben
 
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Post » Sun Dec 26, 2010 3:58 am

I was giving a compliment.
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Bek Rideout
 
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Post » Sun Dec 26, 2010 1:48 am

I will start soon a new install of FCOM so I have exactly same questions like Dirich.

I want to install the mods at point 27, but the only version I can find is the one from "the engineering guild" website, which are upgraded version that, if I have understood correctly, won't work with the Dragon Caption's CURP linked at point 25. Those version will need the new CURP found at that website, which, for what I've read, seems to be an overhaul mod with some feature in common with FCOM.
I am a bit confused and I would really appreciate some help. So here are my questions:

1) Can I use the mods (CURP & those at point 27) from the enginnering-guild site without troubles with FCOM? If not, is there any patch to solve the conflicts somwhere?

2) If those mods conflict with FCOM (due to the new CURP) and there's no patch to solve it, where can I find the old ones? tesnexus and planetelderscroll give me no result. Also, I will need the OOO patch referred in point 27, where can I find that too?

Thank you!

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Marina Leigh
 
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Post » Sat Dec 25, 2010 5:59 pm

Actually, that's a kind of old question. I would say that, at the moment, my question is this one:

I was rechecking all the installing procedure when I noticed that http://devnull.sweetdanger.net/fcominstall.html, if you search for "Unofficial Fran Patches", you'll find out that it's suggested to download and install a specific patch. This guide is very specific, so I guess you are not installing such patch or you would have included it in the list.
Is there a specific reason why this patch is not installed?


I'm pm-ing you info, btw.
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Jason White
 
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