Tes4Mod:FCOM
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FCOM: Convergence is a collection of compatibility patches for various mods that conflict with each other. FCOM's goal is to make as many mods as possible work together in one game. It started with four of the largest overhaul mods, but has now grown to include a wide variety of other popular mods.
The FCOM pages here at UESP are specifically focused on the bigger picture -- compatibility issues, implications, and solutions going beyond what's included in the base FCOM distribution. Many of these patches, solutions, warnings and tips are applicable to any of the large overhaul mods included in FCOM.
Contents |
[edit] FCOM Frequently Asked Questions
This page is focussed on compatibility questions. For more general FAQs, see FCOM/FAQ.
[edit] Compatible Mods
These are mods that are already designed for compatibility or have patches available to make them work well with each other and with FCOM.
[edit] MOBS/OMOBS Weapons
This is a general list of mods that have been designed or adapted for balance with MOBS -- aka the "Medieval Oblivion (Equipment) Balance System" original (Jaga Telesin) and revised (Newcomer24).
Everyone already knows that Francesco's Level Creatures-Items and Oscuro's Oblivion Overhaul both support similar versions of MOBS (Oscuro's version is known as OMOBS because it has some variations from the base formulae), but what other mods already support this or have been adapted for it?
Released mods:
- Trollf's Armamentarium for MOBS/OOO/FCOM. See notes below about additional compatibility options for Trollf's Armamentarium.
- Loth's Blunt Weapons (included as an option in the base mod). FCOM provides its own OMOBS adaptation for Loth's Blunt Weapons.
- Knights of the Nine MOBS Rebalance (included in FCOM, but probably adaptable for standalone use)
- Bob's Armory Rebalance (included in FCOM, but maybe usable standalone)
- MMM and OOO Unity includes an MOU - Items.esp that gives OMOBS-stats to items from Mart's Monster Mod. Can probably be used standalone (i.e., without OOO). This is also now incorporated into FCOM and MMM for OOO.
- Ayleid Meteoric Iron Weapons V1.1 (Included in OOO)
[edit] Compatibility Guidelines & Patches
- Alternate Start Mods -- Some alternate start mods may cause the start-game Map Markers to still appear even though OOO normally disables them. If anyone knows of an alternate start mod that does not do this, please let us know so we can list it here. So far we've got recommendations that these work:
- Ancient Towers -- may cause Oscuro's Drop Lit Torches to stop working. Load Ancient Towers before OOO.esp to avoid the problem.
- Armamentarium Weapons, Armor, Katanas -- use the ArmamentariumWeapons4OOO.esp version from Armamentarium for Npcs.
- Armamentarium for NPCs and Yorkmaster's MOBS version are not compatible with each other as they both use a modified master file - Yorkmaster's version gives the armors a different formID, while Corepc's version adds in Trollf's Katanas as well. (use Corepc's version if you want the items in the leveled loot or Yorkmaster's if you'd rather have them to buy in stores.
- Book Jackets -- a retexture for all of the stock hardcover books in Oblivion. However, the books are also resized to give a better feel. This touches all instances of the books in the game instead of just replacing the textures, making the mod conflict with OOO. If loaded before, OOO reverts to the vanilla textures. If loaded after, OOO's property status added to the books (i.e. Mages Guild books are owned so you cannot take them untill you are higher ranked) is lost. This is what you can do:
- Load Book Jackets early (before OOO and anything else that affects books). Tag with {{BASH:Graphics}} and use "Import Graphics" in the Bashed patch.
- Leave Book Jackets active since the mod also fixes book placement in a number of cells.
- Choices and Consequences -- has quest and bandit/marauder conflicts with OOO/MMM/FCOM. Compatibility Patches for OOO/MMM/FCOM are included in the main package starting with version 1.2.
- DarNified Books -- As of DarNified UI 1.3.1, DarNified Books is no longer used. Use the Tweak Assorted ==> DarNified Books Bashed Patch option present in Wyre Bash v1.54 instead. This applies DarN's tweaks to all books, not just edited ones, so is a much better alternative. Here's a short tutorial on how to do this.
- Dungeons of Ivellon -- restores some vanilla border regions, making OOO's Arctic Wolf camp unreachable (north of Dragon Claw Rock, east of Bruma). To avoid this problem, add a border regions remover like Cyrodiil Border Regions and make sure it loads after Dungeons of Ivellon.
- Fighter's Guild United -- get the FCOM_FightersGUnited patch.
- KD Circlets OOO Optimized - NPC Equip.esp -- Use either the Loot Only version or get Axil's fixed NPC Equip version. Otherwise you'll have possible CTDs and/or serious FPS slowdowns when some MMM Ogres (Champions, Berserkers, Elders) get the circlets as loot. See here for details. Note that the meshes/textures and other resources from the full KDCircletsOOOOptimized mod is still required.
- NOTE: The fixed NPCequip esp still has one issue - it can cause topless guards for those Imperial City guards using caped cuirasses from OOO - use this patch to alter the guards' leveled loot to avoid this (load it after the FCOM guards plugins and use bashed patch to incorporate the patch in the leveled list).
- Kingdom of Almar -- has some minor cell conflicts with OOO, but you can get this patch to help. Be sure you load the patch last and put both after OOO.esp.
- Kvatch Aftermath -- older versions suffer from lots of pathgrid conflicts with other mods, including OOO, but this issue has largely been resolved in KA 6.6. Most of the remaining conflicts with FCOM can be fixed by using the FCOM patch included in {{Tesnexus|15646|Kvatch Aftermath 6.3 Cleaned and Fixed}). The patch will work with KA 6.6 as well, but 6.6 does not include all of the "Cleaned and Fixed" elements from ElminsterEU. If KA 6.6 causes conflicts, you can use the C&F 6.3 version, but you will miss fixes for KA elements added by Giskard after 6.3's release. It's currently unknown whether all of the other issues addressed in the C&F 6.3 version have been resolved in 6.6.
- Kvatch Rebuilt -- includes FCOM support patch.
- Loading Screens Themed Replacer (LSTR)
- Get the Loading Screens Themed Replacer - OOO Compatibility patch. If you want to also run LSTR:SI, then be sure to use the LoadingScreensSI.esp file instead of the optional merged one (the merged one only works for the original version of LSTR).
- Or: Tag both loading screens replacer mods with {{BASH:NoMerge,Graphics}}, then deactivate them and use Import Graphics in the Bashed Patch.
- Magic Shields -- overlaps shield changes made by UOP/OOO/FCOM. To make this work properly, place it early in your load order, leave it inactive, and tag it with {{BASH:Graphics}} (in the description field). After doing that, make sure you actually select it during the Bashed Patch config process (right-click Bashed Patch->Rebuild Patch->Import Graphics->checkmark).
- No Quest Item -- item changes conflict with FCOM/OOO/MMM/Fran/UOP, so you get either quest status removed or FCOM/OOO/MMM/Fran/UOP stats, prices, bug fixes, but not both. Use Quest Item Tag Remover instead (requires OBSE).
- NPC New Clothes -- NPC changes conflict with FCOM/OOO/MMM, so you get either new clothes or FCOM/OOO/MMM stats, gear, loot, but not both.
- Get the NPC New Clothes for FCOM patch.
- Origin of the Mages Guild [OMG] -- Version 5.0 and lower overlaps a critical container used by OOO during the Mages Guild quest. Get the OMG_OOO_Patch or use the patch included with FCOM 0.9.6 to fix this problem. Load the OOO patch after OMG. Requires OOO 1.32 (any version of 1.32) or 1.33 and OMG. Version 5.1 fixes this issue, but FCOM_OMG.esp is still required to fix cell, NPC and Faction issues.
- PowerAttack Voicemod -- causes OOO Lock Bashing to fail if loaded after OOO.esp. Load it before OOO.esp to avoid the problem.
- Race Balancing Project -- includes an NPCDiversity option that needs to be treated just like TNR. Leave it inactive, tag it with {{BASH:NpcFaces}} and use Import NPC Faces in the Bashed Patch.
- Slof's Horses -- Slof's amazing textures for horses. The mod conflicts with the new horse loot lists from OOO and reins do not always appear in Mounted Imperial Guard's horses. This is what you can do:
- Load Slof's Horses/Armored Horses early (before OOO).
- Tag Slof's Horses Base.esp with {{BASH:Graphics}} and use "Import Graphics" in the Bashed patch. Leave it virtually active.
- Can be safely used with the optional Pekka's Armored Horses for OOO. (original discussion)
- Alternatively, you can use a different mod that is compatible with OOO, such as Ulrim's Horses for OOO.
- Spells No Lighting -- Removal of lighting reduces the FPS hit from spells, but without the patch you'll get vanilla Magic Effects.
- Use the OOO-Compatible Spells No Lighting instead. Load it after OOO.esp.
- Or: Move No Lighting before other magic mods, deactivate it, tag it with {{BASH:Graphics}} and use Import Graphics in the Bashed Patch.
- Tamriel Immersion Experience [T.I.E.] -- massive overlap of features between TIE and MMM/OOO. However, since it does also add a bunch of great new features not already covered by MMM/OOO, there's an FCOM-compatible version -- TIE4Mods.
- Unique Landscapes [UL] -- these should generally be loaded after FCOM (especially after OOO.esp and FCOM_MoreWildernessLife.esp). If you use FCOM_MoreWildernessLife.esp, then you should also use the FCOM More Wilderness Life patches for Rolling Hills and The Heath.
- Unofficial Lv30 Francesco's Leveled Item and Unofficial Francesco's Mod Armor AddOn -- load them early and get the FCOM patch (now included in FCOM 0.9.7).
- Younger Hotter NPCs -- this mod needs to be treated just like TNR. Leave it inactive, tag it with {{BASH:NpcFaces}} and use Import NPC Faces in the Bashed Patch.
[edit] Game Balance Issues
- Magic Overhauls -- such as Supreme Magicka, LAME, Mighty Magicka, etc. all work with FCOM, but some of them may unbalance the game. See Magic Overhaul Comparison for details.
[edit] Other Issues & Solutions
[edit] Wrye Bash Issues
- Current Minimal Version: 159
- If your Wrye Bash version is older than this, you should upgrade and rebuild your Bashed Patch.
- Recent Fixes:
- v159: Rearranged mod file menu. (Advanced commands are now in last section.)
- Fix a bug with writing very long text fields.
- Added Nvidia Fog Fix.
- v158: Comment out a warn explicit that caused problems for some people.
- Save Profiles: Added Move To command to quickly move files between profiles.
- v157: Pluggy support: Renaming masters of a savegame will now also update the masters as recorded in the .pluggy cofile (if it exists).
- v156: Updated Bash_MFact.csv (used by Wrye Morph mod).
- v155: Race Records (formerly "Import Race Info")
- Fixed a bug that broke it in recent releases.
- Now recognizes merged as well as active mods.
- Bashed Patches: Refactored modset and statistics reporting code.
- Improved performance when hiding a bunch of files.
- Recoded PM Archive Tab to avoid a possible bug.
- v159: Rearranged mod file menu. (Advanced commands are now in last section.)
- Checking Wrye Bash
- If you suspect that a problem is related to use of Wrye Bash (e.g. problem goes away when you deactive some part of the Bashed patch), then you should review the Bashed Patch with Tes4View and look for inconsistencies. Both of the recently discovered problems (merginging scripts and merging magic effects) were found this way. If a clear problem is found, then report it to Wrye in the current [RELZ] Wrye Bash topic.
[edit] General CTD Patches
(not specific to FCOM/OOO/MMM)
- Harvest Flora 3.0 -- HF 3.0 has a bug in the script used on Harrada that will cause a CTD if you leave an Oblivion gate and then return. Most people seem to encounter this problem during the Kvatch Oblivion gate. Deathless Aphrodite made a patch to fix this bug and now mmmpld has released an update to fix this issue.
[edit] General Instability Issues
(not directly related to FCOM)
- Deadly Reflex 4.x can cause CTDs (Skycaptain is working on a fix). If you're also using MMM, then you may be able to improve reliability of DR by disabling MMM - Extra Wounding.
- Michikawa's Extra MP3 Music Packs cause CTDs (probably only on certain sound cards).
- Natural Weather and/or Arthur's Weather Mod - removing any of these masters causes savegames to CTD, but Arthur's Weather Mod does give a significant FPS boost over Natural Weather.
- Guard Diversity Overhaul BETA causes CTDs in Leyawiin.
- AutoSaves. This option should be disabled anytime you're using lots of mods, and especially with OOO and/or FCOM. Otherwise you'll get CTDs when going through load doors.
[edit] Unresolved Non-CTD Compatibility Issues for FCOM/OOO/MMM
- Giskard's The Necromancer has some landscape issues with OOO, specifically between the Tower of Imperfection and Bandit Camp nearby. Patch needed to correct holes in the landscape.
- Mart's Monster Mod - Gems & Gem Dust -- Clashes with the OOO system for Geomancy, among other things. Load it before OOO.esp to avoid losing a lot of the Geomancy spells from OOO. If you don't use Geomancy in OOO, then you can load it after OOO.esp to get the full effect of Gems & Gem Dust. However, if you do use G&GD, be aware that it adds Platinum Coins back into the game even if you're using Tarnsman's Ayleid Coin replacer for OOO. Selling the Platinum Coins from either OOO or G&GD is a known source of CTDs and potential savegame corruption. Tarnsman's merged OOO/G&GD replacer is outdated and should not be used with recent versions of G&GD. Future plans for COBL may provide a good solution to some of these these issues.
- Slofs Playable Xivilai (specifically the Add-On Xivilai Creature Replacer for OOO) -- New Xivilai NPCs do not appear when using FCOM (you get the FCOM/MMM/OOO creature versions instead). Patch planned.
- Waalx Realswords -- NPC changes conflict with FCOM/OOO/MMM, so you get either Waalx changes (new swords) or FCOM/OOO/MMM changes (stats, gear, loot), but not both. Patch planned.
- Physical Throwable Crates -- This is not a confirmed issue, but there's a very high probability of issues with OOO/FCOM, specifically the Harvest Containers aspect of OOO. Further investigation needed.
[edit] Background Info
[edit] Tagging
- Tagging a mod means adding a Wrye Bash tag like {{BASH:NoMerge,NpcFaces}} to the description field of the mod. Bash uses such tags to provide special handling for the mod -- e.g. while building the Bashed Patch.
- To tag a mod, select the mod in Wrye Bash and then edit the description field displayed on the right side of the screen. When done editing, be sure to click "Save".
- The order of individual tags (NoMerge, NpcFaces, Relev) does not matter, but capitalization does! Be sure to capitalize as shown.
- For more info on tagging and the Bashed Patch, see Wrye Bash: Bashed Patches.

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