wats6831 Posted September 2, 2008 Share Posted September 2, 2008 Hi, I"m about ready to bash my first FCOM install from a clean Ob install. I see some of the optional addons that I want to use but I don't reall understand them. Some of them require that a version of a mod already be installed seperately like Frans unofficial armor pack, and those in turn sometimes require other mods be installed first..... :confused: :wallbash: So, looking at the FCOM addon page. It lists a bunch of .ESM. SOme of them don't reference another prerequisite mod. SO can i just put them in /data and it will work? Thanks Link to comment Share on other sites More sharing options...
wats6831 Posted September 2, 2008 Author Share Posted September 2, 2008 Specifically I don't understand this: FCOM_FrancescosItemsAddOn This is a bug patch for Francesco's Optional Items Add-On.esm (version 4.5b). It fixes a circular loot list that may cause poor performance or CTDs. This small fix is not included in FCOM_Francescos.esp since some people do not use the optional items add-on (although I can't imagine why). FCOM_FrancescosItemsAddOn.esp must be loaded after FCOM_Francescos.esp.{{BASH:Delev,Merge,Relev}} Link to comment Share on other sites More sharing options...
thomasv333 Posted September 3, 2008 Share Posted September 3, 2008 Hi, I"m about ready to bash my first FCOM install from a clean Ob install. I see some of the optional addons that I want to use but I don't reall understand them. Some of them require that a version of a mod already be installed seperately like Frans unofficial armor pack, and those in turn sometimes require other mods be installed first..... :confused: :wallbash: So, looking at the FCOM addon page. It lists a bunch of .ESM. SOme of them don't reference another prerequisite mod. SO can i just put them in /data and it will work? Thanks Check out my "FCOM Install Guide" I havn't gone into detail about the FCOM options but the following ones I'd say are non mod dependant: FCOM_Convergence.esm (required)FCOM_Convergence.esp (required)FCOM_Francescos.esp (required)FCOM_FrancescosItemsAddOn.esp (If you have the 2 optional items add-on files found HERE) Which I highly recommend.FCOM_FrancescosNamedBosses.esp (Adds special named bosses, no required mods)FCOM_RealSwords.esp (Very good weapons add on, no required mods) FCOM_Archery.esp (Makes archey do more damage, no required mods)FCOM_DiverseGuardUnity.esp (Gives guards better looking custom armors, no required mods)FCOM_DurabilityAndDamage.esp (Blows hurt more but armor can take more damage, no required mods)FCOM_FriendlierFactions.esp (Makes factions less agressive, no required mods)FCOM_HungersUnitySI.esp (Requires "Shivering Isles" official expansion pack.)FCOM_Knights.esp (Requires 'Knights of the Nine" official expansion pack.)FCOM_LessRats.esp (Does what it says, mostly for caves & dungeons I beleive, no required mods)FCOM_LessReaversInGates.esp (Reavers are like REALLY tough bandits, no required mods)FCOM_MoreRandomItems.esp (Does what it says, no required mods)FCOM_MoreRandomSpawns.esp (Does what it says, no required mods)FCOM_NoAdventurersInGates.esp (" ")FCOM_NoReaversInGates.esp (" ")FCOM_NoSpiders.esp (" ")FCOM_NoWyverns.esp (" ")FCOM_Ruin.esp (Requires Ruin Tails Tail.)FCOM_OscurosOverhaul.esp (Don't use if using full FCOM setup.)FCOM_SaferRoads.esp (Decreases road encounters to 1/3 normal, no required mods) Use only one of these:FCOM_WarCry.esp FCOM_WarCryNoSpawn.esp (Eliminates WarCry generated spawns.) Use only one of these if you want: (No required mods)FCOM_SpawnRatesReduced.espFCOM_SpawnRatesSlightlyReduced.espFCOM_SpawnRatesStronger.esp That should about do it. Have fun. :biggrin: Link to comment Share on other sites More sharing options...
MrCooper2006 Posted September 4, 2008 Share Posted September 4, 2008 Easiest way I did it was: Go to the FCOM page and go to the Expanded Load Order.... i basically copied this, If it has an optional ESP/ESM it wil say (requires xxx) next to it, and usually a link. So if youre going to use the optional ones, check what it needs, and either find it yourself on nexus or follow the links provided. Real Swords, Fran Armor Add on and a few others all require the ORIGINAL MODS to work, or youll get CTDs and lots of missing textures/meshes. FOr the unoffical armor add on, search that on nexus, downlaod the mod, then put the FCOM_ version after it in load order, or use FCOM Helper to do it automatically. Link to comment Share on other sites More sharing options...
thomasv333 Posted September 4, 2008 Share Posted September 4, 2008 Easiest way I did it was: Go to the FCOM page and go to the Expanded Load Order.... i basically copied this, If it has an optional ESP/ESM it wil say (requires xxx) next to it, and usually a link. So if youre going to use the optional ones, check what it needs, and either find it yourself on nexus or follow the links provided. Real Swords, Fran Armor Add on and a few others all require the ORIGINAL MODS to work, or youll get CTDs and lots of missing textures/meshes. FOr the unoffical armor add on, search that on nexus, downlaod the mod, then put the FCOM_ version after it in load order, or use FCOM Helper to do it automatically. Yea, what MrCooper2006 said, this is the best way to get the info you need. One correction though "Real Swords" is fully integrated into FCOM with FCOM_RealSwords.esp.No need for the original *.esp or meshes/texture files. Link to comment Share on other sites More sharing options...
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