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Compatibility Patch Request Page


thereallgr

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I've added the Umbra stuff.

 

@ gianama: Could you please try to be specific about the conflict, on the mod's page I had a report that your mentioned combination is working fine.
And just from a quick glance at your load order: You'll no longer need the Better Cities UL Imperial Isle patch.

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Here's a video, my load order changed a bit but it's still there. I found another bug here too but it's even less important :laugh:

 

 

Active Mod Files:
• 00 Oblivion.esm

• 01 All Natural Base.esm [Version 1.34]

• 02 Better Cities Resources.esm [Version 5.5.3]

• 03 BetterMusicSystem.esm

• 04 A_Bloody_Mess.esm

• 05 Unofficial Oblivion Patch.esp [Version 3.5.1]

• ++ UOPS Additional Changes.esp

• 06 DLCShiveringIsles.esp

• 07 Unofficial Shivering Isles Patch.esp [Version 1.5.5]

• ++ USIPS Additional Changes.esp

• 08 Better Cities .esp

• 09 All Natural.esp [Version 1.35]

• 0A All Natural - SI.esp [Version 1.35]

• 0B Immersive Interiors.esp [Version 0.8.1]

• 0C Immersive Interiors - Landscape Addon.esp

• 0D All Natural - Real Lights.esp [Version 1.35]

• 0E DarNifiedUI Config Addon.esp

• 0F Get Wet - just droplets.esp

• 10 QZ Easy Menus.esp

• 11 Region Revive - Lake Rumare.esp

• 12 Roads of Cyrodiil.esp [Version 1.0]

• 13 ShezriesTownsMaster.esp

• 14 Villages1.1.esp

• 15 xuldarkforest.esp [Version 1.0.5]

• 16 xulStendarrValley.esp [Version 1.2.2]

• 17 xulTheHeath.esp

• 18 xulEntiusGorge.esp [Version 1.2.1]

• 19 xulFallenleafEverglade.esp [Version 1.3.1]

• 1A xulColovianHighlands_EV.esp [Version 1.2.2]

• 1B xulChorrolHinterland.esp [Version 1.2.3]

• 1C xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.5]

• 1D xulBravilBarrowfields.esp [Version 1.3.5]

• 1E xulLushWoodlands.esp [Version 1.3.3]

• 1F xulAncientYews.esp [Version 1.4.4]

• 20 xulAncientRedwoods.esp [Version 1.6]

• 21 ROC+Ancient Redwoods.esp [Version 1.0]

• 22 xulCloudtopMountains.esp [Version 1.0.3]

• 23 Ravenview-Cloudtop-Patch.esp [Version 2.0]

• 24 xulArriusCreek.esp [Version 1.1.4]

• 25 xulPatch_AY_AC.esp [Version 1.1]

• 26 xulRollingHills_EV.esp [Version 1.3.3]

• 27 xulPantherRiver.esp

• 28 xulRiverEthe.esp [Version 1.0.2]

• 29 xulBrenaRiverRavine.esp [Version 1.1.1]

• 2A xulImperialIsle.esp [Version 1.6.8]

• 2B xulBlackwoodForest.esp [Version 1.1.1]

• 2C xulCheydinhalFalls.esp [Version 1.0.1]

• 2D Villages-CheydinhalFalls patch.esp

• 2E xulAspenWood.esp [Version 1.0.3]

• 2F Lakewood+AspenWood Patch.esp [Version 3.0]

• 30 xulSkingradOutskirts.esp [Version 1.0.2]

• 31 ROC+UL Skingrad Outskirts Patch.esp

• 32 xulSnowdale.esp [Version 1.0.5]

• 33 xulCliffsOfAnvil.esp [Version 1.1.3]

• 34 xulSilverfishRiverValley.esp [Version 1.0.4]

• 35 xulJerallGlacier.esp [Version 1.0.2]

• 36 xulTheEasternPeaks.esp [Version 1.1.4]

• 37 ROC+UL-II Patch.esp [Version 1.0]

• 38 ImpeREAL Empire - Unique Forts.esp

• 39 ImpeREAL Forts + Silverfish River Patch.esp

• 3A ROC+RR Patch.esp [Version 1.0]

• 3B A Bloody Mess - Bloody Fights.esp

• 3C Oblivion XP.esp

• 3D Better Cities Full.esp [Version 5.5.3]

• 3E Better Cities - VWD of the IC.esp [Version 5.5.0]

• 3F Better Cities - IC Imperial Isle.esp [Version 5.5.2]

• 40 Better Imperial City.esp [Version 5.5.3]

• 41 Better Cities - All Natural.esp [Version 5.5.0]

• 42 Better Cities - Unique Landscape Barrowfields.esp [Version 1.3]

• 43 Better Cities - Unique Landscape Chorrol Hinterland.esp [Version 1.3]

• 44 Better Cities - Unique Landscape Cheydinhal Falls.esp [Version 1.4]

• 45 Better Cities - Unique Landscape Panther River patch.esp [Version 1.4]

• 46 Better Cities - Unique Landscape Skingrad Outskirts.esp [Version 5.3.0]

• • • ROC Standard Road Record.esp

• • • All Natural - Indoor Weather Filter For Mods.esp [Version 1.35]

• 47 Bashed Patch, 0.esp

• 48 OSPS-BC_IC-II_UL-II_RRLR_Patch.esp

 

Edited by gianama
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Quick update on how to proceed:

This request page will continue to collect FCOM requests and will host them separately on the main post.

In regular intervall I will send a summary of the requests together wit the description of the conflicts to the FCOM Team and it is up to them what to do with those.

If they decide to work on those patches I will consider them as WIP in the start post and list them as usual. When they get released I will link them.

 

But pay attention I'm saying this only once:

When requesting a FCOM patch here follow the guideline I provided in the first post.

In the case of FCOM requests, please provide your full load order, as a conflict does not necessarily have to be caused by the mod that seems to cause it.

 

I will write or link a description of conflicts for those who are interested.

 

FCOM is a very delicate mod to work with, thus as much information on a conflict as possible has to be provided by the user experiencing said conflict.

Which makes it far easier to reproduce the issue in order to fix it.

 

For those who are interested, here is the reason why we decided this way:

 

 

 

FCOM is a very ambitious project trying to unify the biggest overhauls for Oblivion without actually altering the original work.

This, from a mod maker and real-life developer's point of view, is a really delicate thing to do.

When an user asks for help and provides his/her load order, the first thing I do is scanning for mods that do nearly the same, as they probably try to edit the same things. This is bad, as in the worst case both mods break each other. And thus you don't need and don't want both. The same would usually go for overhauls:

 

"If there is a conflict, drop one mod, keep the other (usually the subjectively "better" mod), conflict solved."

(And btw. if you follow this guideline you can build a completely crash free game, guaranteed!)

 

This logic would go against using and making compatibility patches at all. But in my experience there are patches that work, don't decrease stability of your game,... It goes like this: The less quest objects, scripts, NPCs, persistent records a patch touches, the less potentially dangerous it is. ( I used the word potentially, because there is no guarantee that using a big compatibility patch (as FCOM practically is) will crash you - it doesn't work this way) Those I consider patch-worthy conflicts (landscape tears, buried objects, messed up NPCs,...) as opposed by making a patch for two mods which are doing the same. This actually would mean using the provided ideas and data and creating a new mod. That's basically what happens.

Each overhaul per se touches almost every aspect of the game. Now throw in three. There is no guarantee that other mods will work because you can't predict which data will be used (actually you can, but probably not the average user). Thus FCOM tries to streamline the data output, to make it predictable what will actually be in the game. Thus you can make patches for FCOM and other mods, but (and this but is really big) that needs to be done by someone who knows exactly what FCOM is actually doing and thus knows how to get the right data outputs for the to-be-patched mod.

 

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  • 4 weeks later...

Is it possible for someone to make TGND better cities patch update? Newer version has several additional armors that were not converted by Manks. Here is the list of unedited meshes

meshes\bettercitiesresources\armor\bravilscump\f\brav_mercuirass.nif
meshes\bettercitiesresources\armor\bravilscump\f\bravil_greaves.nif
meshes\bettercitiesresources\armor\bravilscump\f\bravil_shirt.nif
meshes\bettercitiesresources\armor\bravilscump\f\bravilguardgreaves_01.nif
meshes\bettercitiesresources\armor\comit\mavine\f\mmcuirass.nif
meshes\bettercitiesresources\armor\comit\mavine\f\mmgreaves.nif
meshes\bettercitiesresources\armor\dogskull\f\boots_dogskull.nif
meshes\bettercitiesresources\armor\dogskull\f\cuirass_dogskull.nif
meshes\bettercitiesresources\armor\dogskull\f\gauntlets.nif
meshes\bettercitiesresources\armor\dogskull\f\greaves_dogskull.nif
meshes\bettercitiesresources\armor\samurai\f\bracer01sroninf.nif
meshes\bettercitiesresources\armor\samurai\f\hana.nif
meshes\bettercitiesresources\armor\samurai\f\kimonogirlronin.nif
meshes\bettercitiesresources\armor\samurai\f\yasashii.nif
meshes\bettercitiesresources\armor\samurai\f\yukaina.nif
meshes\bettercitiesresources\clothes\00mtcclothes\armourclothes\f\greaves.nif
meshes\bettercitiesresources\clothes\00mtcclothes\leatherpants\f\mcpants.nif
meshes\bettercitiesresources\clothes\00mtcclothes\leatherpants\f\pants.nif
meshes\bettercitiesresources\clothes\00mtcclothes\lowmed\f\pants.nif
meshes\bettercitiesresources\clothes\00mtcclothes\lowmed\f\pantsred.nif
meshes\bettercitiesresources\clothes\00mtcclothes\vests\mvest\f\shirtridingdark.nif
meshes\bettercitiesresources\clothes\00mtcclothes\vests\stitchedvest\f\shirtcaptain.nif
meshes\bettercitiesresources\clothes\00mtcclothes\vests\stitchedvest\f\shirtred.nif
meshes\bettercitiesresources\clothes\00mtcclothes\wfshirt\f\pants.nif
meshes\bettercitiesresources\clothes\bravilclothes\f\bravilpants01.nif
meshes\bettercitiesresources\clothes\bravilclothes\f\bravilpants05.nif
meshes\bettercitiesresources\clothes\bravilclothes\f\bravilpants06.nif
meshes\bettercitiesresources\clothes\bravilclothes\f\stoutskirt1.nif
meshes\bettercitiesresources\clothes\bravilclothes\f\stoutskirt2.nif
meshes\bettercitiesresources\clothes\bravilmara\f\pantsf.nif
meshes\bettercitiesresources\clothes\bravilmara\f\shirtf.nif



Also is it possible to adapt Unofficial Francescos Mod Armor AddOn to Robert musc and tgnd?

Edited by Timarot
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  • 2 weeks later...
  • 2 weeks later...

Is it possible for someone to make TGND better cities patch update? Newer version has several additional armors that were not converted by Manks. Here is the list of unedited meshes

 

meshes\bettercitiesresources\armor\bravilscump\f\brav_mercuirass.nif

meshes\bettercitiesresources\armor\bravilscump\f\bravil_greaves.nif

meshes\bettercitiesresources\armor\bravilscump\f\bravil_shirt.nif

meshes\bettercitiesresources\armor\bravilscump\f\bravilguardgreaves_01.nif

meshes\bettercitiesresources\armor\comit\mavine\f\mmcuirass.nif

meshes\bettercitiesresources\armor\comit\mavine\f\mmgreaves.nif

meshes\bettercitiesresources\armor\dogskull\f\boots_dogskull.nif

meshes\bettercitiesresources\armor\dogskull\f\cuirass_dogskull.nif

meshes\bettercitiesresources\armor\dogskull\f\gauntlets.nif

meshes\bettercitiesresources\armor\dogskull\f\greaves_dogskull.nif

meshes\bettercitiesresources\armor\samurai\f\bracer01sroninf.nif

meshes\bettercitiesresources\armor\samurai\f\hana.nif

meshes\bettercitiesresources\armor\samurai\f\kimonogirlronin.nif

meshes\bettercitiesresources\armor\samurai\f\yasashii.nif

meshes\bettercitiesresources\armor\samurai\f\yukaina.nif

meshes\bettercitiesresources\clothes\00mtcclothes\armourclothes\f\greaves.nif

meshes\bettercitiesresources\clothes\00mtcclothes\leatherpants\f\mcpants.nif

meshes\bettercitiesresources\clothes\00mtcclothes\leatherpants\f\pants.nif

meshes\bettercitiesresources\clothes\00mtcclothes\lowmed\f\pants.nif

meshes\bettercitiesresources\clothes\00mtcclothes\lowmed\f\pantsred.nif

meshes\bettercitiesresources\clothes\00mtcclothes\vests\mvest\f\shirtridingdark.nif

meshes\bettercitiesresources\clothes\00mtcclothes\vests\stitchedvest\f\shirtcaptain.nif

meshes\bettercitiesresources\clothes\00mtcclothes\vests\stitchedvest\f\shirtred.nif

meshes\bettercitiesresources\clothes\00mtcclothes\wfshirt\f\pants.nif

meshes\bettercitiesresources\clothes\bravilclothes\f\bravilpants01.nif

meshes\bettercitiesresources\clothes\bravilclothes\f\bravilpants05.nif

meshes\bettercitiesresources\clothes\bravilclothes\f\bravilpants06.nif

meshes\bettercitiesresources\clothes\bravilclothes\f\stoutskirt1.nif

meshes\bettercitiesresources\clothes\bravilclothes\f\stoutskirt2.nif

meshes\bettercitiesresources\clothes\bravilmara\f\pantsf.nif

meshes\bettercitiesresources\clothes\bravilmara\f\shirtf.nif

 

 

Also is it possible to adapt Unofficial Francescos Mod Armor AddOn to Robert musc and tgnd?

 

I looked at the better cities meshes. I can do some of them. (Quite a few of them would just be texture redirects, which is a bonus.) But I can't do all of them unless there's someone good with textures willing to help, or if someone has done an HGEC patch for the mod, because there's a lot of armor in here with special skin textures, and I'm pretty rubbish at doing tattoos and stuff, especially with HGEC's UV map. I'd have to use the default skin.. and some of the specialness would be gone. There's also some things that you missed (the cotr folder) which I can do.. some of. Some of this is really high poly though and will likely crash blender on export. I can try though.

 

The latter mod has a little too much content for me to handle. I'm still working on and off on another project with a similar volume of things, and I tend to get bored and procrastinate with huge projects. >>

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