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FCOM SuperPack *MAIN THREAD* (Description & Mods List)
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Danwood

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Go in "Oblivion\Data\ini

open Map Marker Overhaul.ini


find the line "set tnoMMO.FastTravelMode to 2" and change to "set tnoMMO.FastTravelMode to 0"

Mr. Green
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darth_diclonius

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Would you consider making a list of quest mods you use or that are compatible? Or better yet, an "expansion" that serves as a quest pack.
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Danwood

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i've considered this idea, but it would require more time and effort to test the pack and its stability, i may do that before skyrim release maybe
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I'm currently working on finding a nice balance of quest mods, so maybe I could send you a list that is confirmed to work. Smile
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Danwood

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darth_diclonius wrote:
I'm currently working on finding a nice balance of quest mods, so maybe I could send you a list that is confirmed to work. Smile



This is a great idea, remember to also check TES4Edit for possible conflicts, and i may provide to fix them
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darth_diclonius

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I'll let you know what works together after I clean everything and test it for a few days.
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Aggresor

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HI there! 6.4.0, "Skill decay" is disabled in OBMM, but is it active in new merged patch? There is no info of its disabling in the changelog whatsoever. How do i turn the thing off now? Thanks
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HI there! 6.4.0, "Skill decay" is disabled in OBMM, but is it active in new merged patch? There is no info of its disabling in the changelog whatsoever. How do i turn the thing off now? Thanks



I fear you should disable merged patch, re-activate all the disabled mods (not the imported ones, only the disabled, they are 45) and keep disabled skill decay.esp.

There is no other way, unless you are capable of removing the scripts direcly in the merged patch.esp with TES4Edit
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Thrillho

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Aggresor wrote:
HI there! 6.4.0, "Skill decay" is disabled in OBMM, but is it active in new merged patch? There is no info of its disabling in the changelog whatsoever. How do i turn the thing off now? Thanks

According to Wrye Bash it's not being used by anything, and the brings me to my question.


Get registred or enter the forums!

This is how my Wrye Bash looks from a fresh installation of Oblivion with version 6.4.0 of the superpack.

Is it safe to delete the ESPs that aren't being merged or used by the bashed patch?
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Danwood

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Yes, it is safe. unless you dont want to "tweak" something later, and plan to play the superpack as it was meant to be played Wink


BTW your load order looks exactly like it should.
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darth_diclonius

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I'm still compiling a stable list of mods, but I thought maybe the following mods should be added as part of the official pack considering they are supported by FCOM and you're adding some extra content as of late such as Let the People Drink and Roads and Bridges.

- The Mysteries of the Dulan Cult.
- Blood and Mud (Possibly optional considering it does revamp the entire city of Bravil)
- Mighty Umbra
- Ruined Tail's Tale
- Ungarion's Memoirs The Welkynd Sword (has compatibility for Blood and Mud)
- Armamentarium (Has a FCOM plugin to supplement FCOM_Archery)
- Artifacts


AND if possible to get CURP to work there's an addition for Origins of the Mage's Guild which is a fantastic mod that expands upon the Mage's Guild with lore friendly content.

One last mod that is immersive, adds content, but doesn't break the game or story.
-Frostcrag Reborn De-Isolated (this version doesn't overwrite the official dlc esp)

It should also be worth noting that I've used these mods with the superpack with great success, with the exception of Origins of the Mage's Guild; damn you CURP! Lol. Anyway, I say these should be definite aditions
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Danwood

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darth_diclonius wrote:
I'm still compiling a stable list of mods, but I thought maybe the following mods should be added as part of the official pack considering they are supported by FCOM and you're adding some extra content as of late such as Let the People Drink and Roads and Bridges.

- The Mysteries of the Dulan Cult.
- Blood and Mud (Possibly optional considering it does revamp the entire city of Bravil)
- Mighty Umbra
- Ruined Tail's Tale
- Ungarion's Memoirs The Welkynd Sword (has compatibility for Blood and Mud)
- Armamentarium (Has a FCOM plugin to supplement FCOM_Archery)
- Artifacts


AND if possible to get CURP to work there's an addition for Origins of the Mage's Guild which is a fantastic mod that expands upon the Mage's Guild with lore friendly content.

One last mod that is immersive, adds content, but doesn't break the game or story.
-Frostcrag Reborn De-Isolated (this version doesn't overwrite the official dlc esp)

It should also be worth noting that I've used these mods with the superpack with great success, with the exception of Origins of the Mage's Guild; damn you CURP! Lol. Anyway, I say these should be definite aditions



I agree with you that these mods are fully supported by fcom and totally balanced, and there should be no issue in using them. Therefore i decided to do not expand the content in the last (hopefully) patch coming before Skyrim (i'll move to Skyrim SuperPack then Razz) this in order to keep the superpack as lighter as i can. obiuvsly, since those mods are fairly easy to install and don't cause conflicts, we can write a list, as you did, so that everyone wanting them can manually install them. I can even release a "supplementum" patch including them... who knows Wink
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I can help in making of that list. If you guys need any help. Wink
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darth_diclonius

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I say a supplemental pack would be best. It cuts down on the user error meaning less posts about broken games. But if you make instructions, that would work too. Let's face it, after 11/11/11 Oblivion will be put on the shelf for quite some time.

If Ruined Tail's Tale is added, Tears of the Fiend (w/ unofficial delayer) and Malevolent should be included since they are relate to each other.
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Danwood

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darth_diclonius wrote:
I say a supplemental pack would be best. It cuts down on the user error meaning less posts about broken games. But if you make instructions, that would work too. Let's face it, after 11/11/11 Oblivion will be put on the shelf for quite some time.

If Ruined Tail's Tale is added, Tears of the Fiend (w/ unofficial delayer) and Malevolent should be included since they are relate to each other.



That's it! People are playing oblivion now just because they are waiting for skyrim (i'm patching superpack for the same reason, lol) that's why i'm not very enthusiast about adding new content and putting new efforts in it. I'm just "refining" what i've got, but this only cause i'm so damn umpatient for skyrim Twisted Evil

Sometimes i even would be glad if skyrim wouldn't come... because the waiting is killing me Embarassed

the first mod released for skyrim will probably be included in the new Skyrim SuperPack Mr. Green, i'm even planning to a public "outing" in the modding community, under another nickname, indeed, so i'll make some mods as well.
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FCOM SuperPack *MAIN THREAD* (Description & Mods List)
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