50_Steps_To_Stable_FCOM+++

Post » Sat Dec 25, 2010 8:50 am

Someone with a perfect FCOM install should just upload their Oblivion folder. heh


LOL, I get free upload but who the hell will host 18.2G of files for free? :P

Anyway I will have to disagree with the EVE installation on page 1, (well for me) if EVE_StockEquipmentReplacer4FCOM.esp is active (directly or merged) I get model errors relating to OOO, even though that is the patch's only requirement... as soon as I take it off every thing works fine (all the other eve plugs too) the most obvious 1 is that female guard that gets killed in the start with the emperor http://i966.photobucket.com/albums/ae150/Carnage009/Rennobody.jpg is what she looks like with that EVE Fcom patch active... other then that it's just missing feet.

and now http://i966.photobucket.com/albums/ae150/Carnage009/Glow.jpg final little irritation and my 180 mods are good to go.
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Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Sat Dec 25, 2010 1:42 am

I've got this topic into my favourites. Perfect guide on how to install all the essential mods for Oblivion!

How many GBs does your Oblivion installation take? Mine is 20GB.

34.2 GB Data folder, 132,119 files, 6.853 folders; 187/278 esp/esm files (2 esps are of 100+ clothes/armor/weapons merged mods), total mods number includding espless replacers of textures, meshes, animations etc: 327.

Someone with a perfect FCOM install should just upload their Oblivion folder. heh

Here it is:
Spoiler
Active Mod Files:00  Oblivion.esm01  underdark.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 0.9.9.5]04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Children Of Rourken.esm07  Cobl Main.esm  [Version 1.72]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  VASE - core.esm0B  CyrodiilUpgradeResourcePack.esm0C  TamrielTravellers.esm  [Version 1.39c]0D  FCOM_Convergence.esm  [Version 0.9.9MB3]0E  Armamentarium.esm  [Version 1.35]0F  Artifacts.esm  [Version 1.1]10  Better Cities Resources.esm11  CURP_Controller.esm12  NNWAEMaster.esm13  CM Partners.esm14  HorseCombatMaster.esm15  TRoN.esp**  TRoN Vwalk.esp16  Unofficial Oblivion Patch.esp  [Version 3.2.6]17  DLCShiveringIsles.esp18  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp19  Better Cities .esp1A  Francesco's Optional Chance of Stronger Bosses.esp1B  Francesco's Optional Chance of Stronger Enemies.esp1C  Francesco's Optional Chance of More Enemies.esp1D  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1E  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1F  Natural_Habitat_by_Max_Tael.esp20  All Natural - Real Lights.esp  [Version 0.9.9.5]21  All Natural.esp  [Version 0.9.9.5]22  All Natural - SI.esp  [Version 0.9.9.5]23  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp24  AmbientTownSounds.esp25  MIS Low Wind.esp26  MIS New Sounds Optional Part.esp27  Atmospheric Oblivion.esp28  WindowLightingSystem.esp29  AliveWaters.esp2A  AliveWaters - Koi Addon.esp2B  AliveWaters - Slaughterfish Addon.esp2C  Book Jackets Oblivion.esp++  Cobl Bookjackets.esp2D  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp2E  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.78]2F  KF Chapel Shop.esp30  Enhanced Economy.esp  [Version 4.1.1]31  DLCOrrery.esp32  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]**  DLCOrrery Vwalk.esp33  DLCMehrunesRazor.esp34  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]**  DLCMehrunesRazor Vwalk UOP.esp++  MaleBodyReplacerV4.esp35  Adonnays Classical Weaponry.esp36  Adonnays Elven Weaponry.esp37  ClassyClothingCompendium.esp38  Female Assassins Creed - Altair's Gear -  EV.esp39  Growlfs Hot Clothes.esp3A  Nicos Kynareth Archery.esp  [Version 1.0]3B  19_Armors.esp3C  35_Armors.esp3D  PTArtifacts.esp3E  SentientWeapon.esp  [Version 3]3F  TribalPrincess III.esp40  Unlimited Wear.esp41  XiaNewAmuletsV1.esp**  Armamentium female.esp42  Slof's Extra Horses.esp43  Slof's Black Unicorn.esp++  LadyDeadlock_LoveYourHorse.esp44  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]45  Cobl Glue.esp  [Version 1.72]46  Cobl Si.esp  [Version 1.63]47  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]48  Bob's Armory Oblivion.esp49  FCOM_BobsArmory.esp  [Version 0.9.9]4A  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]4B  Oblivion WarCry EV.esp4C  FCOM_WarCry.esp  [Version 0.9.9MB3]4D  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  Oscuro's_Oblivion_Overhaul Vwalk.esp++  OOO_XiaNewAmulets Addon.esp  [Version 0.5]++  OMOBS.esp  [Version 1.0]++  OMOBS_SI.esp  [Version 1.0]4E  OMOBS Optional Combat Settings.esp  [Version 1.0]4F  ArmamentariumArtifacts.esp  [Version 1.35]50  OBSE-Storms & Sound SI.esp51  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]52  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]53  FCOM_RealSwords.esp  [Version 0.9.9]54  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]55  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  Mart's Monster Mod - More Passive Wildlife.esp56  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3]57  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]58  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]59  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]5A  Mart's Monster Mod - Farm Animals.esp5B  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  VASE - Cyrodiil for MMM.esp++  VASE - Vanilla SI.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]5C  TamrielTravellers4OOO.esp  [Version 1.39c]**  TamrielTravellers4OOO Vwalk.esp5D  TamrielTravellersItemsNPC.esp  [Version 1.39c]5E  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery_Deadly.esp++  FCOM_Archery_Deadly_Armamentarium.esp++  FCOM_Archery_Deadly_RealSwords.esp++  FCOM_Archery_Deadly_Artifacts.esp5F  FCOM_FriendlierFactions.esp  [Version 0.9.9]60  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]61  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]62  Mage Equipment - OOO.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp63  Castle Ravenpride.esp  [Version 1.01]64  Ivellon.esp  [Version 1.8]65  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]++  Artifacts - EE patch.esp  [Version 1.0]66  COR-Episode1 Secret of Enourk.esp67  Gift of Kynareth.esp68  KingdomofAlmar.esp69  kingdomofAlamar_OOO.esp6A  latexshopstore.esp6B  GlenvarCastle.esp**  GlenvarCastle Vwalk.esp6C  Malevolent.esp**  Malevolent Vwalk.esp6D  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]6E  NNWAEDungeons-Series2EV.esp6F  NNWARE06-RhyeliaEmeroEV.esp70  The Ayleid Steps.esp  [Version 3.3.2]**  The Ayleid Steps Vwalk.esp71  TheElderCouncil.esp72  TheForgottenShields.esp73  thievery.esp74  thievery - EE patch.esp  [Version 1.0]75  Tona's_ModsStore.esp76  VaultsofCyrodiilBC.esp77  Apachii_Goddess_Store.esp78  Apachii_Heroes_Store.esp79  DLCBattlehornCastle.esp7A  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]7B  DLCfrostcrag.esp7C  FrostcragRebornCobl.esp**  DLCFrostcrag Vwalk.esp7D  Knights.esp7E  Knights - Unofficial Patch.esp  [Version 1.0.9]**  Knights Vwalk UOP.esp**  EVE_KnightsoftheNine.esp++  Mart's Monster Mod - Knights.esp  [Version 3.7b3]7F  RTT.esp**  RTT Vwalk.esp80  The Lost Spires.esp**  The Lost Spires Vwalk.esp81  Mighty Umbra.esp82  Ungarion1TheWelkyndSword.esp  [Version 1.4]83  Blood&Mud.esp84  Blood&Mud - EE patch.esp  [Version 1.0]**  Blood&Mud Vwalk.esp85  Lost Paladins of the Divines.esp86  Origin of the Mages Guild.esp  [Version 7.1]87  The Mystery of the Dulan cult.esp88  TheNecromancer.esp89  MannimarcoRevisited.esp8A  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]8B  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]++  FCOM_Ruin.esp  [Version 0.9.9]8C  FCOM_OMG.esp  [Version 0.9.9]8D  FCOM_DulanCult.esp  [Version 0.9.9]8E  Duke Patricks Sickness Alarm.esp8F  Natural_Vegetation_200%_by_Max_Tael.esp90  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]91  Bag of Alchemy.esp92  EVE_ShiveringIslesEasterEggs.esp93  Kyoma's Journal Mod.esp  [Version 3.2.0]94  P1DkeyChain.esp  [Version 5.00]95  Salmo the Baker, Cobl.esp  [Version 3.08]96  Toggleable Quantity Prompt.esp  [Version 3.1.1]97  RealisticForceMedium.esp98  RealisticMagicForceLow.esp99  MidasSpells.esp9A  Midas OscuroGems.esp9B  DirenniAlchemyApparatus.esp9C  Multiple Enchantments.esp9D  Deadlier Sneaking 1.1.esp9E  DeadlyReflex 5 - Combat Moves.esp9F  Deadly Reflex Bow Sway.espA0  Deadly Reflex - Breathing Motion & Head Bobbing.espA1  Kobu's Character Advancement System.espA2  Grandmaster of Alchemy.espA3  Mayu's Animation Overhaul.esp++  77_Umpa_sixy_walk.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]++  EVE_KhajiitFix.espA4  CM Partners.esp**  CM Partners Vwalk.espA5  1em_Vilja.esp**  1em_Vilja Vwalk.espA6  bgBalancingEVCore.esp  [Version 10.52EV-D]++  TamrielTravellers Cosmetics Cobl or RBP.espA7  bgMagicEV.esp  [Version 1.7EV]**  bgMagicEV Vwalk.esp++  bgMagicEVStartspells.esp  [Version 1.68EV]A8  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]A9  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]AA  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]AB  bgIntegrationEV.esp  [Version 0.993]**  bgIntegrationEV Vwalk.esp**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.99]++  bgIntegrationEV - Unique Clothes.esp  [Version 0.99]AC  Better Cities - Full City Defences.espAD  Better Cities Full - B&M Edition.esp**  Better Cities Full - B&M Edition Vwalk.espAE  Better Cities - Ruined Tail's Tale.espAF  Better Cities - Thievery.espB0  Better Cities - VWD of the IC.espB1  Better Imperial City.esp**  Better Imperial City Vwalk.espB2  Better Cities - COBL.esp  [Version 2]B3  TheOubliette.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]B4  bgMagicLightningbolt.esp++  [GFX]_Initial_Glow-all.espB5  Get Wet.espB6  BubbleFx.espB7  Cobl Silent Equip Misc.esp  [Version 01]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]B8  Bashed Patch, 0.espB9  FormID Finder4.espBA  Streamline 3.1.esp

I've never claimed to be perfect load order owner but today I played 11 and a half hours (eager to catch up after 3 weeks break :D), never had even a single CTD but because I played all of frostcrag reborn, I managed to die 18 times.
Good load order does not save you from dying, alas. My current load order along with several more players with consistently stable game is posted on Tomlong75210's tread TESIVPOSItive.
I consider this tread the better guide as it has everything for using BAINstallation which is superior to that using OBMM
My tread is for OBMM only users, Tomlong's is where the future is :D

FCOM + Fearsome Magicka + Automatic Difficulty Increaser = The Hardest gameplay ever
more difficult than T.I.E.

I die enough asit is at the moment, thank you :D and prefer to test new mods and experience new adventures instead of hacking everything in sight.
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Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Sat Dec 25, 2010 9:46 am

Question about step 5 & 6 - do you delete original meshes.bsa (both vanilla and SI) after omod-ing them?
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matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Sat Dec 25, 2010 1:17 am

My tread is for OBMM only users, Tomlong's is where the future is :D

As a suggestion - why not then put a notice in the opening post that this guide is slanted more toward OBMM and then give links to TES4POSItive with advice that it is an alternate route.

For certain I linked your thread (or at least a previous version - need to update that link probably) on my BAIN thread.
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Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Sat Dec 25, 2010 2:47 am

I die enough as it is at the moment, thank you :D and prefer to test new mods and experience new adventures instead of hacking everything in sight.

Seriously I never "tasted" adventures in TES IV: Oblivion... this game is not really made for that; it is more vowed to FPS than roleplaying...

Nice topic!
Interesting what we learn here...
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^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Sat Dec 25, 2010 3:49 pm

Also confused about the OMOD'ing of the PYFFI'ed meshes. I have all the meshes cleaned, but do I just omod them to the data/meshes folder, or do I have to delete the specific meshes from the BSA to force oblivion to use the data/meshes folder?

Thanks for the guide. Had a stable FCOM installation about a year ago but have since switched to Windows 7 and haven't had time to dedicate to the hours of installation time it takes. Nice way to see what the latest and greatest mods are, as well. Looking forward to getting back to my thief....
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TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Sat Dec 25, 2010 12:20 am

Question about step 5 & 6 - do you delete original meshes.bsa (both vanilla and SI) after omod-ing them?

Probably not. If your OMODs extract your PyFFI'd meshes into the Data directory as loose files (ie, not as part of a new BSA), then leave the original BSAs in there just in case something was missed. You should only remove the original BSAs if you create new ones to replace them.
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Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Sat Dec 25, 2010 7:56 am

Once you start adding mods that make use of Wrye Bash, it is inevitable to learn how the mod works, how it adds and changes game content and also learn how to properly verify the changes are correct.
It is best to avoid big overhauls (just stick with one, for example) or refrain from using several mods that potentially conflict at the same time. Learn to use TES4Edit to vie what goes where in your game.
Failing this, it will be very hard to cope with the crashes and other errors that appear in the game. Lack of know-how about how to fix things can also lead to frustration, since the available information in the forums are normally related to specific users configuration. General configuration guidelines may not address your case specifically.

Your experience will tell.

http://i966.photobucket.com/albums/ae150/Carnage009/Rennobody.jpg is what she looks like with that EVE Fcom patch active... other then that it's just missing feet.
and now http://i966.photobucket.com/albums/ae150/Carnage009/Glow.jpg final little irritation and my 180 mods are good to go.


EVE for FCOM implies you are using FCOM. One cannot play FCOM without proper use of Wrye Bash to create a bashed patch. Those EVE changes should be merged into the Bashed Patch. That is what you get otherwise. On the other hand, if you never fail to do things you might not know how to fix them in the first place, right?

As for the illuminated yellow LOD, taking into consideration no changes have been made into Oblivion.ini, just rebuild your LOD with TES4LODGen. Each time you rebuild, add or remove a mod, run TES4LODGen. I've had those appearing before and this process will eventually fix that.

Also confused about the OMOD'ing of the PYFFI'ed meshes. I have all the meshes cleaned, but do I just omod them to the data/meshes folder, or do I have to delete the specific meshes from the BSA to force oblivion to use the data/meshes folder?

If you're using OBMM, I'd suggest packing the optimized meshes as a BSA. Backup the original Oblivion - Meshes.bsa and substitute it with the new one. You'll thank me later.
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Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Sat Dec 25, 2010 3:09 pm

Once you start adding mods that make use of Wrye Bash, it is inevitable to learn how the mod works, how it adds and changes game content and also learn how to properly verify the changes are correct.
It is best to avoid big overhauls (just stick with one, for example) or refrain from using several mods that potentially conflict at the same time. Learn to use TES4Edit to vie what goes where in your game.
Failing this, it will be very hard to cope with the crashes and other errors that appear in the game. Lack of know-how about how to fix things can also lead to frustration, since the available information in the forums are normally related to specific users configuration. General configuration guidelines may not address your case specifically.

Your experience will tell.



EVE for FCOM implies you are using FCOM. One cannot play FCOM without proper use of Wrye Bash to create a bashed patch. Those EVE changes should be merged into the Bashed Patch. That is what you get otherwise. On the other hand, if you never fail to do things you might not know how to fix them in the first place, right?

As for the illuminated yellow LOD, taking into consideration no changes have been made into Oblivion.ini, just rebuild your LOD with TES4LODGen. Each time you rebuild, add or remove a mod, run TES4LODGen. I've had those appearing before and this process will eventually fix that.


If you're using OBMM, I'd suggest packing the optimized meshes as a BSA. Backup the original Oblivion - Meshes.bsa and substitute it with the new one. You'll thank me later.

What's the advantage? Hard drive space? Speed?

Just as an FYI for anyone else doing this, but having never used PYFFI, it takes FOREVER for it to optimize the meshes. 4-6 hours by my guess (albeit with a Core2Duo) so I would advise others to download some of the pre-pyffied meshes on TESnexus as a timesaver.
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Lynette Wilson
 
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Post » Sat Dec 25, 2010 6:51 am

If you're using OBMM, I'd suggest packing the optimized meshes as a BSA. Backup the original Oblivion - Meshes.bsa and substitute it with the new one. You'll thank me later.

That is absolutely the truth, though not necessarily in keeping with this guide. Blade of Mercy, correct me if I'm wrong here, but the method your guide recommends is to create an OMOD of the loose meshes to be extracted into the Data directory, right? In which case you do not want to remove the original meshes BSAs, but rather leave them there as backup.

ulrim, please don't misunderstand... I agree completely and have just recently come to discover that PyFFI'ing my meshes was only half the step (in fact, I probably owe an apology to someone over that :rolleyes: ). Repacking them into BSAs definitely improves performance, but is a method recommended by another guide (Tomlong's site). Just don't want to confuse anyone trying to stick to one method of installation! :unsure:

EDIT @Gaidal: The advantage is performance... speed, yes, but ultimately measurable by improved FPS.
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Pixie
 
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Joined: Sat Oct 07, 2006 4:50 am

Post » Sat Dec 25, 2010 9:34 am

ulrim, please don't misunderstand... I agree completely and have just recently come to discover that PyFFI'ing my meshes was only half the step. Repacking them into BSAs definitely improves performance, but is a method recommended by another guide (Tomlong's site). Just don't want to confuse anyone trying to stick to one method of installation! :unsure:

I respect the ideas shared on this forum. The one reading my suggestion can think about it or ignore. No harm done :)

The meshes must be available. One way or another. Here is the little differences (of using an OMOD):

Installing the optimized meshes with an OMOD can increase overhead when OBMM checks for mods that also change the vanilla meshes. (Unless you don't want to keep track of mod files.)
Say, for example, there's a mod that changes a mesh to direct it to a new texture (a replacer mod). OBMM has to keep track of all the files in the optimized OMOD that were changed when you install or remove replacer mods.

By leaving the files loose in the hard drive can lead to fragmentation more quickly than having them packed inside a single file.
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Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Sat Dec 25, 2010 8:15 am


EVE for FCOM implies you are using FCOM. One cannot play FCOM without proper use of Wrye Bash to create a bashed patch. Those EVE changes should be merged into the Bashed Patch. That is what you get otherwise. On the other hand, if you never fail to do things you might not know how to fix them in the first place, right?

As for the illuminated yellow LOD, taking into consideration no changes have been made into Oblivion.ini, just rebuild your LOD with TES4LODGen. Each time you rebuild, add or remove a mod, run TES4LODGen. I've had those appearing before and this process will eventually fix that.



"if you never fail to do things"??? double negative?? I'm not even sure I understand that.... and as I stated, it seems to be Irrelevant if the EVE/Fcom patch is merged with the other Fcom stuff or not I still always get the same outcome, and yes Fcom is merged in Wrye Bash and working fine, unless I add the EVE/Fcom patch, then I start loosing model's... the glowing pic was irrelevant and I fixed it after I posted, it was a VWD issue, nothing to do with LOD.
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Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Sat Dec 25, 2010 12:44 pm

Anyway I will have to disagree with the EVE installation on page 1, (well for me) if EVE_StockEquipmentReplacer4FCOM.esp is active (directly or merged) I get model errors relating to OOO, even though that is the patch's only requirement... as soon as I take it off every thing works fine (all the other eve plugs too) the most obvious 1 is that female guard that gets killed in the start with the emperor http://i966.photobucket.com/albums/ae150/Carnage009/Rennobody.jpg is what she looks like with that EVE Fcom patch active... other then that it's just missing feet.


Looks like you're missing the resources from EVE OOO. You must install the resources for all the FCOM mods (i.e. for OOO, MMM, Fran's, FCOM) but then only use the EVE FCOM esp. Can't comment on the EVE installation guide you're referring to as I haven't read it.
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Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Sat Dec 25, 2010 7:56 am

"if you never fail to do things"??? double negative?? I'm not even sure I understand that.... and as I stated, it seems to be Irrelevant if the EVE/Fcom patch is merged with the other Fcom stuff or not I still always get the same outcome, and yes Fcom is merged in Wrye Bash and working fine, unless I add the EVE/Fcom patch, then I start loosing model's... the glowing pic was irrelevant and I fixed it after I posted, it was a VWD issue, nothing to do with LOD.


"if you never fail to do things, you might not know how to fix them" <-> "fail, and you might learn"

the glowing pic was irrelevant and I fixed it after I posted, it was a VWD issue, nothing to do with LOD.
:huh:


BTW, follow Arkngt's advice - there are several parts you have to choose from EVE. Tesnexus is down now or I'd give you the links.
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Jordan Moreno
 
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Joined: Thu May 10, 2007 4:47 pm

Post » Sat Dec 25, 2010 3:55 am

Hey guys, and thanks to Blade of Mercy for making this wonderful guide. Thanks to him, I'm no longer getting CTDs - except one. The crash on exit. I'm using weOCPS, but that doesn't seem to do much as it just makes the Vista error sound play several times (quickly) and then freeze Oblivion for around 2 secs then exit. Any help?
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Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Sat Dec 25, 2010 6:39 pm

Use FastExit or FastExit2 (same thing, only that saves current values, like sound volume, tree distance, etc., to ini before exiting Oblivion)

They are OBSE plugins, so you have to use OBSE. Best thing to clean exit the game for me, at least.
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Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Sat Dec 25, 2010 12:07 pm

Well, now I don't have that problem. Others still linger: During chargen there are a multitude of extra eye options (all solid black) that I don't remember ever installing, such as Bright Green and Dark Brown. Flames are now purple rectangles too (such as the one in chargen).

Load order:
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  You Are Here.esm03  All Natural Base.esm  [Version 0.9.9.5]04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Cobl Main.esm  [Version 1.72]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b3p3]09  TamrielTravellers.esm  [Version 1.39c]0A  FCOM_Convergence.esm  [Version 0.9.9a7]0B  Armamentarium.esm  [Version 1.35]0C  Kvatch Rebuilt.esm0D  Better Cities Resources.esm0E  Toaster Says Share v3.esm0F  emperorface.esp10  Unofficial Oblivion Patch.esp  [Version 3.2.0]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Better Cities .esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Quests-SI only.esp18  Francesco's Optional Leveled Guards.esp19  FCOM_Francescos.esp  [Version 0.9.9]1A  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1B  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1C  Natural_Habitat_by_Max_Tael.esp1D  All Natural.esp  [Version 0.9.9.5]1E  All Natural - SI.esp  [Version 0.9.9.5]1F  Kvatch Rebuilt Weather Patch.esp20  Enhanced Water v2.0 HD.esp21  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]22  Symphony of Violence.esp23  MIS.esp24  MIS New Sounds Optional Part.esp25  WindowLightingSystem.esp26  AmbientDungeons.esp  [Version 1.3]27  AliveWaters.esp28  AliveWaters - Koi Addon.esp29  AliveWaters - Slaughterfish Addon.esp2A  Akatosh Mount By Saiden Storm.esp2B  Book Jackets Oblivion.esp2C  Better Wine SI.esp2D  CM_Better Wine.esp2E  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.76]2F  Luchaire's Neck Seam Concealer.esp30  More_Vegetables.esp31  Crowded Roads Revisited.esp  [Version 1.1]32  DLCHorseArmor.esp33  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]34  DLCOrrery.esp35  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]36  DLCVileLair.esp37  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]38  Lair_mobs.esp39  DLCMehrunesRazor.esp3A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]3B  Mehrunes_mobs.esp3C  DLCSpellTomes.esp3D  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]3E  Book Jackets DLC.esp3F  GrimbotsSpellTomes.esp40  Crossbows of Cyrodiil.esp41  Extra Robe Pack.esp42  Elegant Vests.esp43  SentientWeapon.esp  [Version 3]44  Slof's Horses Base.esp45  Slof's Extra Horses.esp46  DLCThievesDen.esp47  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]48  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]49  Thievesden_mobs.esp4A  Cobl Glue.esp  [Version 1.72]4B  Cobl Si.esp  [Version 1.63]4C  OOO 1.32-Cobl.esp  [Version 1.72]4D  FCOM_Cobl.esp  [Version 0.9.9]4E  Bob's Armory Oblivion.esp4F  FCOM_BobsArmory.esp  [Version 0.9.9]50  Oblivion WarCry EV.esp51  FCOM_WarCry.esp  [Version 0.9.9MB3]52  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]53  ArmamentariumArtifacts.esp  [Version 1.35]54  FCOM_Convergence.esp  [Version 0.9.9Mb3]55  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]56  FCOM_RealSwords.esp  [Version 0.9.9]57  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]58  FCOM_SaferRoads.esp  [Version 0.9.9]59  FCOM_LessRats.esp  [Version 0.9.9]5A  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]5B  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]5C  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]5D  TamrielTravellers4OOO.esp  [Version 1.39c]5E  TamrielTravellersItemsCobl.esp  [Version 1.39c]5F  ShiveringIsleTravellers.esp  [Version 1.39c]60  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]61  FCOM_TamrielTravelers.esp  [Version 0.9.9]62  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]63  FCOM_BobsGuardUnity.esp  [Version 0.9.9]64  ArmamentariumLL4OOO.esp  [Version 2.01]65  ArmamentariumLLMagicOOO.esp  [Version 1.35]66  OOO-WaterFish.esp  [Version 1.34]67  MMM-Cobl.esp  [Version 1.69]68  KnightlyArmory.esp69  00RBScribeSupplies Intensive.esp6A  00RBScribeSupplies02, read summary.esp6B  AdenseEpicDungeon.esp6C  ArmoryLab.esp6D  BravilSeaDomes.esp6E  delivery_job.esp  [Version .8]6F  Delivery Job - BC.esp70  Dwemer_Skyship_1_1_0.esp71  Kvatch Rebuilt.esp72  Kvatch Rebuilt - OOO Compatibility.esp73  Kvatch Rebuilt - Leveled Guards - FCOM.esp74  OldCrowInn.esp  [Version 1.5]75  GlenvarCastle.esp76  LostSwordOfTheAylied.esp77  LostSwordOfTheAylied - OBSE Add-On.esp78  MountainTower.esp  [Version 6.0]79  The Ayleid Steps.esp  [Version 3.3.2]7A  thievery.esp7B  VaultsofCyrodiil.esp7C  VaultsofCyrodiilBC.esp7D  24HrArenaAliveV2.esp7E  DLCBattlehornCastle.esp7F  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]80  Battlehorn_mobs.esp81  Lynges_Thieves_Highway-10256.esp82  DLCFrostcrag.esp83  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]84  Knights.esp85  Knights - Unofficial Patch.esp  [Version 1.0.9]86  DLC_MOBS.esp87  RTT.esp88  The Lost Spires.esp89  Mighty Umbra.esp8A  Lost Paladins of the Divines.esp8B  The Mystery of the Dulan cult.esp8C  MannimarcoRevisited.esp8D  MannimarcoRevisitedOOO.esp  [Version 0.1]8E  MannimarcoWardrobeChest.esp8F  FCOM_MightyUmbra.esp  [Version 0.9.9]90  FCOM_Knights.esp  [Version 0.9.9Mb3]91  FCOM_DulanCult.esp  [Version 0.9.9]92  bartholm.esp93  Natural_Vegetation_by_Max_Tael.esp94  Harvest [Flora].esp  [Version 3.0.0]95  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]96  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]97  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]98  Bag of Holding.esp  [Version 1.5.0]99  ImprovedSoulgems.esp  [Version 1.11]9A  Salmo the Baker, Cobl.esp  [Version 3.08]9B  RealisticForceMedium.esp9C  RealisticMagicForceHigh.esp9D  ConduitMagic.esp9E  SupremeMagicka.esp  [Version 0.90]9F  SM_ShiveringIsles.esp  [Version 0.86]A0  SM_DLCSpellTome.esp  [Version 0.80]A1  SM_OOO.esp  [Version 0.89]A2  SM_MMM.esp  [Version 0.89]A3  SM_COBL.esp  [Version 0.86]A4  SM_EnchantStaff.esp  [Version 0.80]A5  SM_UnlockSpells.esp  [Version 0.70]A6  SM_Scrolls.esp  [Version 0.84]A7  SM_SigilStone.esp  [Version 0.83]A8  MidasSpells.espA9  AudaciousMagery.espAA  Deadlier Sneaking 1.1.espAB  RenGuardOverhaul.espAC  Denock Arrows.espAD  Druid.espAE  S.P.A.M. 100+.espAF  S.P.A.M. option - Faster Minor.espB0  Let There Be Darkness - Cyrodiil.espB1  Let There Be Darkness - Cyrodiil + SI.espB2  Let There Be Darkness - Knights.espB3  Let There Be Darkness - Mehrunes Razor.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]B4  TSS Custom Companion  Template.espB5  Toaster Says Share Faction Recruitment.espB6  1em_Vilja.espB7  Sonia.espB8  Cobl Races.esp  [Version 1.52]B9  KT_CustomRaceFix.espBA  Better Cities - Full City Defences.espBB  Better Cities Full.espBC  Better Cities - Ruined Tail's Tale.espBD  Better Cities - Knightly Armory.espBE  Better Cities - VWD of the IC.espBF  Better Imperial City.espC0  Better Imperial City FPS Patch.espC1  Better Cities - Old Crow Inn.espC2  Better Cities - COBL.esp  [Version 2]C3  Better Cities Full FPS Patch.espC4  StokerWolff.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]C5  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]C6  Bashed Patch, 0.espC7  Oblivion Graphics Extender Support.esp  [Version 0.2]C8  Streamline 3.1.esp

User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Sat Dec 25, 2010 7:13 pm

Please help. I don't want to go through another days-long install and modding process! :(
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Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Sat Dec 25, 2010 4:25 pm

Please help. I don't want to go through another days-long install and modding process! :(

Well, a quick look at your load order reveals that almost all of your mods are active, and though I am not home at the moment to compare with mine, I am certain many of those active mods should be merged into the bashed patch. If you run BOSS, read the output it generates and follow its advice. Also, double-check your readmes. I am pretty sure you have ignored some of the info contained in them... particularly regarding FCOM.
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Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Sat Dec 25, 2010 5:25 am

Do not try to skip a step; this is the best way to trip and fall.
....

I will never have the patience to do all therse steps
Currently I'm running FCOM with 178 mods and rarely get CTD
so it's not a religious way to play FCOM or TES IV
also mods and installation procedures evolve with time
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Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Sat Dec 25, 2010 12:46 pm

Well, a quick look at your load order reveals that almost all of your mods are active, and though I am not home at the moment to compare with mine, I am certain many of those active mods should be merged into the bashed patch. If you run BOSS, read the output it generates and follow its advice. Also, double-check your readmes. I am pretty sure you have ignored some of the info contained in them... particularly regarding FCOM.

FCOM was one of the ones I installed most carefully. I made sure everything was working up to FCOM Extended (including reading the readmes). Pretty sure that is not the problem.

I have merged all the mergeable mods into the bashed patch. Should I be removing/disabling them?

If it helps, the pink torch issue only appeared after I uninstalled some mods in a debugging attempt. Specifically, CM Partners, the Skeleton Companions and Enter the Shinobi. Uninstalled using Wrye Bash and OBMM.
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T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Sat Dec 25, 2010 6:39 am

Well, now I don't have that problem. Others still linger: During chargen there are a multitude of extra eye options (all solid black) that I don't remember ever installing, such as Bright Green and Dark Brown. Flames are now purple rectangles too (such as the one in chargen).


B8 Cobl Races.esp [Version 1.52]

^^^ Adds races, eyes, hairs. Make sure you have the resource pack, Cobl_Cosmetics_Res_01.
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Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Sat Dec 25, 2010 1:40 pm

B8 Cobl Races.esp [Version 1.52]

^^^ Adds races, eyes, hairs. Make sure you have the resource pack, Cobl_Cosmetics_Res_01.

:facepalm:

Damn. Forgot about that. Now I have to go apologise to my mods for uninstalling them.

Well, I'll see if that fixes the problem. Torch bug is till up in the air though.
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glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Sat Dec 25, 2010 6:43 pm

I have merged all the mergeable mods into the bashed patch. Should I be removing/disabling them?

Is the load order you posted above not current? It looks like it was produced by WB, but the only merged mods are the Item Intercange ESPs and Cobl Filter Late. That was the reason for my post. The comment about FCOM is an extension of that, as many of the FCOM add-ons should be merged, not active. They are active in the LO you posted.

But if you're certain you got that part right, then nevermind. It was only a suggestion based on what I saw in what you posted. :goodjob:
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Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Sat Dec 25, 2010 2:59 pm

Is the load order you posted above not current? It looks like it was produced by WB, but the only merged mods are the Item Intercange ESPs and Cobl Filter Late. That was the reason for my post. The comment about FCOM is an extension of that, as many of the FCOM add-ons should be merged, not active. They are active in the LO you posted.

But if you're certain you got that part right, then nevermind. It was only a suggestion based on what I saw in what you posted. :goodjob:

The load order is current, yes.

And wat? I've merged and enabled a lot of the patches etc on that load order. They are all BOSSed and stuff too.

And I didn't know about the "merge, not enable" bit for the FCOM patches. So they should be treated as filters?
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Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

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