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First FCOM Load Order - Look over and suggestions


eatdamuffin

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As for the other post that said something was wrong, I ran it through BOSS several times and haven't encountered any errors popping up. Just some suggestions for Bashed patch and notes.

Then riddle me this:

 

Why is Deadly reflex

 

before bashed patch.

 

that just doesn't add up

 

If you ran it through BOSS

 

you did something wrong

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As for the other post that said something was wrong, I ran it through BOSS several times and haven't encountered any errors popping up. Just some suggestions for Bashed patch and notes.

Then riddle me this:

 

Why is Deadly reflex

 

before bashed patch.

 

that just doesn't add up

 

If you ran it through BOSS

 

you did something wrong

 

I've corrected Deadly Reflex coming after the bash patch but BOSS never picked it up. That's why I was asking if anything is wrong. I've ran it through BOSS several times and nothing has shown up. Below are the notes after I just ran it right now. It seems BOSS just put Deadly Reflex back into the wrong position again. What would cause BOSS to be doing the load order incorrectly? I have Wyre Bash 282 with the newest patch as well as v1.51 of BOSS.

 

Also I don't think Deadly Reflex is on the masterlist for BOSS?

 


-----------------------------------------------------------
Better Oblivion Sorting Software       Load Order Utility 

  (c) Random007 & the BOSS development team, 2009-2010    
  Some rights reserved.                                   
  CC Attribution-Noncommercial-No Derivative Works 3.0    
  http://creativecommons.org/licenses/by-nc-nd/3.0/       
  v1.51 (2 April 2010)                                    
-----------------------------------------------------------

Master .ESM date: Fri May 19 14:57:25 2006
FCOM detected.
OOO detected.
Better Cities not detected.


------------------------------------
Recognised and re-ordered mod files:
------------------------------------

Oblivion.esm
 . Note:  Masterlist Information: $Revision: 788 $, $Date: 2010-04-02 12:04:08 -0700 (Fri, 02 Apr 2010) $, $LastChangedBy: pacificmorrowind $

Francesco's Leveled Creatures-Items Mod.esm
 . Bashed Patch tag suggestion:  {{BASH:Invent, Delev, Relev, Actors.AIData,Actors.Stats, Stats}}

Francesco's Optional New Items Add-On.esm

Cobl Main.esm
 . Note:  Do not use Tamrielic Ingredients and COBL at the same time.

Oscuro's_Oblivion_Overhaul.esm
 . Bashed Patch tag suggestion:  {{BASH:Invent,Scripts,Stats,Relations}}

Mart's Monster Mod.esm
 . Bashed Patch tag suggestion:  {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}

TamrielTravellers.esm

FCOM_Convergence.esm
 . Bashed Patch tag suggestion:  {{BASH:Delev,Factions,Relations,Relev}}

Armamentarium.esm
 . Bashed Patch tag suggestion:  {{BASH:Relev}}

Artifacts.esm

HorseCombatMaster.esm

Unofficial Oblivion Patch.esp
 . Note:  Recommend installing UOP hotfix for additional fixes: http://www.tesnexus.com/downloads/file.php?id=27710
 . Bashed Patch tag suggestion:  {{BASH:Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,C.Climate,C.Light,C.Name,C.Owner,Creatures.Blood,Delev,Factions,Invent,Names,Relations,Relev,Scripts,Stats}} and remove the C.Water tag (only exist in older version).
 . Note:  Remember to use the 'MOBS' version when using Francesco's or FCOM.
 . Note:  Newest MOBS and non-MOBS versions have the same name.

Francesco's Optional Chance of Stronger Bosses.esp

Francesco's Optional Chance of Stronger Enemies.esp

Francesco's Dark Seducer Weapons Patch.esp
 . Bashed Patch tag suggestion:  {{BASH:Delev, Relev}}

FCOM_Francescos.esp
. Requires:  Francesco's Leveled Creatures-Items 4.5b.

FCOM_FrancescosItemsAddOn.esp
. Requires:  Francesco's Leveled Creatures-Items 4.5b.
. Requires:  Francesco's supplementary addon package.

FCOM_FrancescosNamedBosses.esp
. Requires:  Francesco's Leveled Creatures-Items 4.5b.

Fran Armor Add-on.esp
 . Bashed Patch tag suggestion:  {{BASH:Invent}}
. Requires:  FCOM_UnofficialFranArmorAddon.esp
. Requires:  the meshes from 'Bonemold Helmet' and 'Cryos Ordinator Indoril Armor' mods, but not the ESPs.
. Requires:  Francesco's Leveled Creatures-Items 4.5b.

Fran_Lv30Item_Maltz.esp
. Requires:  Francesco's Leveled Creatures-Items 4.5b.

Item interchange - Extraction.esp
. Requires:  Bashed Patch.

DLCHorseArmor.esp

DLCHorseArmor - Unofficial Patch.esp

DLCOrrery.esp

DLCOrrery - Unofficial Patch.esp

DLCVileLair.esp

DLCVileLair - Unofficial Patch.esp

DLCMehrunesRazor.esp

DLCMehrunesRazor - Unofficial Patch.esp

DLCThievesDen.esp
 . Bashed Patch tag suggestion:  {{BASH:C.Name,C.Light}}

DLCThievesDen - Unofficial Patch.esp

DLCThievesDen - Unofficial Patch - SSSB.esp

ExnemRuneskulls.esp
. Requires:  'FCOM_ExnemRuneskulls.esp'.
 . Note:  Not need if use Mart's Monster Mod - Diverse Runeskulls*.esp

FCOM_ExnemRuneskulls.esp
. Requires:  'ExnemRuneskulls.esp'.
 . Note:  Not need if use Mart's Monster Mod - Diverse Runeskulls*.esp

Cobl Glue.esp
 . Note:  Make sure to install the FCOM patch 'FCOM_Cobl.esp'.

OOO 1.32-Cobl.esp

FCOM_Cobl.esp
. Requires:  'Cobl Glue.esp' and 'OOO 1.32-Cobl.esp'.
 . Note:  Do not use COBL and Tamerielic Ingredients at the same time.

Bob's Armory Oblivion.esp
. Requires:  'FCOM_BobsArmory.esp'.

FCOM_BobsArmory.esp
. Requires:  'Bob's Armory Oblivion.esp'.

Loth's Blunt Weapons for NPCs.esp
. Requires:  'FCOM_LothsBluntWeapons.esp'.

FCOM_LothsBluntWeapons.esp
. Requires:  'Loths Blunt Weapons for NPCs.esp'.

Oblivion WarCry EV.esp
 . Bashed Patch tag suggestion:  {{BASH:Actors.ACBS,Actors.DeathItem,Actors.Stats,Delev,Graphics,Invent,Relev,Stats}}
. Requires:  either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp'.

FCOM_WarCry.esp
 . Note:  Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both.

FCOM_WarCryNoSpawn.esp
 . Note:  Use either 'FCOM_WarCry.esp' or 'FCOM_WarCryNoSpawn.esp', not both.

Oscuro's_Oblivion_Overhaul.esp
 . Bashed Patch tag suggestion:  {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}

ArmamentariumLLVendors.esp
 . Note:  Can be used with either 'ArmamentariumLL.esp' or 'ArmamentariumLL4OOO.esp'.

ArmamentariumArtifacts.esp

Mart's Monster Mod - Additional Enemy NPC Vars.esp
 . Note:  Can increase the chances of a CTD in a heavily modded game.

FCOM_Convergence.esp
 . Bashed Patch tag suggestion:  {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}

FCOM_EntropicOrderRebalance.esp

Mart's Monster Mod - More Wilderness Life.esp
 . Note:  Use either 'More Wilderness Life' or 'More Wilderness Life No Gates' but not both.

Mart's Monster Mod - Extra Wounding.esp

Mart's Monster Mod - Looting NPCs & Creatures.esp

Mart's Monster Mod - Less Bone Loot.esp

Mart's Monster Mod - Dungeons of MMM.esp

Mart's Monster Mod - Hunting & Crafting.esp
 . Bashed Patch tag suggestion:  {{BASH:Invent,Scripts,Stats}}

Mart's Monster Mod - Diverse WaterLife.esp

Mart's Monster Mod - Slof Horses Complete.esp
 . Bashed Patch tag suggestion:  {{BASH:Graphics}}
 . Note: Not compatible with Slof's Horses or Slof's Extra Horses.

TamrielTravellerAdvScript.esp

TamrielTravellers4OOO.esp
. Requires:  'FCOM_TamrielTravelers.esp'.

TamrielTravellersItemsNPC.esp
 . Bashed Patch tag suggestion:  {{BASH:Filter,Delev,Relev}} and deactivate.

TamrielTravellersItemsCobl.esp
. Requires:  COBL.

FCOM_TamrielTravelers.esp
. Requires:  'TamrielTravellers4OOO.esp'

FCOM_DiverseGuardUnity.esp

FCOM_BobsGuardUnity.esp
. Requires:  'Bob's Armory Oblivion.esp'.

FCOM_Archery.esp
 . Bashed Patch tag suggestion:  {{BASH:Stats}}

FCOM_FriendlierFactions.esp
 . Bashed Patch tag suggestion:  {{BASH:Relations}}

FCOM_MoreRandomSpawns.esp

FCOM_MoreRandomItems.esp

ArmamentariumLL4OOO.esp

ArmamentariumLLMagicOOO.esp

OOO-WaterFish.esp

MMM-Cobl.esp
 . Bashed Patch tag suggestion:  {{BASH:Delev,Invent}}

Artifacts.esp

Artifacts - ArmaCompleteAddon.esp

DLCFrostcrag.esp
 . Bashed Patch tag suggestion:  {{BASH:C.Name,C.Owner}}

DLCFrostcrag - Unofficial Patch.esp
 . Note:  Possible conflict with Frostcrag Reborn. Do not use both or land tearing will occur.
 . Bashed Patch tag suggestion:  {{BASH:C.Name,C.Owner}} and remove the C.Climate tag

Mart's Monster Mod - City Defences.esp

FCOM_ruin.esp

FCOM_UnofficialFranArmorAddon.esp
. Requires:  'Fran Armor Add-on.esp' from 'Unofficial Francesco's Armor'.

300_Test.esp

Salmo the Baker, Cobl.esp
 . Note:  MAY cause CTDs. Cause uncertain despite extensive debugging. Disable if experiencing a persistant crash.

Deadly Reflex 5 - Timed block and 150% damage.esp
 . Note:  Use no more than one Timed Block ESP.

Deadly Reflex 5 - Timed Block and 250% damage.esp
 . Note:  Use no more than one Timed Block ESP.

Deadly Reflex 5 - Timed Block with no damage or durability changes.esp
 . Note:  Use no more than one Timed Block ESP.

DeadlyReflex 5 - Combat Moves.esp
 . Note:  See http://omploader.org/vMmJlbA/DRtestfix.zip for a hotfix for CTD issues.

Mart's Monster Mod - Resized Races.esp
 . Bashed Patch tag suggestion:  {{BASH:Body-M,Body-F,R.Relations}} make sure to merge into the bashed patch and deactivate.

Cobl Races.esp
 . Bashed Patch tag suggestion:  {{BASH: Eyes, Hair, R.Relations, Voice-M, Voice-F}}

Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

Cobl Filter Late MERGE ONLY.esp
 . Note:  Make sure it is deactivated. Must be merged into Bashed Patch

Cobl Silent Equip Misc.esp

Bashed Patch, 0.esp

-----------------------------------------------------------------
Unrecognised mod files:                                          
Reorder these by hand using your favourite mod ordering utility. 
-----------------------------------------------------------------



-----------------------------------------------------------
Done.

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Fonger - to the best of my knowledge, BOSS always put DR before the bashed patch. Hell, it puts DR above CM Partners & Better Cities. It puts everything before the bashed patch (with the probable exception of Streamline - wouldn't know, don't use it) unless you hand alter your masterlist and tell it not to or it doesn't know the mods.

That issue with the scripts has apparently been solved anyways. Not that I'm risking finding that one out the hard way. I load 2 things after my own Bash - Deadly Reflex and Unneccesary Violence. Mainly because these two make the game for me so if theres any mods I really don't want to break, its them.

Muffin - I don't think me, nor anything or anyone else can tell you exactly what to merge into your Bash. Its not an exact science. Its more a lucky shot. I can tell you habitually what I merge upon building my patch.

Graphics:

Everything. In my eyes, this is predominantly for my custom race mods, of which I use loads. I've merged them all into an esm anyways, which runs my custom race project (populating Cyrodil with custom races I've downloaded/made) esps, and stuff like that.

Import Script Contents

MMM and OOO only. Just to make sure any of the big baddies that should be scripted, are, and don't start doing funny things. Would do it for the other major overhauls too but there's no option to. I could add it, but knowing me that would be far more likely to break something than fix it. As I told you earlier, I go by the theory that if it ain't broke, ya don't fix it.

invent

Well, I dunno about you, but I didn't speand this long importing and tweaking all these bloody mods not to see the benefits of it. Particularly as I use the awesome Hemmingways Capes for MMM & FCOM, which wouldn't work right without this.

Bash tweaks

This one you'll need to explore with to get your favoured results. Theres like... 4 pages of varying tweaks, but some of them do more harm than good. For example "robes show pants" is great in theory, but unfortunately any NPC wearing an all in one and carry pants will then wear those pants too, resulting in some horrific clipping. Again, for Hemmingways, I need to use both Armor and clothes show amulets, or I won't see half the capes as they take up the amulet slot. Nifty little demonstration of Wrye's power, this.

Merge Levelled Lists

You should already know about. Its the part of Wrye that makes FCOM tick, and you need to check every one of these or your gonna have some funky issues, like naked bandits carrying callipers instead of armour and weapons. Amusing. At first. Bloody annoying within about 2 minutes. Happens because Oblivion spawns masses of Callipers and a couple of other clutter objects when its levelled lists are shot to hell

 

With pretty much all the rest, I've found just plodding through it, trial and error, has been the best way to go. If you're finding script tokens in the world that would say to me that something is out of kilter with either your scripting or your levelled lists in the bashed patch though.

 

Hope I'm helping a little. :D

Jenrai

 

Jenrai

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Fonger - to the best of my knowledge, BOSS always put DR before the bashed patch. Hell, it puts DR above CM Partners & Better Cities. It puts everything before the bashed patch (with the probable exception of Streamline - wouldn't know, don't use it) unless you hand alter your masterlist and tell it not to or it doesn't know the mods.

That issue with the scripts has apparently been solved anyways. Not that I'm risking finding that one out the hard way. I load 2 things after my own Bash - Deadly Reflex and Unneccesary Violence. Mainly because these two make the game for me so if theres any mods I really don't want to break, its them.

Muffin - Any luck with that dead AI loop thingy yet? I'm exploring this one but it seems the harder I try to break that, the more other things I break, but my AI keeps plodding along quite nicely. Well, as nicely as its ever done.

 

Jenrai

 

Well it seems to work for the most part but parts of it seem to break down as well. For example I have water life added and it worked once and now I can't get it working again. Then I was running around and all of the slaughterfish were spawning outside of the water just splashing around, quite funny actually. So I'm not sure what I'm doing wrong but I think it has to do with my Bashed patch.

 

Do you have MSN/Skype/Steamfriends or anything that I could possibly add you on? I appreciate the help you've given me so far. Thanks.

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Heh heh. You quoted my post before I edited it. That's because I didn't see your reply at the bottom of page 1. Apologies for that. I use MSN, none of the others, but I can't use any of them at work anyways, and thats where I do most of my posting on here from. At home I'm usually too busy pratting around with my install, or playing something. Or in some cases watching the footy. Coooome on you Gunners! Ahem...

Anyways. You're welcome with the help matey. Keeps me from being bored at work. ;) Can you tell how busy we are lately? lol.

Waterlife is a fun one. Using either of the plug ins (MMMs or OOOs) with FCOM I kept finding Slaughterfish sploshing around on the coast too. In the end I figured it was better to just get rid.

I've since added Alive Waters (which is an oldish mod and as far as I can tell no longer suppported) and Fish! (same again) which add more variety of our little gilled friends, complete with unique ingredients, and not had the same issue with that, though it is possible I've just not noticed it as much. Be warned though, if you're not running on a decent spec rig, that little combo can murder your FPS around heavy water locations such as the coastlines or Lake Rumare.

 

Happy hunting.

Jenrai

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Heh heh. You quoted my post before I edited it. That's because I didn't see your reply at the bottom of page 1. Apologies for that. I use MSN, none of the others, but I can't use any of them at work anyways, and thats where I do most of my posting on here from. At home I'm usually too busy pratting around with my install, or playing something. Or in some cases watching the footy. Coooome on you Gunners! Ahem...

Anyways. You're welcome with the help matey. Keeps me from being bored at work. ;) Can you tell how busy we are lately? lol.

Waterlife is a fun one. Using either of the plug ins (MMMs or OOOs) with FCOM I kept finding Slaughterfish sploshing around on the coast too. In the end I figured it was better to just get rid.

I've since added Alive Waters (which is an oldish mod and as far as I can tell no longer suppported) and Fish! (same again) which add more variety of our little gilled friends, complete with unique ingredients, and not had the same issue with that, though it is possible I've just not noticed it as much. Be warned though, if you're not running on a decent spec rig, that little combo can murder your FPS around heavy water locations such as the coastlines or Lake Rumare.

 

Happy hunting.

Jenrai

 

Thank you. I understand completely now. Or at least enough to build it properly on my own.

 

Edit: Theres nothing under "Import Script Contents"

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