50_Steps_To_Stable_FCOM+++

Post » Sun Dec 26, 2010 7:16 am

Another question to do with my ignorance of Wrye Bash.

The guide talks about rebuilding my bashed patch...is this needed? This may not be the place to ask this, but will anything go wrong if I don't do this? I still don't even understand what it does.

/noobishness
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Lawrence Armijo
 
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Post » Sun Dec 26, 2010 9:45 am

Another question to do with my ignorance of Wrye Bash.

The guide talks about rebuilding my bashed patch...is this needed? This may not be the place to ask this, but will anything go wrong if I don't do this? I still don't even understand what it does.

/noobishness

Wrye Bash is required for FCOM because of the Bashed Patch. The Bashed Patch is useless if you do not rebuild it.
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Claire Lynham
 
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Post » Sun Dec 26, 2010 5:57 am

Wrye Bash is required for FCOM because of the Bashed Patch. The Bashed Patch is useless if you do not rebuild it.


Alright, so without the Bashed Patch does FCOM simply not function?

And I'm confused at what I'm supposed to check when rebuilding the patch.
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Rach B
 
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Post » Sun Dec 26, 2010 5:52 am

Alright, so without the Bashed Patch does FCOM simply not function?

And I'm confused at what I'm supposed to check when rebuilding the patch.

Please, read the opening post of the current FCOM thread. It gives explicit instructions about which options to check.
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luis dejesus
 
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Post » Sun Dec 26, 2010 11:10 am

Please, read the opening post of the current FCOM thread. It gives explicit instructions about which options to check.


I'm being a bit of an idiot with all this. Thanks. :facepalm:

That also answered many of my other, less urgent questions. I'll post back here if I run into anymore problems. :P
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m Gardner
 
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Post » Sun Dec 26, 2010 3:02 pm

Thanks for the great guide. Many helpful links, everything I needed.

It only took about 13 hours (mostly due to PyFFI) but I'm finally finished. Maybe tomorrow I can actually play :sleep2:
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Roberta Obrien
 
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Post » Sun Dec 26, 2010 2:20 am

OK I've done a few searches of this thread and couldn't find any reference to either Ren's Beauty Pack or Beautiful People or the Cosmetic Compilation. Since these are fairly well known mods and since they improve the look of existing races as well as adding more, plus eyes etc, I was wondering if you could recommend where these should go in your 50 steps? Same goes for Improved Facial Textures as well. I hope I don't have to start again if I've missed them somewhere - I'm up to step 27 of 50 now and it's taken me 4 days so far!

Thanks in advance :)
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Mrs shelly Sugarplum
 
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Post » Sun Dec 26, 2010 4:18 pm

OK I've done a few searches of this thread and couldn't find any reference to either Ren's Beauty Pack or Beautiful People or the Cosmetic Compilation. Since these are fairly well known mods and since they improve the look of existing races as well as adding more, plus eyes etc, I was wondering if you could recommend where these should go in your 50 steps? Same goes for Improved Facial Textures as well. I hope I don't have to start again if I've missed them somewhere - I'm up to step 27 of 50 now and it's taken me 4 days so far!

Thanks in advance :)

Just read this - http://tesivpositive.animolious.com/?page=my_bain_package_list
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Dezzeh
 
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Post » Sun Dec 26, 2010 8:29 am

Thanks for this! Though upon closer inspection of the COBL docs, the races element includes a lot of stuff like eyes, hair and additional races. I will probably stick with COBL's Hidden Elves then add in Cute Elves to make up for lacking Ren's Mystic Elves. Slof's Clouded and Snow Leopards can more than compensate for the loss of the Khajiit variants in Ren's pack. Rather that than try to put Ren's pack in when I already installed COBL according to the 50-step guide. I'll still throw in IFT though, thanks again for your help.
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StunnaLiike FiiFii
 
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Post » Sun Dec 26, 2010 5:30 am

Thanks for this! Though upon closer inspection of the COBL docs, the races element includes a lot of stuff like eyes, hair and additional races. I will probably stick with COBL's Hidden Elves then add in Cute Elves to make up for lacking Ren's Mystic Elves. Slof's Clouded and Snow Leopards can more than compensate for the loss of the Khajiit variants in Ren's pack. Rather that than try to put Ren's pack in when I already installed COBL according to the 50-step guide. I'll still throw in IFT though, thanks again for your help.

I am confused by this. Hidden Elves are Ren's Mystic Elves. Bg2408 simply rebalanced them to fit in with the lore-focused Race Rebalancing Project. COBL Races is derived from that mod. You can install Ren's mod if you want. That 50 step guide is just proof of what you can do with FCOM installed and achieve a stable, heavily-modified setup. It is not an installation order guides, such as that which I linked for you. Cosmetic mods should be installed fairly late. You can add whatever you want of those and still be fine. IFT is just a texture replacer, and texture replacers can really be installed at any time. If you read the summary, the section above the package list, it explains all of the reasoning behind the sorting and the mod groupings.
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Ashley Clifft
 
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Post » Sun Dec 26, 2010 8:48 am

BTW, Blade of Mercy you will need to update your links for anything pointing to the Engineering Guild - they've removed all TES content from the site as of Saturday 29th August.
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zoe
 
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Post » Sun Dec 26, 2010 11:42 am

Oh thanks Tomlong, I didn't realise that the Hidden Elves were the same as Ren's Mystic Elves - I though they were a separate race. OK well then since I've already installed COBL I guess there's no reason really to install Ren's Beauty Pack as well, since it seems to duplicate most things. Thanks again :)
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CArlos BArrera
 
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Post » Sun Dec 26, 2010 3:44 pm

Hi, I install up to step 20 and the game is running fine so far. The only thing I don't like is that running backwards is really slow and constantly pauses every 2 steps. Is there an option in game/bashed patch to set it back to normal? (I've installed following the guide)

edit: Also some creatures (mainly underwater kinds, fish etc) seem to move at abnormally fast speeds and the fish tend to come to the banks alot (almost out of the water).
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Jeff Turner
 
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Post » Sun Dec 26, 2010 2:09 pm

OK I've done a few searches of this thread and couldn't find any reference to either Ren's Beauty Pack or Beautiful People or the Cosmetic Compilation. Since these are fairly well known mods and since they improve the look of existing races as well as adding more, plus eyes etc, I was wondering if you could recommend where these should go in your 50 steps? Same goes for Improved Facial Textures as well. I hope I don't have to start again if I've missed them somewhere - I'm up to step 27 of 50 now and it's taken me 4 days so far!

Thanks in advance :)

All I need from Race & Hair & Cosmetic mods I get from bg2408's Race balancing Projects
Was abroad for 3 weeks away from PCs, just sat in front of mine. Will check links and Engineers site and will amend. Not immediately, rather eventually. Still slow after 'gone fishin' break :D

@ Majeh007: No speed changes should be seen if you playbare backbone FCOM. Check if you've installed some animation mods like Sensual Walk or Real Walk etc. My fishes move at normal speed. My backward running is slowed by Real Walk mod which I find to be pleasant improvement towards realism, I can't run backward as fast as forward and don't see why my char should be anydifferent :D
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DAVId Bryant
 
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Post » Sun Dec 26, 2010 8:31 am

All I need from Race & Hair & Cosmetic mods I get from bg2408's Race balancing Projects
Was abroad for 3 weeks away from PCs, just sat in front of mine. Will check links and Engineers site and will amend. Not immediately, rather eventually. Still slow after 'gone fishin' break :D

@ Majeh007: No speed changes should be seen if you playbare backbone FCOM. Check if you've installed some animation mods like Sensual Walk or Real Walk etc. My fishes move at normal speed. My backward running is slowed by Real Walk mod which I find to be pleasant improvement towards realism, I can't run backward as fast as forward and don't see why my char should be anydifferent :D

question: how much ram does your oblivion keep busy?
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Jordyn Youngman
 
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Post » Sun Dec 26, 2010 8:43 am

Managed to sort it out. Seems like MOBS Optional Combat Settings.esp was the cause (went through activating everything one by one, how fun <_<) Is it a problem if I remove/disable this? (or was it not meant to be used in the first place?)

Hoping to continue with the rest of the installation.
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Brandi Norton
 
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Post » Sun Dec 26, 2010 4:17 pm

question: how much ram does your oblivion keep busy?

Last time I checked - 3.2 GB average. goes as high as 4 and haven't seen it under 1.8 at all. With 8GB RAM I manage somehow :D
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bonita mathews
 
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Post » Sun Dec 26, 2010 7:53 am

Regarding the mods in step 27, since they can no longer be downloaded from TEG is it still necessary to install Dragon Caption's CURP Pack 1-13? Or is there an alternate place to download these mods?
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Evaa
 
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Post » Sun Dec 26, 2010 6:20 pm

Regarding the mods in step 27, since they can no longer be downloaded from TEG is it still necessary to install Dragon Caption's CURP Pack 1-13? Or is there an alternate place to download these mods?

DC CUORP works fine with OMG 6.2 but for 7+ versions one needs the add-ons from Engineers Guild.
Option one: downgrade your OMG version if you don't have the upgrades of the CUO resources.
Option 2: wait till these resource add-ons are uploaded again.
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Breanna Van Dijk
 
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Post » Sun Dec 26, 2010 7:27 am

DC CUORP works fine with OMG 6.2 but for 7+ versions one needs the add-ons from Engineers Guild.
Option one: downgrade your OMG version if you don't have the upgrades of the CUO resources.
Option 2: wait till these resource add-ons are uploaded again.


They were uploaded to fileplanet after they took them of the site i.e http://www.fileplanet.com/215481/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---Origin-of-the-Mages-Guild-Mod-v7.3 , http://www.fileplanet.com/215435/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---Kvatch-Aftermath-Mod-v7.8 , http://www.fileplanet.com/215437/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---The-Necromancer-Mod-v1.7 , http://www.fileplanet.com/215493/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---Kvatch-Rising-Mod-v1.9 , http://www.fileplanet.com/215268/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion----Cyrodiil-Upgrade-Resource-Pack-Mod , http://www.fileplanet.com/215436/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---The-Elder-Council-Mod-v2.5 , http://www.fileplanet.com/215453/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---Temple-of-the-One-Mod-v1.5
there all there.
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Allison C
 
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Post » Sun Dec 26, 2010 10:11 am

yeah, here's the CURP patch: http://www.fileplanet.com/215490/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---CUO-Resource-Pack-Patch-v2.6
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sharon
 
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Post » Sun Dec 26, 2010 7:47 pm

They were uploaded to fileplanet after they took them of the site i.e http://www.fileplanet.com/215481/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---Origin-of-the-Mages-Guild-Mod-v7.3 , http://www.fileplanet.com/215435/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---Kvatch-Aftermath-Mod-v7.8 , http://www.fileplanet.com/215437/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---The-Necromancer-Mod-v1.7 , http://www.fileplanet.com/215493/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---Kvatch-Rising-Mod-v1.9 , http://www.fileplanet.com/215268/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion----Cyrodiil-Upgrade-Resource-Pack-Mod , http://www.fileplanet.com/215436/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---The-Elder-Council-Mod-v2.5 , http://www.fileplanet.com/215453/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---Temple-of-the-One-Mod-v1.5
there all there.



yeah, here's the CURP patch: http://www.fileplanet.com/215490/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---CUO-Resource-Pack-Patch-v2.6

Thanks for update, post #1 updated :D It is good to have these good mods alive.
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Jade Payton
 
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Post » Sun Dec 26, 2010 4:29 am

I have a question about adding mods to an already finished and viable list. I very recently managed to complete a successful installation of FCOM with a variety of other plugins (mainly using BAIN with some OBMM mixed in), yet there are still some mods that I may want to add for the future. I am assuming that I can just install these mods into my Load Order and rebuild the Bashed Patch, as I used to do pre-FCOM, but I would like to know if that is the correct procedure. Is there a special method to adding/removing new/old mods? (Other than following the directions in the mod's readme, obviously)

Thank you.
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Kayla Keizer
 
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Post » Sun Dec 26, 2010 7:37 am

I have a question about adding mods to an already finished and viable list. I very recently managed to complete a successful installation of FCOM with a variety of other plugins (mainly using BAIN with some OBMM mixed in), yet there are still some mods that I may want to add for the future. I am assuming that I can just install these mods into my Load Order and rebuild the Bashed Patch, as I used to do pre-FCOM, but I would like to know if that is the correct procedure. Is there a special method to adding/removing new/old mods? (Other than following the directions in the mod's readme, obviously)

Thank you.

Changing your load order is always an adventure. At your own risk.
Experiment but always add ONE MOD ONLY!!!! Then play for a while and decide do you want to keep it. If not - remove, play for a while, try the next one. And so on.
Never add more than one mod, this is my rule and works for me.

http://www.gamesas.com/index.php?/topic/1119325-50steps-to-stable-fcom/ if people still use this. :D
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Theodore Walling
 
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