uFCOM and loot

Post » Sat May 28, 2011 3:24 pm

I started Oblivion GOTY with the full uFCOM package (downloading individual components following the procedure on this board). Everything seems to work fine. In fact I've played 100+ hours with only occasional crashes and no sign of errors, conflicts, or major problems. BOSS does not list any problems. Certain things in game tell me that at least parts of uFCOM are working

I have collections or sets from WarCry
I have a number of non-vanilla monsters and weapons (although they are seamlessly merged such that it is sometimes hard to tell what is new content)
I have found 1 runeskull
I see female guards and guards with capes
I have found the geomancy spells
Certain dungeons have significantly more enemies
The changes to locks from OOO is present
Bandits and the like are still wearing leather, fur, and iron at level 15

What I don't see are loads of runeskulls (including none in the basemant of First Edition where others have mentioned one), lots of magical loot (its really only started to appear outside of boss chests in the last few levels (my toon is now level 15)), different loot (other then a few blunt weapons everything is plain sword of foo type of stuff with one effect) or non-vanilla stuff in stores. Is it just that I am a slow patient player and so haven't found enough chests to see the hordes of loot that others have mentioned?
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Rachel Briere
 
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Post » Sun May 29, 2011 1:22 am

I started Oblivion GOTY with the full uFCOM package (downloading individual components following the procedure on this board). Everything seems to work fine. In fact I've played 100+ hours with only occasional crashes and no sign of errors, conflicts, or major problems. BOSS does not list any problems. Certain things in game tell me that at least parts of uFCOM are working ...

What I don't see are loads of runeskulls (including none in the basemant of First Edition where others have mentioned one), lots of magical loot (its really only started to appear outside of boss chests in the last few levels (my toon is now level 15)), different loot (other then a few blunt weapons everything is plain sword of foo type of stuff with one effect) or non-vanilla stuff in stores. Is it just that I am a slow patient player and so haven't found enough chests to see the hordes of loot that others have mentioned?


Depends a bit on how you're playing. Are you doing a lot of dungeon crawling - or rather mostly following quest lines? But it sounds rather sparce overall. My 170 hour char have found perhaps 15 rune skulls - and perhaps 10 by 100 hours. Also, lots of enchanted items - and items from all weapon/armor adding mods I'm using. In fact, to me it seems just about perfectly balanced - even amazingly so considering the amount of stuff. Anyway, post your load order via Wrye Bash.
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Oceavision
 
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Post » Sat May 28, 2011 8:23 pm


What I don't see are loads of runeskulls (including none in the basemant of First Edition where others have mentioned one),


And you will not find runeskulls placed in any cells unlike the original version.

Has MMM runeskulls are randmon loot or can earned via killing a Named Haunted Head (50% chance) of them dropping one..
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Del Arte
 
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Post » Sat May 28, 2011 10:32 pm

And you will not find runeskulls placed in any cells unlike the original version.

Has MMM runeskulls are randmon loot or can earned via killing a Named Haunted Head (50% chance) of them dropping one..


Ok. The one runeskull I found was on a Haunted Head corpse. I've only seen one other haunted head (I was level 2 and had to run for it).

Interesting find. I set everything up using Wrye Bash, BOSS and OBMM back in July. Added mods using OBMM, ran BOSS to order them and check for problems and then used Wrye Bash to get a final bashed file. Since then I've been ignoring Wrye as I wasn't changing mods. When I went to post my order for this thread I find that Wrye Bash Launcher will not run (nothing happens from the shortcut or the launcher itself). The tricky part is that inbetween my original loading of mods and now I installed python 2.6 (to go along with python 2.5 that was already on my system).
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Chloe Mayo
 
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Post » Sat May 28, 2011 4:44 pm

Interesting find. I set everything up using Wrye Bash, BOSS and OBMM back in July. Added mods using OBMM, ran BOSS to order them and check for problems and then used Wrye Bash to get a final bashed file. Since then I've been ignoring Wrye as I wasn't changing mods. When I went to post my order for this thread I find that Wrye Bash Launcher will not run (nothing happens from the shortcut or the launcher itself). The tricky part is that inbetween my original loading of mods and now I installed python 2.6 (to go along with python 2.5 that was already on my system).


Might be this (I had it after force closing Wrye Bash a while ago):

Look for pidfile.tmp (or something similarly named) in the Mopy directory. Delete it, and Bash should start.

Bash uses that file to prevent you from opening multiple instances of Bash. It's created when Bash is started, and deleted when Bash exits. If Bash crashes, or you forcibly close Bash, the file remains behind. Depending on your luck*, Bash may not start again until you delete it.

*it actually depends on what process id your operating system assigns to the new Bash instance...


Otherwise not sure, except double checking installs perhaps.
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..xX Vin Xx..
 
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Post » Sat May 28, 2011 3:13 pm

Reinstalled python and Wrye Bash works fine. Load order listed below.

Spoiler
Active Mod Files:00  Oblivion.esm01  Windfall.esm02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  TamrielTravellers.esm  [Version 1.39c]07  FCOM_Convergence.esm  [Version 0.9.9MB3]08  Unofficial Oblivion Patch.esp  [Version 3.2.7]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  SM Plugin Refurbish - SI.esp  [Version 1.30]0E  MOBS SI.esp  [Version 1.2.2a]0F  MOBS SI Optional Combat Settings.esp  [Version 1.2.2a]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]15  Living Economy.esp16  Living Economy - Items.esp17  C&C - The Blackwood Company.esp18  DLCHorseArmor.esp19  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1A  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]1B  DLCOrrery.esp1C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1D  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1E  DLCVileLair.esp1F  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]20  DLCMehrunesRazor.esp21  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]22  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]23  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]24  DLCThievesDen.esp25  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]26  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]27  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]28  Bob's Armory Oblivion.esp29  FCOM_BobsArmory.esp  [Version 0.9.9]2A  Oblivion WarCry EV.esp2B  FCOM_WarCry.esp  [Version 0.9.9MB3]2C  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2D  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]2E  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]2F  FCOM_RealSwords.esp  [Version 0.9.9]30  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]31  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]32  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]33  TamrielTravellers4OOO.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.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]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]34  C&C - The Blackwood Company - OOO.esp35  OOO-WaterFish.esp  [Version 1.34]36  Enhanced Quest Roleplaying.esp37  Bjornheim.esp38  eyja.esp39  RomancingAhnassi.esp3A  Windfall.esp3B  DLCBattlehornCastle.esp3C  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]3D  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]3E  DLCFrostcrag.esp3F  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]40  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]41  Knights.esp42  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]43  RTT.esp44  The Lost Spires.esp45  HoarfrostCastle.esp46  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]47  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]48  RshAlchemy.esp49  nGCD.esp++  nGCD Birthsigns.esp4A  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp4B  1em_Vilja.esp4C  Bashed Patch, 0.esp

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Justin
 
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Post » Sat May 28, 2011 11:32 pm

Reinstalled python and Wrye Bash works fine. Load order listed below.

snip


Seems fine except for some minor things that have nothing to do with loot:

09 UOP Vampire Aging & Face Fix.esp [Version 1.0.0] - Use the Bashed Patch setting instead and save a slot.

0E MOBS SI.esp [Version 1.2.2a]
0F MOBS SI Optional Combat Settings.esp [Version 1.2.2a] - For both, switch to OMOBS if not using MOBS for any particular reason - import and have unchecked.

Perhaps switch from Living Economy to Enhanced Economy.

Anyway, looks fine and much like my mod list, except I use Armamentarium as well - but not Fran's. Still not sure if you have an issue as you'll find rather little loot if not dungeon crawling - undead dungeons in this case. So could be normal depending on playstyle. BTW, I checked and have 22 Runeskulls at 170 hours - I guess c. 15 at 100 hours.
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Soku Nyorah
 
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Post » Sat May 28, 2011 10:44 pm

Thanks. It might just be that I'm not randomly exploring enough undead dungeons and, do to my trouble with hard and very hard locks, missing some other goodies. Anyway, this thread fixed my initially unknown Wrye Bash issue which is nice.
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Soraya Davy
 
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Post » Sat May 28, 2011 11:54 pm

Thanks. It might just be that I'm not randomly exploring enough undead dungeons and, do to my trouble with hard and very hard locks, missing some other goodies. Anyway, this thread fixed my initially unknown Wrye Bash issue which is nice.


Yes, it was you who didn't know about OOO's added locked containers and lock restrictions when creating the char, right? In your case I would turn off the lock restrictions this time around as it's meant to be fun rather than frustrating. That would still leave hard/very hard locked containers with a char not prepared for them, but there are quite a few ways around that. You could aim for the Skeleton Key - quite a challenge at least for some builds with OOO, so a rather fun mission. If you have Restoration as a Major - you could make a short duration Fortify Security 100 on Self spell, which is an excellent way of dealing with OOO chests as you have a greater chance of avoiding or make use of the traps as well. Or focus on training a Minor that will help out like that.
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Charles Weber
 
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