PolishTank79 Posted April 18, 2010 Share Posted April 18, 2010 Hello, Nice meeting all of you. I have a bit of a newb question and appreciate any help. I just started getting into Oblivion again and I spent a lot of time downloading FCOM and some other Mods. The one thing I'm confused about is how to make sure that these are all working the way they are supposed to before I get deep into a new game. I started playtesting and it looks like everything is how is should, however I don't know for sure. I used Wyre Bash and BOSS to do the load order and there are some things marked in red stating that it has the same load order as another mod. I can't quite figure out if this is a problem or not, if so please let me know what to do. If I could get any advice on how to figure out that I did all of this complicated stuff correctly before I start seriously playing it is much appreciated. Below I have pasted Wyre's Mod Checker results... MergeableFollowing mods are active, but could be merged into the bashed patch. • FCOM_EntropicOrderRebalance.esp • FCOM_Francescos.esp • FCOM_FrancescosItemsAddOn.esp • Francesco's Dark Seducer Weapons Patch.esp Active Mod Files:• 00 Oblivion.esm • 01 Mart's Monster Mod.esm [Version 3.7b1] • 02 Francesco's Optional New Items Add-On.esm • Delinquent Master: Francesco's Leveled Creatures-Items Mod.esm • 03 Francesco's Leveled Creatures-Items Mod.esm • 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] • 05 FCOM_Convergence.esm [Version 0.9.9a7] • 06 Oblivion WarCry EV.esp • 07 Oblivion WarCry.esp [Version 1.085a] • 08 FCOM_Convergence.esp [Version 0.9.9] • Delinquent Master: Oscuro's_Oblivion_Overhaul.esp • 09 Cheat Bob's Armory Oblivion.esp • 0A Bob's Armory Oblivion.esp • 0B Francesco's Optional Chance of Stronger Bosses.esp • 0C Francesco's Optional Chance of Stronger Enemies.esp • 0D Beautiful People.esp • 0E TNR ALL RACES FINAL.esp • 0F Oscuro's_Oblivion_Overhaul.esp [Version 1.34] • 10 Francesco's Dark Seducer Weapons Patch.esp • 11 FCOM_BobsArmory.esp [Version 0.9.9] • 12 FCOM_Francescos.esp [Version 0.9.9] • 13 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] • 14 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] • 15 FCOM_RealSwords.esp [Version 0.9.9] • 16 FCOM_WarCry.esp [Version 0.9.9] • 17 FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] • 18 OOO-WaterFish.esp [Version 1.34] • 19 Natural_Habitat_by_Max_Tael.esp • 1A Natural_Vegetation_by_Max_Tael.esp • 1B Natural_Water_by_Max_Tael.esp • 1C Natural_Weather_by_Max_Tael.esp • 1D Natural_Weather_HDR_by_Max_Tael.esp • 1E Bashed Patch, 0.esp I can't seem to get the unmerged files to merge with the bashed patch. Does that matter? If you guys need any other info from me from Wrye let me know. Thanks for the help. Link to comment Share on other sites More sharing options...
PolishTank79 Posted April 19, 2010 Author Share Posted April 19, 2010 Sorry to be the bump guy, but can anyone let me know the best way to confirm that FCOM is working as intended after installation? Link to comment Share on other sites More sharing options...
Fonger Posted April 19, 2010 Share Posted April 19, 2010 Found this by reading the description of FCOM convergence over at Tesnexus http://devnull.sweetdanger.net/convergence.htmlTesting Cleitanious has created a great test module for FCOM (actually it will work even with vanilla Oblivion, but he made it to help test this mod, for which I am very grateful). It's in the TestResource subdirectory and is named 300_Test.esp. If you load up the game with 300_Test.esp active, you will automatically be teleported to the first testing room. There are 30 different test cells in all. Each cell includes different containers and spawn points. The spawns are behind an invisible barrier so you can examine the creatures/NPCs behavior, faction aggression, AI, etc. safely. Use the console command "coc 300TestCell00" through 29 to view them all. The first few cells may not have any spawns since they contain adventurer spawn lists, which have a high "chance of none". Each cell also has a sigil stone that will respawn each cell except the one you are currently in. So, if you need to re-test a certain spawn multiple times, just coc to the next room, hit the sigil stone, then coc back. Every spawn point and loot chest are there, so you should see everything except Dremora currently (this will soon change). The point of all this is it gives an easy way to test for Bashed List problems, check spawn counts, check faction aggression, check whether bandits attack the bandit leader, etc. Don't forget to deactivate 300_Test.esp when you're done testing and want to continue with regular playing. Link to comment Share on other sites More sharing options...
PolishTank79 Posted April 21, 2010 Author Share Posted April 21, 2010 Hmmm...thanks for the info, I missed this. Tried running it, I see a group of AI heavy armor bandits running around attacking each other, however I can't seem to transfer from cell to cell. Any other things in game I can check on to confirm that FCOM works as it should? Also I have quite a few mods in Wrye, such as "Natural Environment" ones, higlighted in red saying because their load order is at the same time as another mod. Does this matter, and if so can someone suggest a proper load order for me do with the mods I have? My game time is 3 hours and it hasn't gotten cloudy or rained yet... Finally, do the two 'Deliquent Master" notifications in my original post signify something is wrong? If so, how do I go about fixing it? Link to comment Share on other sites More sharing options...
thwap Posted January 2, 2011 Share Posted January 2, 2011 (edited) I can't find a "TestResource" subdirectory anywhere, nor a "300_Test.esp" file, and I have the latest FCOM beta. What gives? Where is it? I poked around and discovered it in FCOM beta 8.9. Edited January 2, 2011 by thwap Link to comment Share on other sites More sharing options...
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