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[RELz] FCOM Convergence and UFCOM [RELZ]


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Corepc

Corepc
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UPDATE 2010-12-01 - New WarCry EV.bsa uploaded for testing. See bottom of this post for download link and details.

UPDATE 2010-11-28 - New updated Bob's Armory Oblivion.bsa, now PyFFied with PYFFI 2.1.6 for optimized meshes. See bottom of this post for download link and details.

UPDATE 2010-08-13 - New updates of Oblivion WarCry and FCOM_WarCry: Oblivion WarCry EV.esp 1.09 Update [Changelog] and FCOM_WarCry109!

BSA Testing! - See bottom of this post for new BSAs.

MMM and FCOM OMOD Installers make things easier: TheNiceOne's MMM OMOD Installer 1.6.1 and FCOM OMOD Installer 1.1

Link to last and previous threads

================================

INDEX

FCOM: Convergence
Unofficial FCOM Update for MMM 3.7b3

Quick Start
  • Recommended install order
  • Updated Fran's Quick Install Guide from the First Time User Install Guide
  • Quick Cobl for UFCOM Guide
  • Quick OMOBS/MOBS for FCOM Guide
  • Load Order
  • Quick Guide on using BOSS and Wrye Bash for bash tagging and setting the load order
  • Quick Bash Check Guide for Wrye Bash 287
  • FCOM FAQs
  • FCOM Trouble Shooting
FCOM: Convergence 1.0 Official Trailer
Testing
Team FCOM
Credits

BSA Testing
  • Bob's Armory Oblivion.bsa
  • UFCOM_Convergence.bsa
  • Oblivion Warcry EV.bsa
Optimized Fran's New Items and New Creatures BSAs

================================

FCOM: Convergence

Francesco + WarCry + Oscuro + Martigen

(aka Cry FranOOOMMM)

Currently the FCOM Homepage does not hold up to the minute information and links.
Team FCOM can't access it for updates at the moment, but this situation should just be temporary.
In the interim please use this post in unison with the FCOM Homepage.



WARNING: FCOM is not for the faint of heart. It may chew your game up into tiny bits and spit it back in your face! Yes, Wrye Bash really is required.

There's no readme included with the download. Just this post, the website and the files. These explain everything extensively. Please read everything before posting to ask for help since it's very likely your question has already been answered. If you really do need help, feel free to post your questions, but be prepared to include a copy of your load order. To find this in Wrye Bash, simply right-click on the column header in the Mods tab, then select "List Mods". See Asking For Help for more details.

=============
KABOOM!
=============


FCOM: Convergence started as an experiment in compatibility and has grown into something more than the sum of its parts.

FCOM shatters previous barriers in the Oblivion mod community by letting you play four of the largest Oblivion "overhaul" mods at the same time -- Oscuro's Oblivion Overhaul, Martigen's Monster Mod, Oblivion WarCry, and Francesco's Leveled Creatures-Items. It also seeks to show how new item and/or creature expansion mods can be added directly to this environment, and thus includes direct support for Bob's Armory, Loth's Blunt Weapons, Exnem Runeskulls, Cobl, Tamrielic Ingredients, Knights of the Nine, Tamriel Travelers, and many other popular mods.


FCOM: Convergence Homepage [with screenshots]


FCOM provides complete unification of Mart's Monster Mod and Oscuro's Oblivion Overhaul. It brings all of the numerous new creatures, NPCs, and items added by MMM and OOO into a consistent and balanced structure. In addition, it integrates Francesco's vast collection of new items and named NPC bosses along with new creatures and items from Oblivion WarCry.

To make all these great mods work together, FCOM provides a common infrastructure for a series of patches, rebalancers, and relevelers that work with the Bashed Patch feature of Wrye Bash. FCOM also provides a bunch of FCOM Optional Add-Ons to let you further customize your experience. These options tweak various gameplay aspects and improve compatibility for a wide range of popular mods.

If you're looking for extensive compatibility guidelines, patches, more great OMOBS-balanced weapon mods, etc., then check out the FCOM wiki pages on UESP!



==========================================================================

Submit your FCOM screenshots! I'm hoping to improve the collection of screenshots for the FCOM 1.0 release, so I've created a Photobucket Group for FCOM

Now I need help from the FCOM fans out there! Please post your (good) FCOM screenshots to the Photobucket group for FCOM. I'll review and approve the best. All credit will be given to the uploaders, of course.

I've created a separate thread for [url="http://www.bethsoft.com/bgsforums/index.php?showtopic=798556""]Compatibility Patches and Known Incompatibilities[/url]. Please report any verified solutions there.


==========================================================
Unofficial FCOM Update for MMM 3.7b3
==========================================================

Requires a clean install of both OOO and MMM.

by Corepc

This is a Unofficial update to FCOM to hold everyone over until dev_akm returns. It is not an FCOM 9.9.5 version release.

This will bring FCOM into line with the MMM 3.7b3 update. It should also be considered as a major update.

Oscuro's and Mart's no longer share the same resource files.

If updating from any previous version of FCOM in order to use this version you must follow the MMM 3.7b3 rules.

A clean reinstall of both OOO and MMM is required followed by FCOM 9.9 beta.

Install UFCOM overwriting all current files and check your load order, rebuild the bashed patch, and wait x number of days for re-spawn to take effect and alterations to work.

Issues will most certainly occur if the above steps are not followed.

Please read the MMM thread for install instructions for OOO/MMM/COBL/FCOM.

You must have the MMM 3.7b3 BSA installed and rename it FCOM_Convergence_MartsMonsterMod.bsa in order for meshes, textures and sounds to work with FCOM properly.

For compatibility reasons with the MMM BSA it's now important in which order some mods are installed. See Quick Start Guide below.

Leveled list Creatures Fixes

  • Checked every single leveledlist for Creatures and NPC's and fixed as needed for MMM compatibility <- Tons of lists checked.
  • Checked every single Creature entry and updated those as needed <- Butt load of creatures fixed.
  • Checked all Factions and adjusted as needed.
  • Updated Liches to have Undead Faction added to them <- Beware - Liches and Undead are allies now, so undead groups are back in effect.
  • Reavers no longer spawn in undead locations. Liches and Undead types have been increased instead.
  • Both types of Balrogs have been rebalanced in the leveledlists. You will encounter them a little less than before. MMM now controls how they are placed in the leveledlists, which will make them rare - meaning you should no longer encounter them at level 1. They will now start to appear at level 10.
  • Balrogs are Boss type creatures once again.

MMM Creatures Additions to FCOM

  • Lesser Hill Giants, lvl 1-6.
  • Lesser and Ancient Tree Sprite.
  • Lesser Balrogs, and tweaks so they do not appear as often.
  • Lesser and Greater Elemental and Golem Types.
  • Diverse Will-O-Wisps.
  • Slof Horses and Spiders.
  • Adds many new Undead Skeletons with helmet variations.
  • Updated FCOM_Knights Plug-in - for better bash compatibility, merge option.
  • Updated ALL FCOM Spawn Rate Plugins for MMM 3.7b3 creatures and tweaks.
  • Updated FCOM_WarCry so that Staada does not appear until lvl 25.
  • The MMM No XXX Plug-ins will now work with FCOM - in particular Balrogs, Uberhulks and Skeep.
  • Diverse Runeskulls - you no longer require the Runeskulls.esp or FCOM_Runeskulls add-on with FCOM. Also check out Diverse Runeskulls re-balance.
  • Many more tweaks and fixes most likely that I have forgotten.


Important Note: Make sure you've got Wrye Bash 221 or later -- it contains the latest bug fixes. If you use Wrye Bash 106-112 to import/update NPC levels, you'll start seeing in-faction fighting and possibly CTDs. The problem is fixed in Wrye Bash v116. You may need to use the new Repair Factions command to fix any savegames mangled by the earlier bugged function.

As always, make sure you follow the FCOM Load Order Guide and be sure to rebuild the bashed patch after installing this update!

See the Version History page for details on prior versions

Highly recommended: TheNiceOne has made OMOD installers for MMM and UFCOM which ensures that exactly the correct files are installed and the BSA is properly renamed.

Be sure to get the Entropic Order Rebalance, which fixes several issues already discovered with the Entropic Order (that patch download also includes an optional EntropicOrderHardcore plugin that makes them extremely deadly; use either the Rebalance or Hardcore, not both)


QUICK START
=============

Recommended install order:

FCOM makes it possible to play Francesco's, WarCry, OOO and MMM together. It also adds support for other mods, such as Bob's Armory, Loth's Blunt Weapons, Cobl, Knights of the Nine etc. You can play FCOM in countless combinations as only OOO and MMM are required as the "base".

For compatibility reasons with the MMM BSA it's now important in which order some mods are installed. For this reason, some of the most popular additions to FCOM installs are added to the install order guide, but they are all optional and their readmes and release threads should be consulted for install guides, support etc.

It's very much recommended to start from a clean install of the game before installing FCOM. Oblivion must be patched to 1.2.0416.

Recommended/required utilities: Wrye Bash, OBMM and BOSS - Better Oblivion Sorting Software. Wrye Bash is required as FCOM depends on its Bashed Patch feature, but it's highly recommended to use Wrye Bash and/or OBMM for installs generally and Wrye Bash/BOSS for setting the load order. See respective readmes and guide below.

Install


See the First Time User Install Guide and the Complete Installation Guide for more details.


Updated Fran's Quick Install Guide from the First Time User Install Guide

Shivering Isles Version (only if you have SI installed)
Lyrondor's Combat Behavior (recommended)
MOBS (highly recommended, so that Fran's Weapons get MOBS stats)

Hardcore Loot (recommended)
Do not use Living Economy - use Enhanced Economy instead (requires OBSE)
Optional Leveled Guards (for the SI version)
Optional Chance of More Enemies (for the SI version)

Optional Chance of Stronger Enemies (required)
Optional Chance of Stronger Bosses (required)
New Items Add-On' (required by the FCOM add-on FCOM_FrancescosItemsAddOn.esp)
Do not Merge Optional Files!

Cell Respawn Time (if you want to change this, do so in Wrye Bash)
Day Length Rescale (if you want to change this [I use a value of 12], do so in the console by typing the command set timescale to <number>)
Skill Progression Speed (use another mod like Progress instead for this)

Download and install Fran's 4.5b Add-On Package and select the following:
New Items Add-On
BSA File Registration or

Download the Optimized Version and rename the bsa to FCOM_Convergence_FraNewItems.bsa

At this point, only these plugins from Fran's should be in your "Data" folder (together with 'FraNewItems.bsa'):

Francesco's Leveled Creatures-Items Mod.esm
Francesco's Optional New Items Add-On.esm
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Chance of More Enemies.esp (only if you have SI installed)
Francesco's Optional Leveled Guards.esp (only if you have SI installed)


Quick Cobl for UFCOM Guide

1. Download and install Cobl 172.
2. Download and install Loot-Drop-Merchant changes Proposal.
3. Download and install the MMM 3.7b3 Cobl Update.
4. Don't use FCOM_Cobl.esp or Cobl Tweaks.esp. Use OOO Cobl 1.32 if you want its ingame menu for OOO options.


Quick OMOBS/MOBS for FCOM Guide

To get as congruent weapon stats as possible in FCOM it's recommended to use OMOBS stats when available as that's what's used in OOO. If OMOBS stats aren't available, MOBS is better than vanilla stats as MOBS is closer to OMOBS than vanilla.

1. Choose MOBS during the installation of Fran's if using Francesco's optional new items add-on. Otherwise you'll get vanilla stats for the weapons in it.
2. Use the standalone OMOBS 2.0a or OMOBS SI 2.0a if having Shivering Isles installed. Don't use OMOBS Optional Combat Settings as they're already included in OOO and Fran's.
3. Use the Updated Official DLC MOBS if applicable. Requires the Unofficial Official Mods Patch for texture fixes etc. Don't use the Knights Unofficial MOBS patch as FCOM_Knights already gives the KotN weapons OMOBS stats.


Load Order

Before you start, please read Setting the Load Order. Really. The whole thing. Even if you think you know what you're doing. You've been warned. Good. With that out of the way, we can continue.

*FCOM Basic Load Order This is the basic, minimal configuration guide for FCOM. Does not include details on the optional files.
*FCOM Expanded Load Order This is a much more advanced and complex configuration guide for FCOM - including details on all of the optional files.


Quick Guide on using BOSS and Wrye Bash for bash tagging and setting the load order

Install: BOSS - Better Oblivion Sorting Software.

1. Copy Bashed Patch, 0.esp from the Mopy/Extras folder to the Data folder.
2. Open Wrye Bash, go to the Mods window, click Load Order to have the mods listed accordingly. Right-click the File-header in the Mods window and make sure Lock Times is unchecked. Also, right-click in the Bash Tags window in the lower right and make sure that Automatic is checked.
3. Launch BOSS. Note that Wrye Bash has handy shortcut icons for BOSS and other utilities.
4. When BOSS is finished the esp's will be correctly tagged - and the plugins correctly load ordered. Note that BOSS also gives useful comments on version numbers, compatibility issues etc., so it's a good idea to check the BOSSlog.text.


Quick Bash Check Guide for Wrye Bash 287

A quick guide on what to check in the Bashed Patch when rebuilding it for an FCOM setup. Based on Wrye Bash 287.

Generally you can rely on BOSS and Wrye Bash giving the correct bash tags and load order, so as a general rule you can check all mods that turn up in the respective Bashed Patch sections. There are a couple of exceptions with the current FCOM release, though, noted in the guide below.

1. Right-click Bashed Patch, 0.esp in Wrye Bash > Rebuild patch:

Merge Patches - Generally all mergeable mods can be checked.
Import Actors - All FCOM mods and UOP checked.
Import Actors: AIPackages - All FCOM mods and UOP checked. Tag FCOM_Convergence.esp with Actors.AIPackagesForceAdd.
Import Actors: Death Items - All FCOM mods and UOP checked.
Import Actors: Spells - All FCOM mods checked. Tag Oscuro's_Oblivion_Overhaul.esm, Mart's Monster Mod.esm and Oscuro's_Oblivion_Overhaul.esp with Actors Spells. Tag FCOM_Convergence.esp with Actors.SpellsForceAdd.
Import Factions - All FCOM mods and UOP checked. Exception: Oscuro's_Oblivion_Overhaul.esp.
Import Graphics - All FCOM mods. Tag Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp with graphics.
Import Inventory - All FCOM mods and UOP checked.
Import Relations - All FCOM mods and UOP checked. Exceptions: Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp.
Import Scripts - All FCOM mods and UOP checked.
Import Stats - All FCOM mods and UOP checked.
Leveled Lists - Generally rely on tags.
Tweak Names - Rename Dwarven to Dwemer.

Notes to the Quick Bash Check Guide:
- "All FCOM mods" means select FCOM, Frans, OOO, MMM, WarCry in that patch section but take note of exceptions.
- Adding a bash tag to a mod: highlight it in the Mod window > right-click in the Bash Tags window in the lower right > choose appropriate tag.

See the Bashed Patch section on the FCOM Homepage for more info (scroll down a bit to find it). [Note: The info is somewhat outdated but a good introduction.]

FCOM FAQs

A bunch of common questions and answers, covering very important topics like how to set up FCOM and unimportant topics like how the project got started and where it's heading, etc.: FAQ Index.

FCOM Trouble Shooting

NOTE: FormID Finder or RefScope are very useful plugins when using lots of mods as you can check what comes from which mod in game with them. Helpful when getting missing meshes or textures - or when just wanting to know which mod a particular item etc. comes from.

Issue: The game crashes on startup.
Solution: Make sure you don't have a missing master, which is easily checked in Wrye Bash as the plugin with a missing master turns red. If it isn't caused by missing masters, try deleting the Oblivion.ini in My Documents/My Games/Oblivion and let the game generate a new one on startup. Some users also get CTD's on startup if having FCOM_Convergence.esp checked under Import Actors: Spells in the Bashed Patch, so if the above doesn't help try rebuilding the Bashed Patch with FCOM_Convergence.esp unchecked in that section.

Issue: Captain Renault's armor is invisible.
Solution: You're either missing resources from OOO or from a female mesh replacer if using one. Make sure you have OOO 1.33 Complete installed. If using EVE HGEC, make sure you install the resources for OOO and the other FCOM mods you're using.

Issue: I get missing meshes from Rusty items in the starting dungeon.
Solution: You're missing resources from MMM. Make sure that the MMM.bsa is renamed to FCOM_Convergence_MartsMonsterMod.bsa.

Issue: The game crashes when leaving the sewers.
Solution: Almost always caused by missing resources. Make sure that the MMM.bsa is renamed to FCOM_Convergence_MartsMonsterMod.bsa. Also, make sure that the resources from Francesco's get loaded, either by registering FraNewItems.bsa in the Oblivion.ini during install or by renaming it to FCOM_Convergence_FraNewItems.bsa.

Issue: Dead enemies have green bodies.
Solution: You're missing resources from MMM. Make sure that the MMM.bsa is renamed to FCOM_Convergence_MartsMonsterMod.bsa.

Issue: Some creatures or armors etc. are invisble.
Solution: Might be missing resources (see above). Also, make sure you're running BSA Redirection either via Wrye Bash or OBMM.

==========================

Also, don't forget to check out the awesome trailer by Vini!

FCOM: Convergence 1.0 Official Trailer

MegaUpload [Hi-Rez]

Note: The MegaUpload Hi-Res version requires Xvid codec. Does not work with the DivX codec. If it looks pixellated, you've got the wrong codec.

Gametrailers Stream [Low-Rez]


TESTING
==========================

Cleitanious has created a great test module for FCOM (actually it will work even with vanilla Oblivion, but he made it to help test this mod, for which I am very grateful). It's in the TestResource subdirectory and is named 300_Test.esp.

If you load up the game with 300_Test.esp active, you will automatically be teleported to the first testing room.

There are 30 different test cells in all. Each cell includes different containers and spawn points. The spawns are behind an invisible barrier so you can examine the creatures/NPCs behavior, faction aggression, AI, etc. safely.

Use the console command "coc 300TestCell00" through 29 to view them all.

Each cell also has a sigil stone that will respawn each cell except the one you are currently in. So, if you need to re-test a certain spawn multiple times, just coc to the next room, hit the sigil stone, then coc back.

Every spawn point and loot chest are there, so you should see everything except Dremora currently (this will soon change).

The point of all this is it gives an easy way to test for Bashed List problems, check spawn counts, check faction aggression, check whether bandits attack the bandit leader, etc.

Don't forget to deactivate 300_Test.esp when you're done testing and want to continue with regular playing


Team FCOM:
dev_akm -- project leader.
Martigen -- original MMM for FCOM design and WarCry faction integration.
Waalx -- original RealSwords modules and new Undead RealSwords used as the basis for FCOM_RealSwords.
StarX -- FCOM FAQ, user guide, and tons of help maintaining the ESF thread!
nb_nmare -- Unity project.
Wrye and ElminsterEU -- critical tools.
Vini -- WarCry and MMM faction integration, trailer.
Shadowborn -- massive script improvements.
Corepc -- Current Manager for MMM, Armamentarium and Artifacts, EVEHGEC, MOBS, Travellers, help with everything Frans/OOO/MMM/FCOM related
Showler -- tons of bugfixes and help on forum threads.
Cleitanious -- test module.
SpaceBoy -- Bob's Armory rebalance.
Arkngt, Shikishima and Tobit -- massive help maintaining the FCOM threads on ESF.
Sein_Schatten -- Runeskulls rebalance, Entropic Order, bugfixes.
ElminsterEU -- Slof's Robe Trader integration.
Random007 -- BOSS load-order setup utility.
Lilith -- updates to Martigen's Monster Mod.
Axil -- support patch for KDCircletsOOOOptimized - NPC Equip.
Beta Testers: markb50k, Vini, Cleitanious, StarX, Corepc, Chambertain, SickleYield, cl526, kumkum, ska8tdude, SpaceBoy, LurksInShadow, Psyringe, Arkngt, XD829, Twipley, lollerich, jdayT, Dazu, Eventine Shangea, Skycaptain, Tobit, showler, Axil, Jaded42, Shikishima, Shikamaru_4, Sein_Schatten, Chewu, Lyrondor, daemondarque, bg2408, PacificMorrowind and many more.
Entropic Order credits: created by Sein_Schatten. Contributors included dev_akm (testing, balancing, and spawn control), Nicoroshi (Dreadweave set), blackshark64 (Dragon Armor), commissardan (Rivan Sword), TaylorSD (stealth armor compilation), Cryo_ (face mask), LHammonds (texture modifications to stealth armor and face mask), Painkiller97 (Morrowind-style Ebony sword and shield), and zman (Negotiator sword).


CREDITS
=============

In addition to the core team working on this mod, a lot of other folks have contributed greatly. I don't really even know where to begin.

The real heroes, of course, are the original creators of all the great mods integrated by FCOM, including: Sotobrastos, Martigen, Newcomer24, L@zarus, Mr. Dave, Waalx, Loth DeBonneville, Tarnsman, and more. You guys rock!

Martigen deserves special recognition because he spent many long hours discussing various ideas and technical details with me, in addition to supporting the project directly with the original MMM for FCOM plugin.

Huge thanks go to all of the creators of the fantastic mods supported by the optional add-ons, and especially to nb_nmare for the Unity project and to Quarn and Kivan for the Unofficial Oblivion Patch (which is required for some of the optional add-ons and is probably used in some that don't specifically require it).

I also owe a huge debt to ElminsterEU and his fantastic TES4Edit program. I never would've had the time to make all the optional add-on plugins with TESCS, even if it were technically possible (which is doubtful).

None of this would work without the massive contributions of Wrye and his amazing Wrye Bash program.

We also could not have done any of this without ScripterRon's original TES4 Plugin Utility and KomodoDave's improvements in TES4Gecko.

Also, a huge thank-you is owed to the many beta testers who have offered support, encouragement, and feedback for the numerous beta versions. Thanks so much for all your help!

dev_akm

================================

BSA Testing

The FCOM Team ask for your assistance with BSA testing for UFCOM, Oblivion WarCry and Bob's Armory Oblivion.

Required: You need to uninstall all resources from FCOM_Convergence, WarCry and Bob's before using these bsa's. Do not uninstall Frans, OOO, MMM - only FCOM_Convergence, Bob's and WarCry resources. Use either BAIN or make an omod with just the meshes, textures, sounds from those mods, and install, overwrite and uninstall - then replace with bsa.

================================

UPDATE 2010-11-28 - New updated Bob's Armory Oblivion.bsa, now PyFFied with PYFFI 2.1.6 for optimized meshes.

Bob's Armory Oblivion.bsa

  • Bob's Armory Oblivion resources packed into a single uncompressed BSA.
  • PYFFI 2.1.6 for optimized meshes. Saved about 2 mb of space overall.
  • Added Mip Map to all Textures that needed so users should be able to run in small or medium textures settings with Bob's Armory now.
  • Do not change name as BSA will launch if Bob's Armory Oblivion.esp is activated.
  • Does not contain any overwrite or conflicts for sure, all new objects so date does not matter, unless you have a texture replacer or body mods for Bob's (which I want if you do)..install those after.

Please report any problems that you have with them.

You should only need to replace your bsa. You should not have to redate the bsa, since Bob's does not contain any overwrites after all.

================================

UFCOM_Convergence.bsa

  • FCOM resources packaged in single uncompressed BSA.
  • It has been pyfii but it was an older version.
  • Textures have been checked for mip map as well.

But a few could have been missed so report any purple objects, flat black looking or missing mesh - wtf problems.

================================



Oblivion Warcry EV.bsa


- PYFFI 2.1.6 has been performed on all of warcry meshes. The new version of PYFFI was able to fix vertex problem's which many of the armor's had.
- Size is slighty larger than the first bsa due to pyffi fixes once again.
- Textures have mip map's added to them has well where needed

BSA Loading and BSA File Date

  • Do not rename the BSA's, they are named correctly and will load as needed.
  • UFCOM and WarCry do not overwrite any other mod resources, so file date on bsa is not of importance, unless you have texture or mesh replacers for their resources. Which you need to reinstall after these.


Enjoy

TEAM FCOM

================================

Optimized Fran's New Items and New Creatures BSAs

By Arthmoor

A while back in either an FCOM thread or on a Fran's thread I had mentioned that I'd gone through and cleaned up a lot of broken meshes and done PyFFI on those that could be. Ive had the files sitting around for awhile now, and have been unable to get ahold of Dewshine. Hardly a surprise I guess as she's not been here in eons.

Anyway, someone asked me about it today and I just uploaded the files:

Hopefully someone somewhere can get these to where they need to go to be distributed as needed.

DOWNLOAD:
Optimized Francesco Resources [Note: Fran's New Creatures shouldn't be used with FCOM.]

ENJOY
TEAM FCOM


#2
Corepc

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Teaser ScreenShots of Diverse Dremora Armor and Females

Something that will be Available when next Update is released..

http://www.bluemelon...688/1405774.jpg

http://www.bluemelon...688/1419247.jpg

http://www.bluemelon...688/1419246.jpg

http://www.bluemelon...688/1420070.jpg

http://www.bluemelon...688/1420071.jpg

#3
guenthar1

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Did Dev_akm come back and give you that or was it recreated from scratch?

#4
ArmeniusLOD

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Perhaps something is up with the pyffied egm? Which pyffied OOO meshes/updates are you using?

PyFFI should skip .EGM files by default based on the exception list in the configuration file.

Hey I was right, the timestamp when quoting is the number of seconds since January 1, 1970. Had to set it myself since you can't quote from locked threads :tongue: .

#5
Immortal-D

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Oh that is sexy :drool: I remember reading the brainstorming about diverse Dremora equipment some months back, including the possibility of caster robes. Skyrim's got nothing on FCOM, lol.

#6
Corepc

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Did Dev_akm come back and give you that or was it recreated from scratch?


Nobody has heard from Dev_akm in a long time

The Armor came from Trollf Armamentarium Complete and Artifact's. Which had enough Texture Variants to Cover all the Ranks ..Had to Create One Set for the Valkynaz and Higher Ranks for MMM Config's..Plus we already had body conversion done for them. (EVE HGEC, Robert's Male/Female),

Oh that is sexy :drool: I remember reading the brainstorming about diverse Dremora equipment some months back, including the possibility of caster robes. Skyrim's got nothing on FCOM, lol.


Yep the Daedric Priest on Female Dremora is Sexy and even Sexier on Normal Races..Expensive from the Artifacts Store..

Nope nothing like Dev_akm project. Maybe Somewhat alike on idea. There are enough Robe's in Artifact's to Do the Same has the Armor, but, Have not got around to that yet.

But mine is just not going to be for FCOM..(Vanilla, MMM, MMMforOOO, FCOM) users will have all their own version's..

But Slof Robe's has a nice Dremora Robe Replacer after all..

Edited by Corepc, 02 June 2011 - 09:54 PM.


#7
Arkngt

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PyFFI should skip .EGM files by default based on the exception list in the configuration file.


If done correctly with later versions, yes, but wasn't this added because pyffi tended to mess up egm's? Just looked at something worth to check up, esp. when not knowing which pyffied version of OOO meshes the OP is using. The "official" resources are in OOO 1.33 Complete and works fine AFAIK.

Teaser ScreenShots of Diverse Dremora Armor and Females

Something that will be Available when next Update is released..


I've done two Oblivion gates with the Diverse Dremora Armors/Females and it's an excellent addition. I've always wanted female Dremoras but haven't been happy with the solutions for this, but Corepc has edited the voices so they sound female but still Dremora-like. Plus you can't go wrong using trollf's variations and Daedric Priest set. I'm a bit on the fence regarding the purple recoloring, which is nicely done but just seems slightly out of Dremora character as a color choice. Guess I'm perhaps watching Fashion House too much.

Anyway, awesome addition as said.

When doing the two gates I couldn't help but thinking that they still would need something more for me to have incentive enough to do them. I like the planes, Daedras and Dremoras but even so I tend to do as few of them as possible. From a risk vs. reward perspective they are rather awful. There's not much risk overall so seldom memorable fights. The rewards boils down to the Sigil Stones, besides Daedric items (too much in the current UFCOM) etc. And Sigil Stones are not that alluring either as self-made enchanted items come pretty close and Runeskulls often have more useful and interesting effects. Anyway, it's outside the scope for the updates so not much meaning bringing it up perhaps, but an Oblivion plane "overhaul" is still high on my wish list.

Edited by Arkngt, 03 June 2011 - 02:54 AM.


#8
jiroslash

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I am using both FCOM_DiverseGuardUnity.esp and FCOM_BobsGuardUnity.esp, and am using the muscular body + robert's OOO armor meshes..

Still not sure whats wrong.. nothing else is clipping or weirding out except for that imperial steel helmet.. strange

#9
Arkngt

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I am using both FCOM_DiverseGuardUnity.esp and FCOM_BobsGuardUnity.esp, and am using the muscular body + robert's OOO armor meshes..

Still not sure whats wrong.. nothing else is clipping or weirding out except for that imperial steel helmet.. strange


Robert's male replacer doesn't affect the head so the OOO armor meshes replacers don't affect the helmet. Can't see how the Guard Unity plugins or lack thereof could cause this. So I'm guessing messed up pyffi or if using a head replacer perhaps. As said, which pyffied OOO resources did you use - do you have a link? Also, post your load order via Wrye Bash: right-click file-header > list mods > paste.

Edited by Arkngt, 03 June 2011 - 03:02 AM.


#10
jiroslash

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Robert's male replacer doesn't affect the head so the OOO armor meshes replacers don't affect the helmet. Can't see how the Guard Unity plugins or lack thereof could cause this. So I'm guessing messed up pyffi or if using a head replacer perhaps. As said, which pyffied OOO resources did you use - do you have a link? Also, post your load order via Wrye Bash: right-click file-header > list mods > paste.


Hi, thanks for the fast reply. I followed this guide closely: http://forums.bethso...to-stable-fcom/

I used the optimized OOO meshes from here: http://www.tesnexus....le.php?id=23202 and also the PYFFIed Optimized OOO 1.34 beta 5 Meshes Patch here: http://www.tesnexus....le.php?id=24511


Here is my mod list:

Spoiler


#11
Arkngt

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I used the optimized OOO meshes from here: http://www.tesnexus....le.php?id=23202


Are you using the Imperial Helmet Fix found there?

#12
jiroslash

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Are you using the Imperial Helmet Fix found there?


Yup, I am.. should I try turning it off?

#13
Arkngt

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Yup, I am.. should I try turning it off?


Well, depends on how you installed it and have no idea really as I haven't used those. But the helmet works fine with the OOO 1.33 resources as said (AFAIK) so should be caused by something else. And seems like it should be the fix for it if using that pack. Anyway, I'm downloading it right now to check it out

Edited by Arkngt, 03 June 2011 - 03:51 AM.


#14
jiroslash

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Well, depends on how you installed it and have no idea really as I haven't used those. Seems like it should be the fix for this. Anyway, I'm downloading it right now to check it out


Ugh.. I just fixed it. The problem was that I didnt install it correctly using OBMM.. should have double checked and packed it properly..

Thanks so much for pointing me in the right direction!

One more question btw... blade of mercy's guide says to turn off all esp and esm files and turn them on one by one and saving on a temporary character. But a few other posters commented that it really isnt necessary. What do you suggest? Thanks

So far Ive only experienced 2 CTDs in about 3hours of play.. once in the starter dungeon right when the emperor gets killed.. and once while fast travelling to leyawinn. I havent been able to replicate those CTDs though

#15
Arkngt

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Ugh.. I just fixed it. The problem was that I didnt install it correctly using OBMM.. should have double checked and packed it properly..

Thanks so much for pointing me in the right direction!

One more question btw... blade of mercy's guide says to turn off all esp and esm files and turn them on one by one and saving on a temporary character. But a few other posters commented that it really isnt necessary. What do you suggest? Thanks

So far Ive only experienced 2 CTDs in about 3hours of play.. once in the starter dungeon right when the emperor gets killed.. and once while fast travelling to leyawinn. I havent been able to replicate those CTDs though


Glad that you got it fixed.

I think the important thing is to take it slowly, so recommend to install incrementally, checking that things seems to work on each step of the way. But I mean, I don't add one single MMM No X esp at a time either, so it's good advice generally but perhaps doesn't have to be followed to the letter for small optionals and such.

It's a bad idea to add lots of mods at once for several reasons, one being that it gets harder to trouble shoot but it's also nice to have a stable platform in general, which is easiest to do if building it a block at a time while checking for stability/issues. That way you can always fall back on a stable set up.

Regarding the CTD on fast travel, make sure you disable save on travel/wait/rest.

Edited by Arkngt, 03 June 2011 - 04:23 AM.


#16
jiroslash

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Glad that you got it fixed.

I think the important thing is to take it slowly, so recommend to install incrementally, checking that things seems to work on each step of the way. But I mean, I don't add one single MMM No X esp at a time either, so it's good advice generally but perhaps doesn't have to be followed to the letter for small optionals and such.

It's a bad idea to add lots of mods at once for several reasons, one being that it gets harder to trouble shoot but it's also nice to have a stable platform in general, which is easiest to do if building it a block at a time while checking for stability/issues. That way you can always fall back on a stable set up.

Regarding the CTD on fast travel, make sure you disable save on travel/wait/rest.


Thanks, will follow your advice.

#17
Corepc

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When doing the two gates I couldn't help but thinking that they still would need something more for me to have incentive enough to do them. I like the planes, Daedras and Dremoras but even so I tend to do as few of them as possible. From a risk vs. reward perspective they are rather awful. There's not much risk overall so seldom memorable fights. The rewards boils down to the Sigil Stones, besides Daedric items (too much in the current UFCOM) etc. And Sigil Stones are not that alluring either as self-made enchanted items come pretty close and Runeskulls often have more useful and interesting effects. Anyway, it's outside the scope for the updates so not much meaning bringing it up perhaps, but an Oblivion plane "overhaul" is still high on my wish list.


The Risk in Planes with FCOM is highly dangerous no matter what lv you are in the planes vs

Reward
at low lvls on reward are the sigil stones really..
at high lvls the daedric items

What if dremora of all ranks had a randmon chance to drop real daedric items has a reward at low lvls talking like 5% chance fo churls, 10% for catiff, and so on up to Valkynaz who drop real daedric items.

I was thinking about this last night while working on ddp..?

#18
Shikishima

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The Risk in Planes with FCOM is highly dangerous no matter what lv you are in the planes vs

Reward
at low lvls on reward are the sigil stones really..
at high lvls the daedric items

What if dremora of all ranks had a randmon chance to drop real daedric items has a reward at low lvls talking like 5% chance fo churls, 10% for catiff, and so on up to Valkynaz who drop real daedric items.

I was thinking about this last night while working on ddp..?


Personally I'd love to see the return to Sotobrastos and dev_akm's original idea for FCOM/OOO, which was to make daedric items exceptionally rare and found only as hand placed loot or almost exclusively on specific bosses.
At mid to high levels viists to the Oblivion Realm and the addition of Armamentarium makes daedric level items almost as common as dwemer.

Edited by Shikishima, 03 June 2011 - 07:58 AM.


#19
Nessh

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I'm going to give Oblivion a 'farewell tour' soon. I'd like a stripped down mod list built around FCOM, but the performance drop (particularly stutters) drive me nuts. I hear the new version with the new OOO has pyffied meshes and BSA formats, which would be a big help. Is it worth waiting for that and will the benefit be noticable?

#20
Arkngt

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The Risk in Planes with FCOM is highly dangerous no matter what lv you are in the planes vs


Hm, perhaps I'm jaded but during my last play through it was Kvatch at c. Lvl 5 that was really challenging. Taking on Lesser Balrogs was tough. I also had an insane monster collection outside the gate between Chorrol and Battlehorn, with one regular Balrog, several Fiends, several Golden Saints - and a bunch of "normal" Daedras. But overall and certainly from c. Lvl 15 to 25 it hasn't been much of a challenge really. No idea about really high levels.

What if dremora of all ranks had a randmon chance to drop real daedric items has a reward at low lvls talking like 5% chance fo churls, 10% for catiff, and so on up to Valkynaz who drop real daedric items.

I was thinking about this last night while working on ddp..?


I agree with Shikishima that Daedric items should be scarce but then again - what should make Oblivion planes more interesting? Not sure really. They are random so not suitable for the normal OOO treatment, i.e. having a unique boss, unique hand placed items etc. :unsure:

Personally I'd love to see the return to Sotobrastos and dev_akm's original idea for FCOM/OOO, which was to make daedric items exceptionally rare and found only as hand placed loot or almost exclusively on specific bosses.
At mid to high levels viists to the Oblivion Realm and the addition of Armamentarium makes daedric level items almost as common as dwemer.


Does Armamentarium affect the amount you find? I thought it mainly added its variants to the existing leveled lists. But, anyway, I agree that there's too much daedric loot in the current UFCOM release, mainly because of WarCry.

I also think that daedric items should be rare as said.

Edited by Arkngt, 03 June 2011 - 08:51 AM.


#21
Corepc

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ArmamentariumforOOO Daedric drops need to be adjusted so that Vanilla is more rare than Arma Variants.

I have already started working on the solution for that. Going to require editing a few leveledlist of course..

Armamentarium is also adding a few of it Daedric Weapons Varaints to the Dremora Weapons List so that does not help much, So will have to remedy that.

Warcry Valkynaz dropping Daedric gear too early have a fix for that has well..will post on alpha later..

#22
Brozly

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I'm pretty sure when I played through "Pure Vanilla" by the time I started getting Daedric items, I allready had better gear, in FCOM it's just that much worse, you can't find Vendors with enough gold, and there's too many better weapons (more damage, less weight) to make it valuable.. :shrug:

#23
Arkngt

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I'm pretty sure when I played through "Pure Vanilla" by the time I started getting Daedric items, I allready had better gear, in FCOM it's just that much worse, you can't find Vendors with enough gold, and there's too many better weapons (more damage, less weight) to make it valuable.. :shrug:


You have a point. My current char found a Daedric Claymore at c. Lvl 7 (there is a legit container which is accessible at low levels), which was cool but far too heavy at the time - and when she finally could wield it she already had access to several other FCOM swords that are better. My chars seldom or never wield vanilla weapons.

For Oblivion planes I'm thinking random bosses, based on the unique ones in OOO. So you'd have a chance of facing a boss/bosses when in random gates. But that still leaves the question of rewards.

Edited by Arkngt, 03 June 2011 - 10:49 AM.


#24
Shikishima

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You have a point. My current char found a Daedric Claymore at c. Lvl 7 (there is a legit container which is accessible at low levels), which was cool but far too heavy at the time - and when she finally could wield it she already had access to several other FCOM swords that are better. My chars seldom or never wield vanilla weapons.

For Oblivion planes I'm thinking random bosses, based on the unique ones in OOO. So you'd have a chance of facing a boss/bosses when in random gates. But that still leaves the question of rewards.


Agreed.
Normally toward the point when daedric gear starts to appear regularly I'm already using one of Adonnay's Classical Weaponry swords and have completed The Gift of Kynareth, whose armour IMO surpasses anything currently found in FCOM.
I'm pretty certain from some of the feedback in prior posts that the bulk of our users also add their favourite armour and weapon mods, making for the most part daedric items redundant as far as usage is concerned.
They do carry a hefty price though if sold.
Perhaps the short term answer could be to significantly nerf the value of these items or instead of deadric items enemies in Oblivion could drop a random sigil stone or runeskull based on your level?

edit - on second thoughts not a sigil stone. They are really the only reason to keep closing Oblivion gates.

Edited by Shikishima, 03 June 2011 - 03:13 PM.


#25
trollf

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You may want to try more drastic approach with all that daedric equipment... ;]
Like mark all daedric armors as unplayable and put simple scripts that prevent taking dropped daedric weapons by the player. And also remove any daedric items from leveled lists or containers other than those which belong to dremora and are in oblivion planes.
And then finally add leveled lists with playable versions of all that stuff to certain chests in oblivion planes with quite a low chance of drops. And stats could be edited too, to make daedric items the most powerful in comparison to other fine weapons.
This way "harvesting" oblivion planes would have more sense - apart from sigils, the most powerful equipment could be there, though still not in great numbers...

#26
Idiot-Infidel

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I was wondering, besides the the integration of Francesco's items and Warcry's creatures and items into FCOM and other addons, what differences are there between FCOM and OOO+MMM? Are the spawns or level lists for creatures and items much different? Or is it pretty much the same thing, but with Frans and Warcry stuff able to be tacked on?

#27
Shikishima

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I was wondering, besides the the integration of Francesco's items and Warcry's creatures and items into FCOM and other addons, what differences are there between FCOM and OOO+MMM?

:wink_smile: That pretty well sums up the difference if you include Frans bosses.
The difficulty curve is another factor.

#28
Arkngt

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You may want to try more drastic approach with all that daedric equipment... ;]
Like mark all daedric armors as unplayable and put simple scripts that prevent taking dropped daedric weapons by the player. And also remove any daedric items from leveled lists or containers other than those which belong to dremora and are in oblivion planes.
And then finally add leveled lists with playable versions of all that stuff to certain chests in oblivion planes with quite a low chance of drops. And stats could be edited too, to make daedric items the most powerful in comparison to other fine weapons.
This way "harvesting" oblivion planes would have more sense - apart from sigils, the most powerful equipment could be there, though still not in great numbers...


Most Daedric armors are already marked as unplayable. OOO/FCOM is already rather strict when it comes to daedric items in leveled lists and containers, but OOO has some containers with a sure drop of a Daedric piece plus handplaced Daedric armor pieces. As Corepc pointed out, the next UFCOM will make Daedric items scarcer (as it is you have WarCry added enemies carrying playable Daedric armor from Lvl 18 I think).

Don't think it's such a good idea to mess with the stats - OOO/FCOM is based on OMOBS and Sotobrastos gave OOO's added high level items stats based on that, so when as strong or stronger than Daedric it was a delibarate decision.

Edited by Arkngt, 04 June 2011 - 09:05 AM.


#29
Idiot-Infidel

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:wink_smile: That pretty well sums up the difference if you include Frans bosses.
The difficulty curve is another factor.


I'm guessing for the difficulty curve, you just mean higher level creatures spawn earlier and/or just tougher creatures in general.

Also, how the do the spawn modifier plugins compare to MMM? I know with default MMM, from the readme, its 4-8 based on two spawn points. Is this the same for FCOM? Also, I found info for what the FCOM spawn plugin adjusters do, but I can't find hard numbers for chance of creature count per spawn and I'm unsure what reducing encounters means. Does that mean spawn points have a chance of spawning zero creatures, or does that mean it actually removes spawns?

Sorry about the probing questions, I'm just trying to figure out the numbers so I don't load up the game and find it too overwhelming. Maybe there could be more info included in the main post and directions for FCOM on how all the spawn plugins for FCOM and MMM interact.

#30
Shikishima

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how the do the spawn modifier plugins compare to MMM?


The FCOM plug-ins effect all critters in FCOM where as MMM only work with Mart's creatures. Otherwise they are identical.
Always use the FCOM esp unless specifically directed otherwise in the readme.
BOSS will normally highlight these for you.
If you want a slightly tougher experience then I advise using FCOM_SpawnRatesStronger. It significantly reduces the spawn points and also the number of critters encountered when you do.
The drawback is they are generally a couple of levels above your own.

Edited by Shikishima, 04 June 2011 - 10:47 AM.



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