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Fcom_convergence lock ups


Goodfortitude

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Hey all,

 

I'm having issues with running fcom_convergence. It's locking up, usually in the dungeons. I used the basic programs with only a couple of optional supported ones. I have a couple of other mods thrown in after I ran my bash patch. Anyway, I can list those in a little while. For now, I was hoping someone might have a general idea as to why it does this. Any ideas are helpful because I truly don't understand the logic behind the program! :)

 

'good'

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Oblivion.esm

Francesco's Leveled Creatures-Items Mod.esm

Francesco's Optional New Items Add-On.esm

Oscuro's_Oblivion_Overhaul.esm

Mart's Monster Mod.esm

Fcom_Convergence.esm

CUMoreDurableArmor.esp *ran my patch, then added this in.

_Ren_BeautyPack_onlyhairs.esp *same here.

_Ren_BeautyPack_Full.esp *same.

OOO-Level_Stock.esp *Ran these triple O mods together with patch

despite the instructions, because I really did not want to use full

OOO. And, I couldn't imagine that Wrye bash would know which mods I wanted without specifying.

 

OOO-Respawn_Week.esp

+OOO-Potions.esp *Bashed into patch.

OOO-DLT_Immersion.esp

OOO-No_Guild_ownership.esp

OOO-Map_markers_stock.esp

OOO-Magic_game_settings.esp

OOO-Magic_effects+spells.esp

OOO-Armor_Perks_wearRate_Repair.esp

OOO-ThiefGuild_Difficult.esp

OOO-Magic_Effects+enchantments.esp

OOO-Water_weeds.esp

OOO-DaedraLord_Quests.esp

OOO-WaterFish.esp

OOO-Combat_skills_perks_marksmanship.esp

+OOO-DLT_remover.esp *bashed

+OOO-Magic_Script_effect_fix.esp *bashed

+OOO-Birthsigns.esp *bashed

+OOO-Dangerous_traps.esp *bashed

+OOO-container_trap_instant_effects.esp *bashed

OOO-deadly_combat.esp

Living economy.esp

Living economy-items.esp

+TNR all races final.esp *bashed

Harvest Flora.esp

Fransesco's Optional chance of stronger bosses.esp

Fransesco's optional chance of stronger enemies.esp

+Fcom_fransescos.esp *bashed

+Fcom_francescositemsaddon.esp *bashed

Fcom_fransescosnamedbosses.esp

Fran_lv30Item_maltz.esp

Bob's Armory Oblivion.esp

Fcom_bobsarmory.esp

Oblivion Warcry.esp

Fcom_warcry.esp

Oscuros_oblivion_overhaul.esp

Mart's Monster Mod-hunting and crafting.esp

Fcom_convergence.esp

Fcom_Realswords.esp

Better_water.esp *added after bashed patch

Lattamer.esp *added after bashed patch

Better Arena Betting Fights.esp *added after but 'bashable'.

Short Grass V3.esp *added after but 'bashable'.

Bashed Patch.esp

 

So, as you can see from the list, most of these were not even

"bashable" for me. Only Fcom_Francescos.esp and

Fcom_francescositemsaddon.esp were the only part of the original 4

overhaul mods OR fcom that were highlighted in green/"mergeable", with the exception of some of the OOO plugins that I wasn't technically supposed to plug in.

 

I used this cheat sheet to go by: http://devnull.devakm.googlepages.com/fcominstall and I made sure that all my versions were the correct ones.

 

When I typed up this list, it occurred to me that cumoredurablearmor may have been conflicting with OOO-Armor_Perks_wearRate_Repair, but then when I ran my obmm conflict detector, it is one of the few mods that does not conflict with anything at all.

 

I also started to use full balo just to simplify the load order thing, but then it created a whole lot of other files which I had no clue what to do with.

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If you really want to use the durable armour mod, you need to load it after all of the OOO esps because otherwise it's doing nothing at all, because mods loaded after it take priority. OOO already handles armour wear and repair so you're canceling one out with the other.

 

Anything that shows up in OBMM as a conflict is not really a conflict at all, but a notification that records have been changed. In the early stages of Oblivion modding it was thought that anything that showed in red was something bad, but now it's known that this is not the case. So, because a mod shows no conflicts doesn't necessarily mean it's working as intended if you don't follow the mod's guidelines int their readme texts.

 

This is why load order is so important. If load order is incorrect, you'll get mods over riding each other and not doing what they are supposed to do.

 

Also, you're answering your own question in part. When you add things you're advised not to use problems can be expected. For example, OOO LITE is not supported for FCOM at this time. It requires the FULL version so you're missing content it needs to run properly.

 

Here is the link to the FCOM thread at the Bethsoft forums. Read the everything there and follow the instructions.

http://www.bethsoft.com/bgsforums/index.php?showtopic=970836

 

The crashing in dungeons is most likely related to incorrect spawns because you're not using the mod correctly.

 

Get BOSS (Better Oblivion Sorting Software) to sort your FCOM load order. It will also tell you which files you should be using.

http://www.tesnexus.com/downloads/file.php?id=20516

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Hi,

Not sure how much I can help but I'll try. Did you use BOSS for the load order. If not you should try it. (http://www.tesnexus.com/downloads/file.php?id=20516). Definitely makes things a lot easier. Also have to used Wrye Bash. (http://wrye.ufrealms.net/Wrye%20Bash.html). Start up wrye bash and it will show any missing masters. That should help in finding out if you're missing packages. One thing you mentioned in the post that triggers a big red flag " *Ran these triple O mods together with patch despite the instructions, because I really did not want to use full OOO."

This could definitely be a problem if you didn't install the full ooo package. The fcom package has it's own esp's that expect the full ooo to be installed. The install instructions for fcom state to install the full ooo and ignore the optional settings. I've installed fcom a few times with no problems and the only optional things I install is the harvest flora. If you installed separate esp's instead of installing the full ooo then that's probably going to cause problems. I've found that it's a good idea to install the required fcom packages and get the basic fcom system working and then work on adding things. Hope some of that helps.

 

Doug

 

Note: Posted same time as Maigrets post. Ignore duplicate info.

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hmmm, sounds like I'm just going to have to bite the bullet on the Full OOO thing. I really thought that the beauty of wrye bash is being able to mesh together just about anything. But, I see now that a lot of it is really dependent on the fcom esp files that compliment the mods. Ah well, it was worth a shot. Some of the tweaks that OOO adds, I just don't like at all. But, I guess the complete overhaul is worth it.

 

Really appreciate the input guys. If I just go back to scratch, should work out fine. If I still have some trouble I'll post again. Doubt anything can go wrong that way though. Has no one gotten triple ooo lite to work with fcom ? :) I'm guessing no...

 

thanks again.

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o.k. I reinstalled everything following all the basics. However, there is a mod causing way too many people to appear at once, particularly outlaws it seems, causing way to big of a frame rate hit. Is this Francesco's? And, how would I thin out the population without lowering my graphics settings?
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O.k. I've been at this for a while now and I'm still having lock ups in game. I ran BOSS and I got these messages. I'm not too sure what to do with them though. Every thing else looked o.k.

 

TNR ALL RACES FINAL.esp

. Bashed Patch tag suggestion: {{BASH:NpcFaces,NoMerge}} and deactivate.

 

It usually is deactivated, I even tried taking the file out of my data folder and then bashing the patch and still locked up. I'm just not sure what the {{BASH:NpcFaces,NoMerge}} really means I need to do exactly.

 

_Ren_BeautyPack_onlyhairs.esp

. Bashed Patch tag suggestion: {{BASH:Hair}}

 

_Ren_BeautyPack_full.esp

. Bashed Patch tag suggestion: {{BASH:NpcFaces,Hair,Eyes}}

 

And, then these two. Again, not quite sure what these messages really mean.

 

Any help greatly appreciated.

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