I really want to try out FCOM, but it seems like a monsterously difficult pain in the ass to install. Will there be a new version at any point that will simplify the process?
Its really not so bad.
It just consists of installing Frans, OOO, MMM, WarCry, and then configuring the load order (which just consists of moving things up and down on a list until they match the list on the website).
I would just recommend you read the process beforehand, then follow along as you're installing. I had a couple of screw-ups that were my own fault for not reading.
God I tried reading through that and my head is just swimming. I think I'll wait till 1.0 before taking the time to work through it. I can hold off on Oblivion it's already installed and the last mods left to install were the ones associated with FCOM.
Getting a weird bug where certain enemies are surrounded by a gigantic yellow, and very opaque exclamation sign. Ugh, this means its not finding a piece of content like a model or something. How am I to know what is missing. I can only assume this is associated with Franc's mod, since it has some items of its own right?
Well attempting some OBMM fixes seems to have completely broken the game. Even if I turn Franc's mod off. Dammit. (I can no longer load or start a new game without crashing to desktop before the load screen completes.)
Make sure you've downloaded the Fran's extra items thing (the ~500MB file) and the OOO install (~400 MB). I missed the OOO install the first time (just put in the patch) and I had that problem.
Related to that, since I started my game with only the OOO patch and not the full OOO install, will OOO still work with that game or do I have to start over?
Also, I tried starting over already and the Deadly Reflexes set-up doesn't appear.
CmdPrompt on
0
The_SpaniardIt's never lupinesIrvine, CaliforniaRegistered Userregular
edited January 2008
Does anybody know the email for dev_akm who is the project lead for FCOM? I need to get in touch with him and it's very important.
Edit: An IM contact also works if anybody would know that.
One question about the mod manager. When it detects a conflict, does that mean that everything in red is inoperable? OR does that mean that, yes, it is changing the thing it says it is changing (when "overriding original oblivion.esm")?
Generally when you have say two mods that are red it means they are doing the same thing or rather changing the same thing. Whichever one of the mods is loaded last then those changes it makes are the ones that will stick.
Axen on
A Capellan's favorite sheath for any blade is your back.
0
The_SpaniardIt's never lupinesIrvine, CaliforniaRegistered Userregular
Isn't his contact info on the site or in the readme? I imagine that would be how he wants to contacted. Or maybe try a related forum.
I tried looking on his blog, I looked all over the FCOM site that was linked and it just has a list of people that contributed to the mod. I mean I could have easily missed it, but I really need that email.
Ask in the FCOM thread in the elderscrolls Oblivion Mods sub-forum. You'll get an answer sooner than it will take to find a working email for him. Chances are, whatever your question is will have been asked before as well.
Reinstalling fixed the problem. I stopped running Franc and am I'm running OOO alone with a mod called adrenaline that adds additional mobs depending on your level or something. Either way, I am having a friggin blast. One question though. That first dungeon, the one right across from the sewer exit at the very beginning of the game, is that supposed to be impossible to finish with OOO installed right at the start or did adrenaline break this encounter by
multiplying the number of invincible ghosts things in the last room? I had to CHEAT (god mode) to escape, but I didn't kill the guy because I didn't know his purpose. I couldn't go backwards because a door closed behind me someways back and I figured it was a dead end.
Reinstalling fixed the problem. I stopped running Franc and am I'm running OOO alone with a mod called adrenaline that adds additional mobs depending on your level or something. Either way, I am having a friggin blast. One question though. That first dungeon, the one right across from the sewer exit at the very beginning of the game, is that supposed to be impossible to finish with OOO installed right at the start or did adrenaline break this encounter by
multiplying the number of invincible ghosts things in the last room? I had to CHEAT (god mode) to escape, but I didn't kill the guy because I didn't know his purpose. I couldn't go backwards because a door closed behind me someways back and I figured it was a dead end.
If you are just coming out of the sewers in OOO you were lucky to even make it that far down in Vilverin(sp). When you start to see undead in there, that's trouble.
Reinstalling fixed the problem. I stopped running Franc and am I'm running OOO alone with a mod called adrenaline that adds additional mobs depending on your level or something. Either way, I am having a friggin blast. One question though. That first dungeon, the one right across from the sewer exit at the very beginning of the game, is that supposed to be impossible to finish with OOO installed right at the start or did adrenaline break this encounter by
multiplying the number of invincible ghosts things in the last room? I had to CHEAT (god mode) to escape, but I didn't kill the guy because I didn't know his purpose. I couldn't go backwards because a door closed behind me someways back and I figured it was a dead end.
If you are just coming out of the sewers in OOO you were lucky to even make it that far down in Vilverin(sp). When you start to see undead in there, that's trouble.
Flare spam and creative use of my summon skeleton spell. Hooray for Battlemages! I think Adrenaline kind of messed up the AI a bit because some rooms had too many skeletons for them to get to me. The zombies were no joke though. Is there a type of magic that is particularly deadly to undead? Fire did well enough but it is such a low damage spell that I couldn't tell how effective it was, especially when Cold Touch was nearly one shotting some bandits (2-3 shotting most others.)
Reinstalling fixed the problem. I stopped running Franc and am I'm running OOO alone with a mod called adrenaline that adds additional mobs depending on your level or something. Either way, I am having a friggin blast. One question though. That first dungeon, the one right across from the sewer exit at the very beginning of the game, is that supposed to be impossible to finish with OOO installed right at the start or did adrenaline break this encounter by
multiplying the number of invincible ghosts things in the last room? I had to CHEAT (god mode) to escape, but I didn't kill the guy because I didn't know his purpose. I couldn't go backwards because a door closed behind me someways back and I figured it was a dead end.
If you are just coming out of the sewers in OOO you were lucky to even make it that far down in Vilverin(sp). When you start to see undead in there, that's trouble.
Flare spam and creative use of my summon skeleton spell. Hooray for Battlemages! I think Adrenaline kind of messed up the AI a bit because some rooms had too many skeletons for them to get to me. The zombies were no joke though. Is there a type of magic that is particularly deadly to undead? Fire did well enough but it is such a low damage spell that I couldn't tell how effective it was, especially when Cold Touch was nearly one shotting some bandits (2-3 shotting most others.)
Fire is one of the standard zombie removal methods under shotguns and Oblivion doesnt have those
I'm not really a magic type so I use a weakness to fire spell and then the fire spell or an enchanted bow shot with fire damage if I have one which does alot of damage. The glowing blue mist zombies regenerate health though and skeletons are even more annoying because they are still weak to fire but less than zombies.
I'm guessing you are at the beginning of the game so the best fireball I have is Weak fireball, which I think I got during the skingrad mages guild quest. Every other fireball spell I try takes a ton of mp. so I just stick with it or a weakness to fire spell.
Edit3: and since it's a mod thread here is an improved fireball animation for the game. It makes them look more facemeltable.
I'm using FCOM, check out this weapon I found. I was in an Ayleid ruin with one of those sliding grate traps and used it to kill a bunch of guys way stronger than me.
Heh. My mage cleared out a den of goblins and I was just about to loot the shit out of the place when I got too close to their throne and was killed by a spiked ball trap.
I'm using FCOM, check out this weapon I found. I was in an Ayleid ruin with one of those sliding grate traps and used it to kill a bunch of guys way stronger than me.
You want the inventory mod. Gosh I can't recall what it's named, but it allows you to use tile-based inventory like Morrowind, with tool-tip style item stats, collapsible item categories, and even switch freely between that and the line-by-line style with a button in the window frame. It's also customizeable in that you can choose various item tile borders, sizes, etc, and it's compatible with BTmod/DARNified UI as I recall.
It depends on how bad you want it, it's called wz_inventory, it was buggy for a while but someone released a fix.
reason why I say how bad is because unless you got a monster video card, and/or less than a 70-90 items in your inventory, it takes almost 45-50 seconds to load the inventory window. I had to uninstall it because the load time was driving me crazy.
AF Level Mod is probably the simplest. You can set it to automatically adjust your skill points as your skill levels increase. When you actually level, the screen just freezes for a minute (no sleeping required) and then you keep right on playing. You can set it to max everything out or not or anywhere in between.
There are a bunch of other ones, some newer with more doo dads, and others like kcas. They all work well enough,you just need to decide how you want to progress, and how much effort you want to put into it.
AF and KCAS are nice but have some bugs and havent been updated in over a year. I swore by KCAS until some very wierd calculation bugs started happening, I started ending up with 1000/200 health, 65k mana, etc.
nGCD (not Galsiah's Character Development) is the latest "popular" leveling up mod, it seems bug free and does calculations correctly, it repaired my character on the damage that KCAS did.
Also, I installed OOO and MMM, but I can't seem to get them to load together, the game CTDs. There is another mod called FranOOOMMM, but I don't have francesco's mod, and it also seems complicated to set up, or maybe I was tired reading the info page. Anyway, what could be the deal there? Additionally, if I installed OOO and then patched, do I have to reinstall OOO again? I patched to 1.2 and when I loaded a save game it told me "some content" was missing but that I could play without it.
I recommend you downloading FCOM, most of the stuff for FCOM is optional, including frans. I think FranOOOMMM has been a dead project for a while since FCOM covers everything.
I'd recommend everyone getting trollf's loading screens, replaces all the loading screens with custom screenshots and theres a whole seperate community for that mod, last I checked they were at about 800 screens, all with different quotes, tips, etc.
The video card is pretty much irrelevant with inventory mods. The killer is the scripts. Like the keyring script, when you open and close the inventory, it reverts to normal view so every time you go in you get a pause while the script runs and changes everything to the way it is supposed to look.
Are there any major mods out there that significantly increase the size of the game world with meaningful areas?
Well not increase the actual size of the game world but there are plenty that better populate it with creatures, NPCs, dungeons/cities, and quests. The Lost Spires for example is supposed to add upwards of 15+ hours of quests and dungeons to the game.
Are there any major mods out there that significantly increase the size of the game world with meaningful areas?
Well not increase the actual size of the game world but there are plenty that better populate it with creatures, NPCs, dungeons/cities, and quests. The Lost Spires for example is supposed to add upwards of 15+ hours of quests and dungeons to the game.
Yeah i can vouch for that, i installed The Lost Spires awhile back and enjoyed every minute, it's an excellent mod to play with, if it wasn't for the lack of voice acting it could easily pass as an offical mod.
Hi btw, long time lurker but this thread made me post, love this game.
When you murder someone out of sight and out of sound range, the guards will not show up out of nowhere, unless they are nearby and hear the yelling. Voice distance for reporting crimes has been greatly reduced. But a guard walking within the reduced alarm range still might might hear the screams for help. There will be no bounty placed on your head unless the guards hear the original NPC crime victim yelling at the time the crime is commited. And you will also be arrested if the guards see you chasing or being chased by an attack victim.
I fucking approve. And now I have the itch to play Oblivion again, and promptly give up after getting through the Thieves Guild and Dark Brotherhood quest lines.
I have never seen the use for that mod. DB quests never seem to spawn guards for no reason and if you sneak while thieving a guard will never come to get you. I'm past something like 5200 items stolen without having got any bounty.
I have never seen the use for that mod. DB quests never seem to spawn guards for no reason and if you sneak while thieving a guard will never come to get you. I'm past something like 5200 items stolen without having got any bounty.
I've had quite a few times of guards somehow picking up that I was the one doing stuff when they should have had no idea whatsoever, like the
[
female town guard in Leyawin
which, despite being 100% chameleon'd when doing it and 80% or so when making my escape I still got pegged for (though a merry chase I did lead my pursuer, only lost him when he was accosted by some roadside bandits), and then there was the time with the guard sleeping in that siezed house in the Imperial City who, despite (A) being sound asleep, (B) being in an entirely different room, and (C) the door joining the room I was in and his room being shut somehow knew when I unsneaked to reach something on a shelf that (A) someone was burgling the house right off the bat instead of going "what the fuck was that just now?" and that (B) the person doing said burgling was me despite him not even having opened the door to the room I was in by the time I was long gone from the room and the house.
That sucks that it can be weird like that. I'm glad the mod exists in that case, but also glad I have never needed it. Things that make me go "wtf!?" are the ones that get modded out ASAP.
harvest on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
I have never seen the use for that mod. DB quests never seem to spawn guards for no reason and if you sneak while thieving a guard will never come to get you. I'm past something like 5200 items stolen without having got any bounty.
I've had quite a few times of guards somehow picking up that I was the one doing stuff when they should have had no idea whatsoever, like the
[
female town guard in Leyawin
which, despite being 100% chameleon'd when doing it and 80% or so when making my escape I still got pegged for (though a merry chase I did lead my pursuer, only lost him when he was accosted by some roadside bandits), and then there was the time with the guard sleeping in that siezed house in the Imperial City who, despite (A) being sound asleep, (B) being in an entirely different room, and (C) the door joining the room I was in and his room being shut somehow knew when I unsneaked to reach something on a shelf that (A) someone was burgling the house right off the bat instead of going "what the fuck was that just now?" and that (B) the person doing said burgling was me despite him not even having opened the door to the room I was in by the time I was long gone from the room and the house.
Yeah, I think the guard AI has some issues.
Man, I've been in my room at the Merchant's Inn, door shut, nobody on the second floor, and while picking up the food (which is legal) I've accidentally picked up a cup or bowl and on my way out a guard is like, "STOP! YOU'VE VIOLATED THE LAW."
That line once lead to me spending hours in the Imperial City killing guards and guard captains. Or, rather, they were coming for me at the Waterfront and I was making their corpses drop into the water by the lighthouse. I was amused.
Man, I've been in my room at the Merchant's Inn, door shut, nobody on the second floor, and while picking up the food (which is legal) I've accidentally picked up a cup or bowl and on my way out a guard is like, "STOP! YOU'VE VIOLATED THE LAW."
This mod is a fucking must.
Oddly enough, I've never been accosted by a guard for doing that, though I once got a rise out of the local barflies when I came down after doing it (that theft spree being about the 5th time, mind you).
As a follow-up to that story: man, you'd think that a 15,000 gold bounty served in jail would hit your skills like a fucking wrecking ball, but that stint cost me barely 10 points. Are there any mods that restore the "death warrent at 5,000 gold" deal from Morrowind?
Sorenson on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2008
Cyrodiil is a pansy state; Morrowind is hardcore.
Henroid on
0
augustwhere you come from is goneRegistered Userregular
Until it comes to stealing the shiny baubles of the rich and famous, it seems. If the guards are willing to put an emphesis on the "dead" part of "dead or alive" for a thief, you'd think they'd be bringing the entire fucking legion down on a guy who just massacred an entire town's worth of guards.
Hmm. Maybe a Bounty Hunter mod's out there somewhere.
Sorenson on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited January 2008
I was about to post asking if there is a mod that will make people in towns (or maybe have new types of NPC's on the roads) come after you for your bounty. And maybe have a hood you can wear to try and avoid detection. That'd be sweet as fuck.
I really want to try out FCOM, but it seems like a monsterously difficult pain in the ass to install. Will there be a new version at any point that will simplify the process?
I am a freaking idiot. Can someone here help me understand how to use FCOM, like i have everything d/l i just dont know how to start the instillation process.
Basically you read each mod's readme and install them all. Make sure you've got the versions linked to in the FCOM documentation. Then you go in Oblivion Mod Manager or Wrye Bash (read the instructions for how to install this) and set the load order outlined on the FCOM site. Then you do some tricks in Wrye Bash to get all the leveled lists to jive. Then you play Oblivion
Posts
Well attempting some OBMM fixes seems to have completely broken the game.
Make sure you've downloaded the Fran's extra items thing (the ~500MB file) and the OOO install (~400 MB). I missed the OOO install the first time (just put in the patch) and I had that problem.
Related to that, since I started my game with only the OOO patch and not the full OOO install, will OOO still work with that game or do I have to start over?
Also, I tried starting over already and the Deadly Reflexes set-up doesn't appear.
Edit: An IM contact also works if anybody would know that.
Generally when you have say two mods that are red it means they are doing the same thing or rather changing the same thing. Whichever one of the mods is loaded last then those changes it makes are the ones that will stick.
If you are just coming out of the sewers in OOO you were lucky to even make it that far down in Vilverin(sp). When you start to see undead in there, that's trouble.
Dangerous Traps is a part of OOO and they are all one hit KO but there is this one too and it does the same thing and is seperate.
Deadlier Traps
They make log traps more exciting.
Flare spam and creative use of my summon skeleton spell. Hooray for Battlemages! I think Adrenaline kind of messed up the AI a bit because some rooms had too many skeletons for them to get to me. The zombies were no joke though. Is there a type of magic that is particularly deadly to undead? Fire did well enough but it is such a low damage spell that I couldn't tell how effective it was, especially when Cold Touch was nearly one shotting some bandits (2-3 shotting most others.)
Fire is one of the standard zombie removal methods under shotguns and Oblivion doesnt have those
I'm not really a magic type so I use a weakness to fire spell and then the fire spell or an enchanted bow shot with fire damage if I have one which does alot of damage. The glowing blue mist zombies regenerate health though and skeletons are even more annoying because they are still weak to fire but less than zombies.
I'm guessing you are at the beginning of the game so the best fireball I have is Weak fireball, which I think I got during the skingrad mages guild quest. Every other fireball spell I try takes a ton of mp. so I just stick with it or a weakness to fire spell.
Edit3: and since it's a mod thread here is an improved fireball animation for the game. It makes them look more facemeltable.
Heh. My mage cleared out a den of goblins and I was just about to loot the shit out of the place when I got too close to their throne and was killed by a spiked ball trap.
0431-6094-6446-7088
It depends on how bad you want it, it's called wz_inventory, it was buggy for a while but someone released a fix.
reason why I say how bad is because unless you got a monster video card, and/or less than a 70-90 items in your inventory, it takes almost 45-50 seconds to load the inventory window. I had to uninstall it because the load time was driving me crazy.
AF and KCAS are nice but have some bugs and havent been updated in over a year. I swore by KCAS until some very wierd calculation bugs started happening, I started ending up with 1000/200 health, 65k mana, etc.
nGCD (not Galsiah's Character Development) is the latest "popular" leveling up mod, it seems bug free and does calculations correctly, it repaired my character on the damage that KCAS did.
I recommend you downloading FCOM, most of the stuff for FCOM is optional, including frans. I think FranOOOMMM has been a dead project for a while since FCOM covers everything.
I'd recommend everyone getting trollf's loading screens, replaces all the loading screens with custom screenshots and theres a whole seperate community for that mod, last I checked they were at about 800 screens, all with different quotes, tips, etc.
Yeah i can vouch for that, i installed The Lost Spires awhile back and enjoyed every minute, it's an excellent mod to play with, if it wasn't for the lack of voice acting it could easily pass as an offical mod.
Hi btw, long time lurker but this thread made me post, love this game.
Youtube Channel!
in terms of quest you can refer to http://devnull.devakm.googlepages.com/quests
it's a list that shows all the good quest mods
I fucking approve. And now I have the itch to play Oblivion again, and promptly give up after getting through the Thieves Guild and Dark Brotherhood quest lines.
[
which, despite being 100% chameleon'd when doing it and 80% or so when making my escape I still got pegged for (though a merry chase I did lead my pursuer, only lost him when he was accosted by some roadside bandits), and then there was the time with the guard sleeping in that siezed house in the Imperial City who, despite (A) being sound asleep, (B) being in an entirely different room, and (C) the door joining the room I was in and his room being shut somehow knew when I unsneaked to reach something on a shelf that (A) someone was burgling the house right off the bat instead of going "what the fuck was that just now?" and that (B) the person doing said burgling was me despite him not even having opened the door to the room I was in by the time I was long gone from the room and the house.
Yeah, I think the guard AI has some issues.
Man, I've been in my room at the Merchant's Inn, door shut, nobody on the second floor, and while picking up the food (which is legal) I've accidentally picked up a cup or bowl and on my way out a guard is like, "STOP! YOU'VE VIOLATED THE LAW."
This mod is a fucking must.
That line once lead to me spending hours in the Imperial City killing guards and guard captains. Or, rather, they were coming for me at the Waterfront and I was making their corpses drop into the water by the lighthouse. I was amused.
As a follow-up to that story: man, you'd think that a 15,000 gold bounty served in jail would hit your skills like a fucking wrecking ball, but that stint cost me barely 10 points. Are there any mods that restore the "death warrent at 5,000 gold" deal from Morrowind?
Hmm. Maybe a Bounty Hunter mod's out there somewhere.
It is, but it is so worth it.