FCOM and Kvatch Aftermath

Post » Tue Jul 19, 2011 1:03 am

I've played both Rebuilt and Aftermath in previous game installs and I personally like Aftermath better (from what I've seen). However, this time I'm using FCOM, and I want to know how big of a conflict the Aftermath and FCOM are. The BOSSlog says that it requires "FCOM_Kvatch Aftermath.esp" which I cannot find anywhere. I've cleaned the Aftermath mod in TES4Edit, but that wouldn't fix all the problems. What about Rising? Is that any better? Any help would be appreciated.
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BrEezy Baby
 
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Post » Mon Jul 18, 2011 1:46 pm

Unless you and the author of Kvatch aftermath are buddy buddy you are not likely to find it.

You can load them both up in tes4edit (just the core FCOM mods and KA) then start looking through entries in KA until you find overlap.
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Pete Schmitzer
 
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Post » Mon Jul 18, 2011 6:06 pm

The author of Kvatch Aftermath and the FCOM team have a very shaky relationship. Best not to delve further, because the mods don't like us discussing him here.

The main reason for the incompatibilities is the way he stuffs his mods full of dirty edits. Basically, they are designed to impede upon other mods (over 7000 ITM records cannot be achieved by accident realistically) so that his mods can take precedence. You can get rid of most of the damage by cleaning the plugins with TES4Edit.

You can find his mods packaged up altogether http://www.fileplanet.com/216598/210000/fileinfo/The-Elder-Scrolls-IV:-Oblivion---Giskards--Cyrodiil-Upgrade-Mod-Pack
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darnell waddington
 
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Post » Mon Jul 18, 2011 11:52 pm

Thanks for the help. Maybe I'll just settle for Kvatch Rebuilt, it's still an excellent mod. Thanks again.
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suniti
 
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Post » Tue Jul 19, 2011 2:15 am

You still need to clean Kvatch Rebuilt too.

My bet is that this is not the reason they are incompatible. I've never heard of a mod being called incompatible requiring a patch in order to fix dirty edits. that doesn't make sense.

Kvatch aftermath can be played with FCOM. If I get a chance later I will look at the two in edit (as they are both in a load order that I currently do not have active).
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adam holden
 
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Post » Mon Jul 18, 2011 12:30 pm

Yes, I see how that wouldn't make sense. I have already cleaned Kvatch Aftermath, so I'll just run it and see if I notice anything.
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JD FROM HELL
 
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Post » Mon Jul 18, 2011 6:01 pm

My bet is that this is not the reason they are incompatible. I've never heard of a mod being called incompatible requiring a patch in order to fix dirty edits. that doesn't make sense.

Kvatch aftermath can be played with FCOM. If I get a chance later I will look at the two in edit (as they are both in a load order that I currently do not have active).


Because he also deliberately replaces vanilla objects with his own in several areas. Example: in OMG, he deletes the ingredient duplication chest and replaces it with his own version of it that is, for the most part, exactly the same as the vanilla chest. This ensures that OOO, for instance, cannot have its tweaks function on the chest, because the chest it's supposed to change no longer exists.

Those conflicts need to be patched.
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scorpion972
 
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Post » Mon Jul 18, 2011 11:32 pm

Well you did say above:
The main reason for the incompatibilities is the way he stuffs his mods full of dirty edits.


Would that be a dirty edit?

With a few of his other mods (OMG & Almar) the patches had to do more with faction assignment and ownership. And as you cited.
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ezra
 
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Post » Mon Jul 18, 2011 8:36 pm

Nope. I'd classify such things as sabotage edits, but yeah... lets not go down this road.
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Justin
 
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Post » Mon Jul 18, 2011 9:41 pm

So I ran the filter with FCOM base and KA active.

I did not see anything that jumped out as game breaking, but I admit I don't have the eyes of Arthmoor.

A lot of things like changes to stats on NPCs given by OOO altered again by KA.
I saw at least one NPC misnamed by OOO and corrected by KA.

A container that OOO trapped and that KA reverted to vanilla.

Googlepox - have you seen http://www.uesp.net/wiki/Tes4Mod:FCOM#K_--_KD_Circlets_OOO_Optimized.2C_Kingdom_of_Almar.2C_Kvatch_Aftermath.2C_Kvatch_Rebuilt. I quote (without links):
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 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.
Again the UESP site has links, but the link to the FCOM patch is gone. I don't have it in my archive.
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kristy dunn
 
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Post » Mon Jul 18, 2011 6:35 pm

If all the stuff is conflicts with OOO, isn't there already a KA-OOO patch readily available?
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Rhi Edwards
 
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Post » Tue Jul 19, 2011 1:56 am

Well, Kvatch Aftermath is really a case of massive amounts of dirty edits, it never really did anything really as bad as I described.
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marina
 
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Post » Tue Jul 19, 2011 2:28 am

If all the stuff is conflicts with OOO, isn't there already a KA-OOO patch readily available?

Well there was an FCOM one and it was for an older version of KA as per the passage I quoted above. Apparently made by Elminster of all people. I never heard of one for any newer version of KA or since the inclusion of the CURP master.

I've had the newer one installed with FCOM and while I did not get far into the mod I never experienced any major issues. I did not go as far as being the count. As many times as I've torn the FCOM load order apart I've never been able to trace ctds back to KA. Clean the mod and I think it should be fine to use. Of course I can be wrong and/or it could be that I'm not using the one mod it would have big issues with.

There is OOO/FCOM patches for OMG and Kingdom of Almar (which is like the smallest patch ever - I just ported the changes over to the main esp). While the author of KA has never helped his own case with his attitude I don't think he is the only one who has engaged in territorial pissing.

KA does overwrite things from the UOP, but that should not be surprising.
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Chica Cheve
 
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Post » Mon Jul 18, 2011 5:35 pm

I saw at least one NPC misnamed by OOO and corrected by KA.


Do you remember which NPC that is? Would be nice to fix for the OOO update.
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Suzie Dalziel
 
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Post » Mon Jul 18, 2011 11:57 pm

I think in Layawiin chapel.

No I don't recall - I'm bad with names as it is - but there is always that conflict detector/filter on tes4edit.

OOO added an 'L' to the name.
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Emily Graham
 
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Post » Tue Jul 19, 2011 12:02 am

I think in Layawiin chapel.

No I don't recall - I'm bad with names as it is - but there is always that conflict detector/filter on tes4edit.

OOO added an 'L' to the name.


I'll check. Can't be bothered to compare with KA just for a name as the latter needs CURP, which I don't have.

EDIT: Nope, no one in Leyawiin Chapel.
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x_JeNnY_x
 
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Post » Mon Jul 18, 2011 9:37 pm

Well you don't have to load all the resources to look at the plugins.

I will look at it again next time I have that install as the active clone. Most likely not tonight.

Deekus something is what I recall.
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Maya Maya
 
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Post » Mon Jul 18, 2011 11:18 am

Well you don't have to load all the resources to look at the plugins.

I will look at it again next time I have that install as the active clone. Most likely not tonight.

Deekus something is what I recall.


Found one under D: Dro'Nahrahe is named Dro'Nahrah in OOO. Will fix it.

EDIT: Seems the name is "fixed" in OOO:

Dro'Nahrahe's editor id is "DroNahrah", and two of her AI packages also use that name. Combined with the dialogue error, it seems this may have been her original name.


EDIT 2: Yes, OOO just follows the UOP regarding that name. I'd guess it's Kvatch Aftermath that doesn't contain UOP fixes, which OOO does.
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Pants
 
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Post » Mon Jul 18, 2011 9:44 pm

You still need to clean Kvatch Rebuilt too.

My bet is that this is not the reason they are incompatible. I've never heard of a mod being called incompatible requiring a patch in order to fix dirty edits. that doesn't make sense.

Kvatch aftermath can be played with FCOM. If I get a chance later I will look at the two in edit (as they are both in a load order that I currently do not have active).


Then you've never heard of my compatibility patch for Entius Gorge and Kvatch Aftermath, which is not required if you run the automatic cleaning process on Kvatch Aftermath with TES4Edit.
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Hayley Bristow
 
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Post » Mon Jul 18, 2011 12:39 pm

I didn't know that it was not needed if you clean. Taking that out now.

I stand corrected. That is one.

- but then why not just have the person download a txt file and give them instructions for cleaning instead of encouraging the use of dirty mods? Actually looking at the UL patch readme I see only this line:
This patch is not necessary. See the readme in the download.
But this is that readme (in this version of the patch that I have), so the info doesn't seem included. I just downloaded again - nothing about cleaning KA -- so how is anyone supposed to know this (in my defense)?

And Arkngt - sorry if i led you on a wild goose chace - it wasn't an NPC it was http://www.uesp.net/wiki/Oblivion:Dasek_Moor#Zone_3:_Dasek_Moor_Maleboge. And again it is the UOP that has corrected name. I, myself, don't care as to why the UOP changes the name - so will drop that and concede that I understand.

So Vorians - do you know what the FCOM patch contained?
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sam westover
 
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Post » Mon Jul 18, 2011 4:30 pm

And Arkngt - sorry if i led you on a wild goose chace - it wasn't an NPC it was http://www.uesp.net/wiki/Oblivion:Dasek_Moor#Zone_3:_Dasek_Moor_Maleboge. And again it is the UOP that has corrected name. I, myself, don't care as to why the UOP changes the name - so will drop that and concede that I understand.


I'd assume because it was thought that "Maleboge" is misspelled and should have been "Malebolge" (note the second L).
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Chloe Lou
 
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