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There is nothing wrong. I am just trying to make my BSA Loading page, the general one, here: http://sites.google.com/site/oblivionpoinfo/intro/archiveinvalidation, as 'full' as possible. I am not modifying the any of the guides to suggest that alternative, but there is a link to the BSA page on the relevant pages if the users want to know about archive invalidation and whatnot.![Vnc server android no root free Vnc server android no root free](http://www.kali.org/wp-content/uploads/2013/09/linux-deploy-kali-list-00.png)
![Fcom convergence installation guide 1 Fcom convergence installation guide 1](/uploads/1/2/3/7/123718363/361470044.jpg)
![Guide Guide](/uploads/1/2/3/7/123718363/395608078.jpg)
Free Car Audio Installation Guide
Francesco's Leveled Creatures-items
These are install instructions written by me as of 27th of December 2017 (27/12/2017):
-Mostly you will follow nUbee's instructions but I will give comments and updated links when needed and in the end my compatibility assessment for use with other mods, happy installing :)
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00// Download nUbee's instructions @ https://www.scribd.com/document/326933378/nUbee-FCOM-Guide2
This is the most recent nUbee's guide, and this link should work OK. If it is brought down in the future (unlikely) google it on your own, you will at least find the 2015 version, but it is almost the same with old links. From nUbee guide follow first 3 steps - basically install Oblivion fresh without mods then install DLCs, and then unofficial patches (you can find them here on nexusmods, there are 3 of them - Oblivion, SI and DLC patches). Use Wrye Bash and BOSS! And make sure you install OBSE (Wrye and OBSE can be found here on nexusmods and BOSS link is in the nUbee guide, you can google it with ease as well). I use installer versions for Wrye and BOSS, and OBSE is just copy-pasting in appropriate Oblivion install folders. Later you run Oblivion by running OBSEloader, not Oblivion.exe (OBSE adds many functions for mods etc. so just use it and don't ask :)
01// Follow step 04 from nUbee, nUbee explained (his francesco link is still ok: https://www.nexusmods.com/oblivion/mods/40190/?) everything (I personally use/have installed 2 main .esm, main .esp, optional chance of more enemies, stronger bosses, stronger bosses and leveled guards .esps in VB1)
02// Follow step 05 fron nUbee, only main downloads are necessary (even if you use Cobl), link in pdf is OK (https://www.nexusmods.com/oblivion/mods/46199). You need to download the BSA and install and then either download the 1.5.6. version which is main or as nUbee says download FULL version (1.40) which is in the end of downloads and from that archive install only the main .esm and .esp. I personally installed 1.5.6. version as it is supposed to have more fixes, and I will see if I have a bug that is supposed to happen in one quest in this new version. So to repeat, you need the BSA and then either 1.5.6 version or 1.40, it's up to you. I think that if you encounter this one bug with new 1.5.6 version you can just install 1.40 version over it and rebuild bashed patch after you are done installing FCOM and other mods and you will be OK (without the need to start the game all over). Also note that SI and other OOO add-ons shouldn't be compatible with FCOM and are not really needed.
03// Follow steps 06 and 07 from nUbee. You will have to register at tesalliance and download files for warcry and Bob's armory at the main FCOM page that nUbee links to (http://tesalliance.org/forums/index.php?/files/file/1294-fcom-convergence/scroll down to find download button). Be especially careful to download one file at the time (it can help not to do anything else on the computer at that time as well - just click DL and wait until it finishes)! Big file download at tesalliance.org seem to be malfunctioning and after you download all the files check if the size matches with the one on the site (it can be bigger, but not smaller). If you are still having problems downloading bsa files for Warcry and Bob's armory from Tesalliance, you can download them on this mod page at files tab (they are optimized .bsa files - resource files for these 2 mods). So, for Warcry you need the optimized .bsa installed (downloaded here or at tesalliance, Oblivion WarCry EV Opti.7z) and WarCryEv.7z which you should download with no problem from tesalliance as it is small (and 2 .esps installed from this last archive). For Bob's Armory you need the .bsa, again optimized from here or at tesalliance (FCOMBob's Armory Oblivion Opti.7z) and .esps from the second file (DL at tesalliance, Bob's Armory Oblivion.7z). Again, please check your .bsa archive sizes after you download them, many people make mistakes here!
04// Step 08 from nUbee, he explains it OK but I'll add some remarks. I personally use Realswords module from FCOM as I don't use many other mods that add weapons or armor (right now I'm not even using Artifacts or Armamentarium as mostly they are vanilla recolors). FCOM + Realswords alone add hundreds of armors and weapons (even if you don't use optional Bob's armory), and I don't want a gazillion weapons which are not immersive or lore friendly aside from FCOM/Realswords :) So for this setup (using Realsowrds as well) you need to download 4 archives from FCOM main page (http://tesalliance.org/forums/index.php?/files/file/1294-fcom-convergence/) and OptionalAddons as well (I use just a few). Again, be careful when downloading just as in step 03// (take heed to download size). For Realswords resource archive, Wrye can only install it if it is unpacked (atleast for me) - install in Wrye is not a square but a rhomb if you unzip it. Other main files are installed just as nUbee explains (I have installed from main .esp archive: FCOM_convergence.esm, FCOM_francescos.esp, FCOM_FrancescosItemsAddon.esp, FCOM_FrancescosNamedBosses.esp, FCOM_Knights.esp, FCOM_Realswords.esp, FCOMSpawnRatesSlightlyReduced.esp.
From optional add-ons I have FCOM_BobsGuardUnity.esp, FCOM_DiverseGuardUnity.esp, FCOM_FriendlierFactions.esp and FCOM_SaferRoads.esp. I don't install FCOM enhanced daedric invasion, as there is an updated EDI on nexusmods which takes care of it. Cobl is not needed as Cobl itself has the newest patch/tweak for FCOM. All options are explained here if you think you need more: http://devnull.sweetdanger.com/fcomoptions.html
05// Part 09 in nUbee, he explains it ok, but still.. :) The link for MMM is: https://www.nexusmods.com/oblivion/mods/17784. Install .bsa as usual, read readme if you can (or want more options) and install .esps as nUbee describes. I personally use these esps: Mart's Monster Mod.esm, MMM-Additional Enemy NPC Vars.esp, MMM - Diverse creaturesExpansion.esp, MMM- Diverse WaterLife.esp, MMM-Diverse Wisp and Vase Addon.esp, MMM- Farm animals.esp, MMM-Looting NPCs & Creatures.esp, MMM - no beholdens.esp (I don't want to break lore as these are D&D creatures), MMM - NoCarrionRats.esp (these break functionality of MOO or SDR, SDR I think), MMM - RadiantAITweaks.esp, MMM - Shivering Isles.esp, MMM- Zombies for Body meshes. Others I don't see need for and extra wounding breaks Duke Patricks no combat recoil which I'm using and overhauls combat immensely.. You need to adjust esp if you don't have Shivering Isles, which is probably true maybe for some other parts of FCOM.
06// This part is not included in nUbee: I use MOBS which is recommended for and by FCOM as it balances weapons so they have immersive weapon damages, reach etc. Anyways it fixes weapons stats so they make more sense although you can use vanilla behavior. DL link is: https://www.nexusmods.com/oblivion/mods/28537. Download 'OMOBS Shivering Isles' file if you have SI or another if you don't. Also DL 'MOBS Knights DLC Fixed 2b' and install both archives according to which DLCs you have. I don't use OMOBS Optional Combat Settings.esp, why would I :D Also download Mobsification of mods so your other mods have MOBS/OMOBS stats: https://www.nexusmods.com/oblivion/mods/45522. There are some other MOBS conversions, you can look at nexusmods, but mostly they are not needed. Some mods have them included in their archive as well. MOO has a MOBS patch on nexusmods as well.
08// This one is not in nUbee as well.. There is a fix for main FCOM_Convergence.esp on nexusmods so DL it and install over the old one: https://www.nexusmods.com/oblivion/mods/46220. It is even mentioned in main FCOM page, but it's not implemented it seems nad is supposed to be newer than the 1.00 last revision. Read this fix description, as it needs Francesco's Optional Chance of Stronger Bosses.esp installed to function.
If you want to balance archery a bit too, DL FCOPM archeryUpdate and realswords fix if you use Realswords (I use both of these so I installed both): 1st (I use only the main .esp) - http://tesalliance.org/forums/index.php?/files/file/1306-fcom-archery-update/. 2nd - (overwrite if needed, if you have some old installed) - https://www.nexusmods.com/oblivion/mods/42773
09// Cobl - also not in nUbee. DL and install (link: http://www.theassimilationlab.com/forums/files/file/951-cobl/ thanks to RavenMind for this link in original nexusmods page). Install only cobl main.esm, cobl filter late merge only.esp, cobl glue.esp, cobl SI.esp and Cobl Tweaks - FCOM Mergeable.esp. This is atleast my recommended FCOM (for SI) install. You can read readme and see if you want to add something although I don't see why, as some parts could conflict with some other mods like races Integration integrated and so on. This should work with everything and is a big plus to the game.
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This should be it. I think I expanded upon and described more nUbee's guide. I guess I could make a separate mod page for this description but you will have to talk me into it, don't have time right now and wanted to help as I can.
Compatibility:
I use FCOM with Integration integrated (includes LAME), MOO, OCOv2, various graphics and tweaks mods, SDR and so on, Supreme Magicka, Duke patricks melee and archery mods.. All in all around 450 mods, many of them merged by TES4Gecko or in bashed patch with Wrye. My advice is to take a brief look at OOO and MMM as well as FCOM readmes and compatibility pages, google if you need to see what is affected so you can check compatibility with mod XY. Some mods have Patches for FCOM, i recommend not to use many of the mods that add creature creation points. FCOM and MOO should be enough and many of other mods don't add anything new (example is Creature diversity which adds same creatures as FCOM). Also I don't recommend to use any Guard adjustment mods aside from usual AI mods like Reneer and SDR which are OK (use no carrion rats in MMM!) as FCOM diversifies guards armor and appearance already (sex as well).
Lastly some link for checking compatibility:
http://en.uesp.net/wiki/Tes4Mod:FCOM
http://forums.bethsoft.com/topic/1408858-list-fcom-patches-compatible-with-fcom-10/
-Mostly you will follow nUbee's instructions but I will give comments and updated links when needed and in the end my compatibility assessment for use with other mods, happy installing :)
-------------------------------------------------------------------------------------------------------------
00// Download nUbee's instructions @ https://www.scribd.com/document/326933378/nUbee-FCOM-Guide2
This is the most recent nUbee's guide, and this link should work OK. If it is brought down in the future (unlikely) google it on your own, you will at least find the 2015 version, but it is almost the same with old links. From nUbee guide follow first 3 steps - basically install Oblivion fresh without mods then install DLCs, and then unofficial patches (you can find them here on nexusmods, there are 3 of them - Oblivion, SI and DLC patches). Use Wrye Bash and BOSS! And make sure you install OBSE (Wrye and OBSE can be found here on nexusmods and BOSS link is in the nUbee guide, you can google it with ease as well). I use installer versions for Wrye and BOSS, and OBSE is just copy-pasting in appropriate Oblivion install folders. Later you run Oblivion by running OBSEloader, not Oblivion.exe (OBSE adds many functions for mods etc. so just use it and don't ask :)
01// Follow step 04 from nUbee, nUbee explained (his francesco link is still ok: https://www.nexusmods.com/oblivion/mods/40190/?) everything (I personally use/have installed 2 main .esm, main .esp, optional chance of more enemies, stronger bosses, stronger bosses and leveled guards .esps in VB1)
02// Follow step 05 fron nUbee, only main downloads are necessary (even if you use Cobl), link in pdf is OK (https://www.nexusmods.com/oblivion/mods/46199). You need to download the BSA and install and then either download the 1.5.6. version which is main or as nUbee says download FULL version (1.40) which is in the end of downloads and from that archive install only the main .esm and .esp. I personally installed 1.5.6. version as it is supposed to have more fixes, and I will see if I have a bug that is supposed to happen in one quest in this new version. So to repeat, you need the BSA and then either 1.5.6 version or 1.40, it's up to you. I think that if you encounter this one bug with new 1.5.6 version you can just install 1.40 version over it and rebuild bashed patch after you are done installing FCOM and other mods and you will be OK (without the need to start the game all over). Also note that SI and other OOO add-ons shouldn't be compatible with FCOM and are not really needed.
03// Follow steps 06 and 07 from nUbee. You will have to register at tesalliance and download files for warcry and Bob's armory at the main FCOM page that nUbee links to (http://tesalliance.org/forums/index.php?/files/file/1294-fcom-convergence/scroll down to find download button). Be especially careful to download one file at the time (it can help not to do anything else on the computer at that time as well - just click DL and wait until it finishes)! Big file download at tesalliance.org seem to be malfunctioning and after you download all the files check if the size matches with the one on the site (it can be bigger, but not smaller). If you are still having problems downloading bsa files for Warcry and Bob's armory from Tesalliance, you can download them on this mod page at files tab (they are optimized .bsa files - resource files for these 2 mods). So, for Warcry you need the optimized .bsa installed (downloaded here or at tesalliance, Oblivion WarCry EV Opti.7z) and WarCryEv.7z which you should download with no problem from tesalliance as it is small (and 2 .esps installed from this last archive). For Bob's Armory you need the .bsa, again optimized from here or at tesalliance (FCOMBob's Armory Oblivion Opti.7z) and .esps from the second file (DL at tesalliance, Bob's Armory Oblivion.7z). Again, please check your .bsa archive sizes after you download them, many people make mistakes here!
04// Step 08 from nUbee, he explains it OK but I'll add some remarks. I personally use Realswords module from FCOM as I don't use many other mods that add weapons or armor (right now I'm not even using Artifacts or Armamentarium as mostly they are vanilla recolors). FCOM + Realswords alone add hundreds of armors and weapons (even if you don't use optional Bob's armory), and I don't want a gazillion weapons which are not immersive or lore friendly aside from FCOM/Realswords :) So for this setup (using Realsowrds as well) you need to download 4 archives from FCOM main page (http://tesalliance.org/forums/index.php?/files/file/1294-fcom-convergence/) and OptionalAddons as well (I use just a few). Again, be careful when downloading just as in step 03// (take heed to download size). For Realswords resource archive, Wrye can only install it if it is unpacked (atleast for me) - install in Wrye is not a square but a rhomb if you unzip it. Other main files are installed just as nUbee explains (I have installed from main .esp archive: FCOM_convergence.esm, FCOM_francescos.esp, FCOM_FrancescosItemsAddon.esp, FCOM_FrancescosNamedBosses.esp, FCOM_Knights.esp, FCOM_Realswords.esp, FCOMSpawnRatesSlightlyReduced.esp.
From optional add-ons I have FCOM_BobsGuardUnity.esp, FCOM_DiverseGuardUnity.esp, FCOM_FriendlierFactions.esp and FCOM_SaferRoads.esp. I don't install FCOM enhanced daedric invasion, as there is an updated EDI on nexusmods which takes care of it. Cobl is not needed as Cobl itself has the newest patch/tweak for FCOM. All options are explained here if you think you need more: http://devnull.sweetdanger.com/fcomoptions.html
05// Part 09 in nUbee, he explains it ok, but still.. :) The link for MMM is: https://www.nexusmods.com/oblivion/mods/17784. Install .bsa as usual, read readme if you can (or want more options) and install .esps as nUbee describes. I personally use these esps: Mart's Monster Mod.esm, MMM-Additional Enemy NPC Vars.esp, MMM - Diverse creaturesExpansion.esp, MMM- Diverse WaterLife.esp, MMM-Diverse Wisp and Vase Addon.esp, MMM- Farm animals.esp, MMM-Looting NPCs & Creatures.esp, MMM - no beholdens.esp (I don't want to break lore as these are D&D creatures), MMM - NoCarrionRats.esp (these break functionality of MOO or SDR, SDR I think), MMM - RadiantAITweaks.esp, MMM - Shivering Isles.esp, MMM- Zombies for Body meshes. Others I don't see need for and extra wounding breaks Duke Patricks no combat recoil which I'm using and overhauls combat immensely.. You need to adjust esp if you don't have Shivering Isles, which is probably true maybe for some other parts of FCOM.
06// This part is not included in nUbee: I use MOBS which is recommended for and by FCOM as it balances weapons so they have immersive weapon damages, reach etc. Anyways it fixes weapons stats so they make more sense although you can use vanilla behavior. DL link is: https://www.nexusmods.com/oblivion/mods/28537. Download 'OMOBS Shivering Isles' file if you have SI or another if you don't. Also DL 'MOBS Knights DLC Fixed 2b' and install both archives according to which DLCs you have. I don't use OMOBS Optional Combat Settings.esp, why would I :D Also download Mobsification of mods so your other mods have MOBS/OMOBS stats: https://www.nexusmods.com/oblivion/mods/45522. There are some other MOBS conversions, you can look at nexusmods, but mostly they are not needed. Some mods have them included in their archive as well. MOO has a MOBS patch on nexusmods as well.
08// This one is not in nUbee as well.. There is a fix for main FCOM_Convergence.esp on nexusmods so DL it and install over the old one: https://www.nexusmods.com/oblivion/mods/46220. It is even mentioned in main FCOM page, but it's not implemented it seems nad is supposed to be newer than the 1.00 last revision. Read this fix description, as it needs Francesco's Optional Chance of Stronger Bosses.esp installed to function.
If you want to balance archery a bit too, DL FCOPM archeryUpdate and realswords fix if you use Realswords (I use both of these so I installed both): 1st (I use only the main .esp) - http://tesalliance.org/forums/index.php?/files/file/1306-fcom-archery-update/. 2nd - (overwrite if needed, if you have some old installed) - https://www.nexusmods.com/oblivion/mods/42773
09// Cobl - also not in nUbee. DL and install (link: http://www.theassimilationlab.com/forums/files/file/951-cobl/ thanks to RavenMind for this link in original nexusmods page). Install only cobl main.esm, cobl filter late merge only.esp, cobl glue.esp, cobl SI.esp and Cobl Tweaks - FCOM Mergeable.esp. This is atleast my recommended FCOM (for SI) install. You can read readme and see if you want to add something although I don't see why, as some parts could conflict with some other mods like races Integration integrated and so on. This should work with everything and is a big plus to the game.
-------------------------------------------------------------------------------------------------------------------------------
This should be it. I think I expanded upon and described more nUbee's guide. I guess I could make a separate mod page for this description but you will have to talk me into it, don't have time right now and wanted to help as I can.
Compatibility:
I use FCOM with Integration integrated (includes LAME), MOO, OCOv2, various graphics and tweaks mods, SDR and so on, Supreme Magicka, Duke patricks melee and archery mods.. All in all around 450 mods, many of them merged by TES4Gecko or in bashed patch with Wrye. My advice is to take a brief look at OOO and MMM as well as FCOM readmes and compatibility pages, google if you need to see what is affected so you can check compatibility with mod XY. Some mods have Patches for FCOM, i recommend not to use many of the mods that add creature creation points. FCOM and MOO should be enough and many of other mods don't add anything new (example is Creature diversity which adds same creatures as FCOM). Also I don't recommend to use any Guard adjustment mods aside from usual AI mods like Reneer and SDR which are OK (use no carrion rats in MMM!) as FCOM diversifies guards armor and appearance already (sex as well).
Lastly some link for checking compatibility:
http://en.uesp.net/wiki/Tes4Mod:FCOM
http://forums.bethsoft.com/topic/1408858-list-fcom-patches-compatible-with-fcom-10/