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FCOM compatibility questions


Sauvage

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For those of you that read my mod list post, I did a lot more research and found a lot of changes I wanted to make, so I decided to start over with a fresh install, and now I have some questions.

 

I am changing from MMR to LAME. I read that there is a lot of good and interesting magic in Supreme Magicka and that it does work with LAME. I am also concidering Midas Magick into the mix.

 

Questions 1-2: Would I be better off skipping SM, and just going with LAME + Midas or is ok to have all 3? If I do use SM, should I place it before or after LAME in regards to using them with FCOM (ie: which is better balanced to FCOM)?

 

 

I like knowing I have a huge amount of options for weapons and armor. I know that FCOM itself adds a lot of this between the mods it joins. However, I just found out about Armamentarium, and it looks awesome! I would love to use this mod as well, and it has patches for OOO, Frans, and MMM.

 

Questions 3-5: Can I use Armamentarium with FCOM? If so, what patch(es) do I need to use? (I am thinking the OOO one, but want to be sure) I also plan on using the HGEC body, which Armamentarium has a seperate download for called EVE, which also has different patches, so would I use the OOO file and HGEC file?

 

 

I have a few other FCOM questions, but I will wait to ask.

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I personally don't use LAME, but use both SM and Midas Magic. You can use all three, I would defiantly suggest getting both SM and Midas, LAME is up to you though. As for load order, use BOSS.

 

Thanks ZareCograth!

 

It seems every search I have done compairing LAME to SM has had SM as the winner. I will go with it and Midas.

 

It also seems I missed reading a section of the Armamentarium readme, so I got the answer for that now as well.

 

This leaves me still wondering about getting the EVE HGEC Armamentarium patch working.

 

Since posting, I have answered a lot of my other questions by googling. I guess if I find more I will post here.

 

Right now I am just looking for someone who has/is using FCOM HGEC and Armamentarium that can give me some pointers on getting it to work.

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I personally don't use LAME, but use both SM and Midas Magic. You can use all three, I would defiantly suggest getting both SM and Midas, LAME is up to you though. As for load order, use BOSS.

 

Thanks ZareCograth!

 

It seems every search I have done compairing LAME to SM has had SM as the winner. I will go with it and Midas.

 

It also seems I missed reading a section of the Armamentarium readme, so I got the answer for that now as well.

 

This leaves me still wondering about getting the EVE HGEC Armamentarium patch working.

 

Since posting, I have answered a lot of my other questions by googling. I guess if I find more I will post here.

 

Right now I am just looking for someone who has/is using FCOM HGEC and Armamentarium that can give me some pointers on getting it to work.

 

I'm using all of the above.. :smile:

 

EVE HGEC for Armamentarium comes as an Omod, so it should be an easy install using OBMM as long as you have the base EVE Omod (Stock clothing and armour) installed and the correct esps for Armamentarium for use with EVE and FCOM etc..

 

And of course the HGEC body replacer and textures must be installed before you add the EVE mods.

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I'm using all of the above.. :smile:

 

EVE HGEC for Armamentarium comes as an Omod, so it should be an easy install using OBMM as long as you have the base EVE Omod (Stock clothing and armour) installed and the correct esps for Armamentarium for use with EVE and FCOM etc..

 

And of course the HGEC body replacer and textures must be installed before you add the EVE mods.

 

Thanks Maigrets!

 

So I grab the main stock file, the eve for arm file, and the FCOM patch file, correct? Then I will be running the Khajiitfix.esp, the knights esp, the SI esp, the female arm...esp, and using the FCOM esp in lieu of the eve stock esp?

 

That sound about right?

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Okay, firstly, EVE doesn't add armors. It just changes them to look more feminine when equipped on women, as in to the actual shape of the HGEC body, and makes some of them a little... slinkier... for lack of a better word, without it being obscene, and offering less protection than a paper hanky. :D

I'm running Arma, the Artifacts add-on for Arma (which adds a load more stuff and is by the same author so they work well together) and EVE on my FCOM install, and none of it seems unbalanced, to be honest.

You'll need FCOM installing first (ohm... apologies for stating the bleedin obvious - I have awards for that, ya know. ;) Nah, serioiusly, its in case someone else looks through this topic later) and running how you want it. (play the game and check it. With mods as "intensive" as FCOM, Arma & EVE, installing them one after another and not playing it until you've finished is just asking to be kicked in the dangly bits)

Then you'll need the Resources for Armamentarium (handy OMOD format for em all on the main d/load page. Personally I prefer BAIN, but hey, it was nice of trollf to include that.) and the FCOM/MOBS package rom that same page. Rebuild your bashed patch to add the stuff into your levelled lists (***you probably don't have to do this because your gonna need to do it again... but I always err on the side of caution), fire up the game, and head to somewhere thats bandit/maruader populated... you're looking for the usual stuff, people with invisible/purple bodies, people beating on your head with great big yella "wtf!" signs, stuff like that, just to check that everything is in order thus far. All good so far? Great.

Now you want the "Artifacts for Armamentarium" (also by Trolf) installing. This adds even more variety to the Arma weapons and armours (the man is a one man moddin machine, I tells ya) Now, mosta this stuff is enchanted and a little rarer... so playtesting here is going to be a bit of a mare, because it ain't everyone that will be running around weilding & wearing this gear. I cheated, and opened it in the CS, then used the console command "player.additem {EID code} 1" to test about 10 of the items at random (just make sure they are a good mix of weapons and armour, that if they are enchanted, the enchantment works as desired, and that they appear as they should, and you're good to go)

Now search the nexus for "Eve HGEC"... you'll likely want the patch for Vanilla, the one for MMM, the patch for OOO, the patch for Armamentarium, and the patch for FCOM - Hey, if you're gonna do somethin, do it right, right? - you can of course pick and choose if you don't want all your girls wearing armour that actually looks like it was made for girls, but hey, like I said this stuff ain't so slinky its more worthy of a porn film than a game, so it should fit right in no matter how you wanna play it.

Now rebuild your patch. (I did warn you that you'd have to do this again. I know, its a pain and it takes an age with FCOM and a bundle of other mods installed, but it is better to be safe than sorry) and jump in game, and back to where you went to find all the marauders and bandits... hopefully, some of them will be female... and you should find that the women in your game are actually wearing armour that looks like it was made for a woman. And you'll have (on top of FCOM's 100s) about another 120 suits of armor, and 300 weapons, not including enchanted versions, to play with if I remember the numbers correctly.

Enjoy!

 

Jenrai

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  • 2 months later...

Edit: I've done some more reading and I think I can narrow my question down to this:

 

If I want to EVE with FCOM, it's been said that I need the EVE patches for OOO, MMM, Frans and FCOM. Do I also activate all of the respective .esp files? Beyond simply dumping everything from these patches into the Oblivion/Data folder, what other handling is necessary?

 

I have found nothing in the readmes for the respective mods to address these questions. Of the EVE mods that contain readmes, none of them specifically mention any steps necessary for an FCOM installation.

 

==Original Post Follows==

 

Hey, I was just looking at EVE HGEC armors, googled "EVE FCOM" and found this thread. I think what's already been posted here covers everything I need to know, but the problem is I don't quite have the understanding of Wrye Bash I need to decipher it.

 

I've been doing nearly everything I can to avoid needing to make a Bashed Patch. After much googling I have OBMM, Wrye Bash and BOSS and have used each to some extent or another. I've gotten FCOM and a handful of other mods working together, apparently just fine, without using a Bashed Patch. All because I've yet to come across anything that has explained to me how to make a Bashed Patch.

 

I'm sure there's a tutorial somewhere. I've been to the Wrye Bash wiki/manual pages and hunted around as best I can, but the information I've come across seems to be intended for someone with a greater understanding of things than I.

 

Anyway, I guess what I'm posting for is to ask if anyone could explain to me what does/does not go into a Bashed Patch, and why. For that matter, why is a Bashed Patch needed for the EVE armors? Shouldn't the mod just be replacing some armor meshes/textures?

 

Thanks in advance for any advice, and my apologies if this post is out of place.

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You should not run FCOM without a bashed patch. In fact, that is not really running FCOM because many of the intended changes are missing. I highly suggest you learn to install FCOM properly on its own before adding other mods to it.

 

From the EVE official thread:

FCOM - First do not use eve_stockequipmentreplacer.esp, Use the eve_stockequipmentreplacer4FCOM.esp which is a cobmination of both of the MMM/OOO esp from above. Since most of the changes in the esp came from OOO. This plugin is almost virutally the same has that. expect with a few small minor changes here for fcom names on armor, stats, prices, enchantment, along with MMM stuff has well. Since FCOM itself a combination of Mods aka Frans Cry OOO MMM (Arma)..you need to load these esp alongside the eve_stockequipmentreplacer4fcom.esp like so.

 

1) FransFemale.esp load after Frans file in load order

2) EVE_stockequipmentreplacer4fcom.esp load this after FCOM_Converge.esp in load order..

3) If using Armamentarium place ArmamentariumFemale.esp where other arma files are located at.

 

So Once again ..Do not use eve_stockequipmentreplacer.esp, instead use eve_stockequipmenterplacer4fcom.esp , load after fcom.esp itself, along with fransfemale.esp, along with armentariumfemale.esp if using that has well. FCOM requires bash patched so check merge and graphics section and make sure these are checked off has needed. else contains all the changes need to make it compabitle with ooo/mmm.

 

Conclusion: You need two EVE ESPs and the Armamentarium ESP, and you need the bashed patch. BOSS will sort those appropriately for you. I can look over your FCOM load order for you, and give you instructions for the bashed patch as well as Wrye Bash, if you want them.

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Hey, thanks for the reply. Since posting my last edit, I've taken what I think I know and made a bashed patch. I now have a bunch of nifty little dots or plus signs inside the green icons for the green-colored-text mods that I am using, and the game loads and plays without apparent problem. To make the bashed patch I followed an FCOM bashed patch guide as to what to check and what to leave unchecked.

 

I have done only very limited testing of my custom installation so far. Most tutorials recommend hours of testing after each individual mod addition, and while my experience writing software tells me that this is sage advice, I do not have the patience to spend the rest of the month testing my mods as much as I ought to. Instead, after each new mod I have added, I have done roughly fifteen minutes of testing starting from character creation.

 

I have yet to encounter buggy behavoir. Male and Female body replacers are working. Mobs not present in vanilla oblivion are working. I can see evidence of armor changes from EVE. Containers and flora harvest graphics display properly - you get the idea.

 

While Wrye Bash initially seemed vast and intimidating, trial and error has so far worked for me. I understand basically that a bashed patch takes mods that modify the same resources and allows them to work together without conflict by somehow merging the changes they make. Beyond that, however, I still have no idea why I'm actually doing any of the things im doing. BOSS takes care of load ordering automatically, and determining what to check with the Bashed Patch Rebuilder has been a matter of following the FCOM guide, BOSS warnings and avoiding duplicate .esps from the same mod (ie Mod1 for MMM.esp with Mod1 for OOO.esp)

 

Any resources or advice that you could offer to help me actually understand what I'm doing would be greatly appreciated. Without understanding, it is only a matter of time until I mess something up, assuming I haven't already.

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Hey, thanks for the reply. Since posting my last edit, I've taken what I think I know and made a bashed patch. I now have a bunch of nifty little dots or plus signs inside the green icons for the green-colored-text mods that I am using, and the game loads and plays without apparent problem. To make the bashed patch I followed an FCOM bashed patch guide as to what to check and what to leave unchecked.

 

I have done only very limited testing of my custom installation so far. Most tutorials recommend hours of testing after each individual mod addition, and while my experience writing software tells me that this is sage advice, I do not have the patience to spend the rest of the month testing my mods as much as I ought to. Instead, after each new mod I have added, I have done roughly fifteen minutes of testing starting from character creation.

 

I have yet to encounter buggy behavoir. Male and Female body replacers are working. Mobs not present in vanilla oblivion are working. I can see evidence of armor changes from EVE. Containers and flora harvest graphics display properly - you get the idea.

 

While Wrye Bash initially seemed vast and intimidating, trial and error has so far worked for me. I understand basically that a bashed patch takes mods that modify the same resources and allows them to work together without conflict by somehow merging the changes they make. Beyond that, however, I still have no idea why I'm actually doing any of the things im doing. BOSS takes care of load ordering automatically, and determining what to check with the Bashed Patch Rebuilder has been a matter of following the FCOM guide, BOSS warnings and avoiding duplicate .esps from the same mod (ie Mod1 for MMM.esp with Mod1 for OOO.esp)

 

Any resources or advice that you could offer to help me actually understand what I'm doing would be greatly appreciated. Without understanding, it is only a matter of time until I mess something up, assuming I haven't already.

 

Hey man i just had FCOM installed rong also and fixed it up and added Armat. Its really not that difficult to make a bash patch it took me about a minute to find that part out when i clicked create bash patch. You need to recreate your bash patch all the time especially if u use alot of mods, i use like 240 , the reason that bash patch lets you disable mods and still have them " virtually running " is because certaint mods are completley mergable.. meaning it can move all of the contents into the bash patch and you dont need to have the esp active, other mods that arent completley mergable ( ones not purple, italisized, or green) can import some files to bash them together but still needs the esp to be active. What it does is make the level list, loot list, and lots more all merge so u can get all the stuff from all the mods working together. And FCOM doesnt need u to not check things in wyre bash, besides the MAO patcher that crashes my game ( but this is probley because i dont have SI and it mentions sheogorath). I had a topic posted about help with this stuff and it describes all the stuff exept the arment stuff.

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