Oblivion

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dev_akm

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See FCOM Convergence for the latest updates on this! ========= FranOOOMMM! Beta 0.5 (sounds like kaboom!) by dev_akm ============= BETA 5 UPDATE ============= The Beta 0.5 update adds two new plugins. The important one for most players is FranOOOMMM_GuardFix.esp. This

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See FCOM Convergence for the latest updates on this!

=========

FranOOOMMM!
Beta 0.5

(sounds like kaboom!)

by dev_akm

=============
BETA 5 UPDATE
=============

The Beta 0.5 update adds two new plugins. The important one for most players is FranOOOMMM_GuardFix.esp. This will let you use the latest MMM version and still load MMM after OOO without getting duplicate guards. You'll need to put FranOOOMMM_GuardFix.esp after MMM in your load order. By doing this, you essentially restore the OOO guard changes after MMM wiped them out.

The huge advantage with FranOOOMMM_GuardFix.esp is that you're now free to choose whether you want MMM 1.71 before OOO or after it. You don't need to use this if you're already loading OOO after MMM (in this case OOO will already be removing the guard changes made by MMM). You also don't need this if you're using my modified MMM 1.70 plugins (since those remove the guards from MMM already). However, if you want to use MMM 1.71 and you want to load it after OOO, then add FranOOOMMM_GuardFix.esp after MMM to restore the OOO guard changes.

A very small minority of players who don't want to use Fran's mod at all can use the other plugin -- FranOOOMMM_OOOItemLists.esp -- instead of FranOOOMMM_FranItemLists.esp to preserve the rarity of high-level items (especially Daedric and Glass) when using MMM. This plugin represents a fairly large amount of work redesigning the OOO versions of vanilla LL0NPC item lists to be more compatible with mods like MMM. It will be included in the upcoming MMM for OOO when Martigen gets a chance to finish that project. Sotobrastos is also considering it for possible inclusion in a future version of OOO. Do not use this plugin if you want to see any of Fran's NPC gear in the game. It can be loaded anywhere after OOO in your load order.

You can't currently use the FranOOOMMM_OOOItemLists with FranOOOMMM_WarCry_BobsArmory -- you'll need to create your own Bashed Lists file using Wrye Bash if you want to use FranOOOMMM_OOOItemLists along with WarCry and Bob's Armory (and/or any other mods you're using). Fortunately, Wrye Bash makes this really easy for anyone to do themselves. If you do create your own Bashed Lists using Wrye Bash, be sure to select FranOOOMMM_OOOItemLists.esp as one of your relevelers -- in this case your relevelers should be Oscuro's_Oblivion_Overhaul, OOOItemLists, and SpawnMerge (no need to pick any others as relevelers).

The Beta 0.43 update fixed the errors in 0.43 by including multiple versions of FranOOOMMM_WarCry_BobsArmory.esp. There's now a subdirectory called FranOOOMMM_WarCry_BobsArmory. Inside you will find two subdirectories:

* Mart's Monster Mod
* Mart's Monster Mod for Francescos

These contain variants of FranOOOMMM_WarCry_BobsArmory.esp appropriate for whichever version of MMM you are using.

If you use the wrong one, Oblivion will CTD when you try to launch it.

Beta 0.42 update tried but failed to fix another stupid mistake where FranOOOMMM_WarCry_BobsArmory.esp was looking for the wrong master (it was looking for Mart's Monster Mod.esp and stupidly changed it to look for Mart's Monster Mod for Fran's.esp instead of Mart's Monster Mod for Francescos.esp).

The FranOOOMMM! beta 4 adds a support file for WarCry and Bob's Armory. This plugin -- FranOOOMMM_WarCry_BobsArmory.esp -- merges the leveled lists from SpawnMerge and FranItemsList with WarCry and Bob's Armory. It was created using Wrye Bash's Merge Leveled Lists function. Even though anyone could easily recreate this on their own using Wrye Bash, I got a lot of requests to include it from people who couldn't run Wrye Bash themselves for some reason.

The FranOOOMMM! beta 3 added several new plugins designed to help improve compatibility and immersion when running FranOOOMMM! The biggest improvement in this version is the addition of a new plugin: FranOOOMMM_SpawnMerge.esp

This plugin merges the creature leveled lists from Oscuro's Oblivion Overhaul, Martigen's Monster Mod, and Francesco's Leveled Creatures/Items. It should let creature spawns from all three mods work at once. See below for more details.

Version 0.31 fixed a stupid mistake with the FranOOOMMM_SpawnMerge.esp (it was looking for the wrong master).

Version 0.32 just corrected some minor errors in this readme.

=============
DESCRIPTION
=============

The goal of this mod was originally to increase compatibility among Oscuro's Oblivion Overhaul, Martigen's Monster Mod, and Francesco's Leveled Creatures/Items. It should let creature spawns from all three mods work at once.

The scope of FranOOOMMM! has grown a bit now as I'm also including support files for Oblivion WarCry and Bob's Armory.

One of the worst immersion breakers for me when adding MMM to my existing OOO game was that suddenly I started seeing glass and daedric weapons and armor showing up on Beserkers, Slayers, and other high-level NPC bandit-types. After some investigation, I discovered this is because of the way the OOO NPC weapon/armor leveled lists are structured. The only easy way I could find to solve this problem is to use the NPC armor/weapon leveled lists from Francesco's mod.

I also disliked the fact that most OOO creatures and NPCs vanished (except where OOO adds new, unique spawn points). The only other major issue was a conflict between city guard AI schedules (causing MMM guards and OOO guards to constantly shove each other in an attempt to stand in the same exact spot).

This mod attempts to solve these problems.

FranOOOMMM! is definitely an improvement over running OOO+MMM by themselves. It has come a long way since the initial beta, and most of the really disturbing issues caused by adding MMM are now solved, but I still need more feedback from players before making a final release.

You'll need to download and install OOO (1.31 or higher), MMM (1.70 or 1.71), and Fran's (3.3d or 4.0x) before you can use the files I've included here. You'll also need OBMM or some other utility to adjust your load order. Optionally, you can also add Oblivion WarCry 1.08 and Bob's Armory 1.0.

It requires Francesco's Leveled Creatures-Items Ver:3.3d or 4.0x, Oscuro's Oblivion Overhaul 1.31d, and Martigen's Monster Mod 1.70 or 1.71.

FranOOOMMM! is based on the following option combination when installing Fran's mod:

Language:English
Loot:Hardcore
Combat Behavior:No
MOBS:No

These options are probably ideal, but you can almost certainly choose the MOBS version without problems (as long as you're okay with slower backward running speed). Other option combinations will probably work just fine, too, but have not been tested.

=============
INSTALLATION
=============

I've included seven plugins. You can use all of them together (with some restrictions) or just the ones that sound good to you, depending on your preferences. The two main files are:

FranOOOMMM_FranItemLists.esp
FranOOOMMM_SpawnMerge.esp


Support for WarCry and Bob's Armory:

FranOOOMMM_WarCry_BobsArmory.esp

Because there are multiple versions of the WarCry_BobsArmory support file, you'll have to look for them in a directory called FranOOOMMM_WarCry_BobsArmory. Inside you will find two subdirectories:

* Mart's Monster Mod
* Mart's Monster Mod for Francescos

These contain variants of FranOOOMMM_WarCry_BobsArmory.esp appropriate for whichever version of MMM you are using. If you use the standard Mart's Monster Mod, then grab that one. If you use Mart's Monster Mod for Francescos (recommended), then use that version.

If you use the wrong one, Oblivion will CTD when you try to launch it.

Optional MMM 1.70 support files (do not use these with MMM 1.71):

Mart's Monster Mod for Fran's nvCNPC.esp
Mart's Monster Mod for Fran's nvNPC.esp
Mart's Monster Mod - Diverse NPC faces nv.esp
Oscuro's Combat Behavior.esp


Put these in your \Oblivion\Data\ folder and enable them in OBMM (or whatever tool you use to enable mods).

* FranOOOMMM_FranItemLists.esp will make sure that most of the NPC enemies that MMM spawns will use weapons and armor from Fran's mod. It requires Fran's mod as a master. I recommend also using Francesco's optional new items add-on.esm. Otherwise the NPC enemies will be pretty boring. This plugin requires Francesco's leveled creatures-items mod.esm. The game will fail to load if Fran's mod is missing.

* FranOOOMMM_SpawnMerge.esp merges the creature leveled lists from Mart's Monster Mod for Fran's.esp and Oscuro's_Oblivion_Overhaul.esp. This means you should start seeing creatures from both OOO and MMM, as well as some from Fran's (currently only Fran's named stronger enemies and named bosses, which were already directly integrated into the MMM for Frans version).

However, due to the way Sotobrastos structured the creature lists in OOO (to make them more static), it may be that OOO creatures will appear more often when the player is fairly low level. I will try to correct this in the next beta, or at least offer more options if I can.

This plugin requires Francesco's leveled creatures-items mod.esm, Mart's Monster Mod.esm, and Oscuro's_Oblivion_Overhaul.esp. If you're missing any of these, the game will fail to load.

* Two modified alternate versions of Mart's Monster Mod for Fran's.esp are included -- you should only use one of these, not both!!! Also, when using one of these, you should not run the standard Mart's Monster Mod for Fran's.esp or the standard Mart's Monster Mod.esp.

Mart's Monster Mod for Fran's nvCNPC.esp is the recommended choice. It removes almost all vanilla creatures and all vanilla NPCs from the MMM esp. This lets OOO's changes to vanilla creatures and NPCs persist through the load order.

Mart's Monster Mod for Fran's nvNPC.esp removes just vanilla NPCs from MMM. This lets OOO's changes to vanilla NPCs persist through the load order, but lets MMM's changes to vanilla creatures remain.

Using either of these options will still give you all the new creatures and NPCs added by MMM.

You don't have to use either of these, but using either one will solve AI scheduling conflicts with city guards and to allow more of OOO's rebalance to persist in FranOOOMMM! At a minimum this means you will see the OOO versions of vanilla NPCs, and they will in most cases be equipped with gear from OOO.

Since both of these are based on Mart's Monster Mod for Fran's.esp, you will also meet some of Fran's new creatures and NPCs, further improving integration among all these great mods.

The only potential drawback to using these alternate versions is that you may encounter some new faction conflicts (Slayers fighting Marauders, for example). I hope to resolve this issue in the next beta.

IMPORTANT: If you're currently using the normal Mart's Monster Mod.esp or Mart's Monster Mod for Fran's.esp, you should rename the new alternate one to match your old one and then drop it over the old one. If you don't do this, you may lose some items like pelts, meats, bones for crafting, crafted items, etc. Alternately, you can use Wrye Bash to update your savegame so it points at the new plugin name rather than the old one.

Both alternates of course require Mart's Monster Mod.esm (version 1.70 or 1.71) and Francesco's leveled creatures-items mod.esm (3.3d or 4.0x).

* Mart's Monster Mod - Diverse NPC faces nv.esp is a slightly altered version of the Diverse NPC faces plugin. It removes a few vanilla NPC entries to avoid conflicts with the changes made in the alternate MMM esps. Don't use this with MMM 1.71.

* Oscuro's Combat Behavior.esp attempts to give MMM enemies the same aggressive combat behavior found in OOO. It requires Mart's Monster Mod.esm as a master.

You should add these to your load order as follows:

Oblivion.esm
Francesco's leveled creatures-items mod.esm
Francesco's optional new items add-on.esm
Mart's Monster Mod.esm
Oscuro's_Oblivion_Overhaul.esp
FranOOOMMM_FranItemLists.esp
Mart's Monster Mod for Fran's nvCNPC.esp (or nvNPC)
Mart's Monster Mod - Diverse NPC faces nv.esp (optional)
Oscuro's Combat Behavior.esp
FranOOOMMM_SpawnMerge.esp

If you are running the latest 1.71 version of MMM, then you'll want to use the newer MMM plugin files rather than the nvCNPC or nvNPC versions included here. In this case you should move OOO later in your load order to avoid duplicate guards. In other words, arrange your load order as follows:

Oblivion.esm
Francesco's leveled creatures-items mod.esm
Francesco's optional new items add-on.esm
Mart's Monster Mod.esm
Mart's Monster Mod for Fran's.esp
Mart's Monster Mod optional ESP files go here
Oscuro's_Oblivion_Overhaul.esp
FranOOOMMM_FranItemLists.esp
FranOOOMMM_SpawnMerge.esp
FranOOOMMM_WarCry_BobsArmory.esp

You'll notice that I removed Oscuro's Combat Behavior.esp from the load order here. This is because Martigen has updated the MMM combat behavior in 1.71.

You can of course mix anything else into this load order that you want. The point is that both the FranOOOMMM_FranItemLists.esp and the MMM.esp (whichever one you picked) need to come after OOO, and FranOOOMMM_SpawnMerge.esp should load after all the others. Oscuro's Combat Behavior.esp can be loaded anywhere after the MMM.esp

If you want to add Oblivion WarCry and Bob's Armory to your game but don't want to run your own list merger in Wrye Bash, then you can add FranOOOMMM_WarCry_BobsArmory.esp to the very end of your load order, like this:

Oblivion.esm
Francesco's leveled creatures-items mod.esm
Francesco's optional new items add-on.esm
Mart's Monster Mod.esm
Bob's Armory.esp
Oblivion WarCry EV.esp
Mart's Monster Mod for Fran's.esp
Mart's Monster Mod optional ESP files go here
Oscuro's_Oblivion_Overhaul.esp
FranOOOMMM_FranItemLists.esp
FranOOOMMM_SpawnMerge.esp
FranOOOMMM_WarCry_BobsArmory.esp

You can also do this yourself with Oblivion WarCry, Bob's Armory, etc., and then merge them into your leveled lists using Wrye Bash. In this case, do not use FranOOOMMM_WarCry_BobsArmory.esp since it will not give you any advantages.

If you do this, I recommend loading WarCry, Bob's, and any others like this earlier in the load order and when prompted to select Relevelers, only check Oscuro's_Oblivion_Overhaul.esp, FranOOOMMM_FranItemLists.esp, and FranOOOMMM_SpawnMerge.esp. The other mods (WarCry, Bob's, etc.) will get added to your Bashed Lists.esp automatically. This is exactly what I did to create FranOOOMMM_WarCry_BobsArmory.esp.

Enjoy!