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SkullKnight

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  1. Thanks, that's good to know!. If I end up having too much free time, I might try taking a look at some of the mods that ended up getting official conversions and see if they managed to get compressed BSAs to work - and if so, how they differ from my version.
  2. So I've done a few oldrim conversions for personal use and come across some strange issues that I haven't seen mentioned in any conversion guides. I've been unpacking the original mod's BSA, optimizing the appropriate meshes using ousnius's tool, and then repacking the mod's files using the new Archive.exe included with the SSE CK. The ESM/ESP were loaded and re-saved in the new CK with the multiple masters fix applied, and I verified that records were updated to version 44 in xEdit. However, I ran into some reproducible bugs that *appeared* to be caused by me compressing the new BSA while repacking. The converted mod failed catastrophically - CTDs, non-interactable NPCs - if I compressed the BSA, but appeared to work fine if I left the BSA uncompressed. I'm going to use Wyrmstooth here as an example. While using the compressed BSA, I loaded a save file at the Solitude docks and journeyed to the island, resulting in a reproducible CTD within 15 seconds of arriving. However, when I used an uncompressed Wyrmstooth.bsa with the same save file and ESM, the CTD was gone and I could go to the village and start the next quest with no issues. I've seen plenty of converted oldrim mods that use compressed BSAs successfully, so I'm thinking that it's probably something I'm doing wrong on my end. I'm not running short on hard disk space or anything, but any help in figuring this out would be appreciated lol :).
  3. The package I downloaded was labeled "FCOM Convergence 1.00.7z", so I think its just the internal numbers werent updated. If all else fails, I can reduce it down to just OOO or MMM or something and see if I can make it run.
  4. I think the version I installed was FCOM 1.0 (This). The guide I used was: Here. I do have a couple patches that are listed as "worked on 0.99, not yet confirmed on 1.0", which I could try disabling to see if it fixes the CTDs (not now, as its getting rather late :/). However, is there anything that looks glaringly out of place in my mod list/load order? Or perhaps I have an incorrect bashed patch config?
  5. So recently I installed Oblivion on this computer and decided to install mods on it. I installed UOP, then FCOM, then my other mods before making a new game. However, I found to my dismay that when I walked into an exterior cell, the game would just CTD. It seems to work fine if I'm indoors or inside a city though. I found that only if I disable FCOM entirely, I can walk outside without my game blowing up. At this point, after hours of attempts, I still don't know what exactly is the culprit. Load Order: I took off the OOO/MMM compat patches for COBL because I read that they were outdated. Even with those enabled, the game still crashes though. Help would be appreciated.
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