50_Steps_To_Stable_FCOM+++

Post » Sat Dec 25, 2010 8:43 pm

And I didn't know about the "merge, not enable" bit for the FCOM patches. So they should be treated as filters?

Hmm, I don't know what you mean by "filters". The following FCOM ESPs from your load order should be merged into the bashed patch, but not active in your load order:
  • FCOM_Francescos.esp
  • FCOM_FrancescosItemsAddOn.esp
  • FCOM_Cobl.esp
  • FCOM_SaferRoads.esp
  • FCOM_LessRats.esp
  • FCOM_TamrielTravelers.esp
  • FCOM_DiverseGuardUnity.esp
  • FCOM_BobsGuardUnity.esp

That's just the FCOM ESPs. I am pretty sure many of your other mods have merge-able ESPs as well. That's why it seemed to me you had missed parts of the readmes.
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Petr Jordy Zugar
 
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Post » Sat Dec 25, 2010 12:30 pm

Hmm, I don't know what you mean by "filters". The following FCOM ESPs from your load order should be merged into the bashed patch, but not active in your load order:
  • FCOM_Francescos.esp
  • FCOM_FrancescosItemsAddOn.esp
  • FCOM_Cobl.esp
  • FCOM_SaferRoads.esp
  • FCOM_LessRats.esp
  • FCOM_TamrielTravelers.esp
  • FCOM_DiverseGuardUnity.esp
  • FCOM_BobsGuardUnity.esp

That's just the FCOM ESPs. I am pretty sure many of your other mods have merge-able ESPs as well. That's why it seemed to me you had missed parts of the readmes.

I read the bit about having to merge patches, yes, but I'm pretty sure they didn't say anything about having to disable the mods afterwards. Will do, though. Do I deactivate just the ones in the Merge Patches list in the Rebuild Patch menu, or the ones in the other ones such as Import Graphics/Actors/Leveled Lists?

And filters are the ones such as Cobl Filter Late, which absolutely cannot be enabled and mush be merged instead.

Thanks Arkngt for that solution! The eye bug is now gone. Halfway there. :)
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A Boy called Marilyn
 
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Post » Sat Dec 25, 2010 8:36 am

I read the bit about having to merge patches, yes, but I'm pretty sure they didn't say anything about having to disable the mods afterwards. Will do, though. Do I deactivate just the ones in the Merge Patches list in the Rebuild Patch menu, or the ones in the other ones such as Import Graphics/Actors/Leveled Lists?

Honestly, I am not the authority on that. I am at work and operating mostly on memory anyway. My suggestion was that perhaps this process is not as well understood as you think it is, that's all. For details on what should be merged, what shouldn't, and what can't, you really need to consult the individual readmes. FWIW, a quick look at the (old) FCOM website does indeed talk about deactivating merged mods... you don't have to dig too deep to find that.

And filters are the ones such as Cobl Filter Late, which absolutely cannot be enabled and mush be merged instead.

I didn't realize they were called filters. I always referred to them as no-merge mods with imports (graphics, roads, etc).
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Melanie Steinberg
 
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Post » Sat Dec 25, 2010 6:51 pm

I read the bit about having to merge patches, yes, but I'm pretty sure they didn't say anything about having to disable the mods afterwards. Will do, though. Do I deactivate just the ones in the Merge Patches list in the Rebuild Patch menu, or the ones in the other ones such as Import Graphics/Actors/Leveled Lists?

And filters are the ones such as Cobl Filter Late, which absolutely cannot be enabled and mush be merged instead.

Thanks Arkngt for that solution! The eye bug is now gone. Halfway there. :)


You're welcome. You can basically deactivate all mods that are merged in the Bashed Patch - they are green and will get a + sign when merged. It shouldn't affect anything either way, except that you free up some esp slots.

Some mods, such as All Natural - Indoor Weather Filter For Mods.esp should be kept deactivated and imported instead, but they are not many (TNR comes to mind).
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Melanie
 
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Post » Sat Dec 25, 2010 11:20 am

I decided to look around in the CS a bit to see whether there might be an answer to my torch problem there, and I noticed a strange thing.

http://i916.photobucket.com/albums/ad1/lordnincompoop/Mysterioustorch.jpg

http://i916.photobucket.com/albums/ad1/lordnincompoop/ScreenShot0.jpg

Very strange, and this seems to mean that it isn't a corrupted texture or anything, but something that makes modifications on the spot, so to speak. Am I right or wrong?

I really need help with this. I will be working on the problem myself too, but unfortunately my abilities are far from being as good as you guys.
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Kay O'Hara
 
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Post » Sat Dec 25, 2010 12:57 pm

http://i916.photobucket.com/albums/ad1/lordnincompoop/Mysterioustorch.jpg
http://i916.photobucket.com/albums/ad1/lordnincompoop/ScreenShot0.jpg
Very strange, and this seems to mean that it isn't a corrupted texture or anything, but something that makes modifications on the spot, so to speak. Am I right or wrong?

Its a missing texture. Probably some mod installation error.. Opening CS only uses vanilla meshes and textures unless you load the mod that also makes the changes to torches.
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Bek Rideout
 
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Post » Sat Dec 25, 2010 8:22 am

Its a missing texture. Probably some mod installation error.. Opening CS only uses vanilla meshes and textures unless you load the mod that also makes the changes to torches.

How do I know which texture is missing though? I checked the mesh in NifSkope, but they didn't list the texture for the flame; only the metal frame.

Is there some sort of Oblivion integrity checker available for checking this stuff?
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Kat Ives
 
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Post » Sat Dec 25, 2010 7:26 am

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.


I decided to look around in the CS a bit to see whether there might be an answer to my torch problem there, and I noticed a strange thing.

http://i916.photobucket.com/albums/ad1/lordnincompoop/Mysterioustorch.jpg

http://i916.photobucket.com/albums/ad1/lordnincompoop/ScreenShot0.jpg

Very strange, and this seems to mean that it isn't a corrupted texture or anything, but something that makes modifications on the spot, so to speak. Am I right or wrong?

I really need help with this. I will be working on the problem myself too, but unfortunately my abilities are far from being as good as you guys.


To me it sounds like something got wonky when uninstalling those mods, so I'd double check that. CM Partners shouldn't affect torches AFAIK but I'm not sure about the other two as I've never used them.

You can also try RefScope or FormID Finder on the torches and see if something pops up.
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Alycia Leann grace
 
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Post » Sat Dec 25, 2010 11:48 am

To me it sounds like something got wonky when uninstalling those mods, so I'd double check that. CM Partners shouldn't affect torches AFAIK but I'm not sure about the other two as I've never used them.

You can also try RefScope or FormID Finder on the torches and see if something pops up.

Thanks, you were right there. As it turns out, the Skeleton companions makes a big mess during install and uninstall. Checking Wrye Bash, it seems that flames are one of the things that them mod overrides and later removed. Although there might be a better solution down the line, I've settled for just reinstalling that and CM Partners. Thanks a lot you guys for your help, and sorry if I was a bother. :blush:
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Kelly John
 
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Post » Sat Dec 25, 2010 2:43 pm

Okay. I spoke too soon. Now creatures and people turn green when they die. Is this a "feature" or a bug, and how can I disable it?

http://i916.photobucket.com/albums/ad1/lordnincompoop/ScreenShot0-1.jpg

Also, more missing mesh issues. Hopefully just in chargen.
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Matt Bee
 
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Post » Sat Dec 25, 2010 5:45 pm

Okay. I spoke too soon. Now creatures and people turn green when they die. Is this a "feature" or a bug, and how can I disable it?

http://i916.photobucket.com/albums/ad1/lordnincompoop/ScreenShot0-1.jpg


You're missing the blood textures from MMM. Make sure you 1. Have the MMM.bsa and 2. That it is renamed FCOM_Convergence.bsa.

Basically, it seems you should read the install instructions more closely.
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lillian luna
 
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Post » Sat Dec 25, 2010 2:09 pm

You're missing the blood textures from MMM. Make sure you 1. Have the MMM.bsa and 2. That it is renamed FCOM_Convergence.bsa.

Basically, it seems you should read the install instructions more closely.

Oh god. :banghead:

So much for "careful install"...

Thanks!
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Sheeva
 
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Post » Sat Dec 25, 2010 10:06 pm

Basically, it seems you should read the install instructions more closely.

Agreed. Further, you should probably start posting in the appropriate threads instead of hijacking Blade of Mercy's thread. This ceased being about the guide a while go. Try to post questions about setting up FCOM correctly in the http://www.gamesas.com/index.php?/topic/1097809-relz-fcom-convergence-and-ufcom-relz/. If you have questions about other mods, they probably have threads of thier own as well. But this thread is really about the guide itself, and not about fixing individual problems. (I have made this mistake myself, so I know it can be confusing. But you should not keep posting your problems here as you come across them... post them in the threads where they belong :goodjob: )
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Penny Courture
 
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Post » Sat Dec 25, 2010 6:10 pm

Agreed. Further, you should probably start posting in the appropriate threads instead of hijacking Blade of Mercy's thread. This ceased being about the guide a while go. Try to post questions about setting up FCOM correctly in the http://www.gamesas.com/index.php?/topic/1097809-relz-fcom-convergence-and-ufcom-relz/. If you have questions about other mods, they probably have threads of thier own as well. But this thread is really about the guide itself, and not about fixing individual problems. (I have made this mistake myself, so I know it can be confusing. But you should not keep posting your problems here as you come across them... post them in the threads where they belong :goodjob: )

Well, I think that Lord Nincompoop asked at one of the right places, vegtabil.
I try to put here comprehensive info how to build stable FCOM. And the issue about renaming the BSA file has been discussed. :D Already. :D :D Several times. :D :D :D Including by me.
Been there, done that, got the T-shirt still. In fact, there were no more surprised man in all the UK when I saw the mess... And if one cares to read Step 17... who knows...
And I still tremble remembering what my cities looked loke when I forgot to tick BetterCities.esp.

So, guys, feel free to ask, discuss and highjack at will, as long as it helps you build stable game.
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Charlotte Henderson
 
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Post » Sat Dec 25, 2010 8:34 pm

So, guys, feel free to ask, discuss and highjack at will, as long as it helps you build stable game.

My mistake... sorry Blade Of Mercy. This is your thread, after all! I was just trying to be consistent with what I have seen around here in the last few months. But, FWIW, s/he might be better served by asking in the threads where the most folks with knowledge about each particular mod are, like the FCOM thread for FCOM, and so on.

But I shall not detract from your generosity any longer! And as I have said before, thanks for taking the time to put this guide together and to discuss it here. I know it is invaluable to many, myself included!
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ijohnnny
 
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Post » Sat Dec 25, 2010 10:33 pm

Hey, hey, wait a sec...
topped with High-Res Head Textures;
What textures? Been looking for this name, but nothing was found.

Edit: nvm, I'm with stupid... It's right in HighRez skin textures.

What is worth a note, however, is that you say EVE HGEC is a body replacer. It's not. This is armor replacer so it fits HGEC body replacer. :) Correct me if I'm wrong.
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Samantha Pattison
 
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Post » Sun Dec 26, 2010 1:41 am

Hey, hey, wait a sec... What textures? Been looking for this name, but nothing was found.

Edit: nvm, I'm with stupid... It's right in HighRez skin textures.

What is worth a note, however, is that you say EVE HGEC is a body replacer. It's not. This is armor replacer so it fits HGEC body replacer. :) Correct me if I'm wrong.

http://www.tesnexus.com/downloads/file.php?id=20022 contains in main files a file named Face Texture for High Rez Skin Textures v1_2. Does this help?

EVE HGEC is a project which comes with HGEC body replacer with more options than the original HGEC and with armor/clothes stock replacers for: vanilla, Francesco, OOO, MMM, Armamentarium and Artifacts. Does this help?
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Adam
 
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Post » Sat Dec 25, 2010 11:13 pm

Hey, hey, wait a sec... What textures? Been looking for this name, but nothing was found.

Edit: nvm, I'm with stupid... It's right in HighRez skin textures.

What is worth a note, however, is that you say EVE HGEC is a body replacer. It's not. This is armor replacer so it fits HGEC body replacer. :) Correct me if I'm wrong.

http://www.tesnexus.com/downloads/file.php?id=20022 contains in main files a file named Face Texture for High Rez Skin Textures v1_2. Does this help?

EVE HGEC is a project which comes with HGEC body replacer with more options than the original HGEC and with armor/clothes stock replacers for: vanilla, Francesco, OOO, MMM, Armamentarium and Artifacts. Does this help?
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Tammie Flint
 
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Post » Sat Dec 25, 2010 4:43 pm

Do you not have any problems combining Frans with Armamentarium?

From Arma's readme:

Compatibility:
This mod is compatible with vanilla Oblivion and Oscuro's Oblivion Overhaul mod (thus FCOM). It is not compatible with Francesco's Leveled Creatures-Items Mod at this time fully. You can use the Vanilla Files in Franscesco but it will be unbalanced

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Keeley Stevens
 
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Post » Sat Dec 25, 2010 4:10 pm

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-exitLoad 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.


So the first line means to activate all the esm files one by one before proceeding to any esps?
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Guy Pearce
 
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Post » Sat Dec 25, 2010 10:55 pm

Could you please post what exactly did you merge, or how? I'm having a headache because of the merge issue. I'm afraid of merging most files, since everything is so dependant on each other...For example I merged those MMM-addon plugins (Dirverse Waterlife etc.) but then I see you didn't merge them. Is that because they're not mergeable? Please help, I have 350 ESPs... Also I think I have to make a list of which mods are mergeable by Bash so I don't merge them again... Damn crap.
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Ashley Clifft
 
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Post » Sat Dec 25, 2010 1:34 pm

Do you not have any problems combining Frans with Armamentarium?

No problems, the quote means if one plays Fran as standalone, Armamentarium stuff will be with different sats.

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-exitLoad 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.


So the first line means to activate all the esm files one by one before proceeding to any esps?

Yes.

Could you please post what exactly did you merge, or how? I'm having a headache because of the merge issue. I'm afraid of merging most files, since everything is so dependant on each other...For example I merged those MMM-addon plugins (Dirverse Waterlife etc.) but then I see you didn't merge them. Is that because they're not mergeable? Please help, I have 350 ESPs... Also I think I have to make a list of which mods are mergeable by Bash so I don't merge them again... Damn crap.

In myu bashed patch I have
merged every esp that appears in the Merge Patches option - almost 50 esps, including the MMM mergeable esps etc. Only exception: TamrialTravelersNPC.esp - creates problems if merged.
checked all options from Import xyz options
Tweak Actors: current 285 versions has problems tweaking things to use Mayu's Animation overhaul (unfortunately), I don't use better redguards, so I tick there As Intended (Boars; Imps); Vanilla Skeleton Tweaker
Tweak Assorted - Curent WB does not support All Clothes Playable, but I tick All Armor playable, Bow reach Fix,
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Juanita Hernandez
 
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Post » Sat Dec 25, 2010 11:08 pm

No, no, not this, though it's good to know your options, so I'm not mislead. I mean TES4Gecko. Even with merged Bashed Patch, after installation of most of your mods (about 90%) and some of mine, i have around 300 plugins while, you know that, only 255 are allowed. Merging armor and weapons added to shops/inventory/world doesn't help as I have only very few of such mods (around 7, as far as I remember), non-patch .esps are non-mergable I think (ones which are required for other 'patches' to work, eg. Sound & Storms.esp is required for Sound & Storms - B&M.esp), actually I'm afraid to merge anything, and there's so many plugins.
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Lucky Boy
 
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Post » Sun Dec 26, 2010 4:01 am

Blade of Mercy, what mod do you use to finsih the main quest in minutes? I sure would LOVE to do the same on a new game.

Thanks
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Susan Elizabeth
 
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Post » Sat Dec 25, 2010 1:11 pm

Blade of Mercy, what mod do you use to finsih the main quest in minutes? I sure would LOVE to do the same on a new game.

Thanks

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)
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Ezekiel Macallister
 
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