Concerning OMOD script

Post » Fri Feb 18, 2011 9:27 pm

Hi all, Doing a fresh install at the moment and I'm just packing the non-OMOD ready mods into OMOD's.

Basically how do I know if the mod is complex enough to require some script in OBMM or when it is simple enough just to add the archive and create the OMOD?

Cheers
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Juan Suarez
 
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Post » Fri Feb 18, 2011 10:29 pm

Hi all, Doing a fresh install at the moment and I'm just packing the non-OMOD ready mods into OMOD's.

Basically how do I know if the mod is complex enough to require some script in OBMM or when it is simple enough just to add the archive and create the OMOD?

Cheers


this is basically a question only you can decide.

You have to differ between OMODs you are goin to upload for all, or download such.
And OMOD's you prepare only for your installation.

The first ones are simple or scripted, depends on their content, if only parts should be installed.
If you are considering to make your own omods, I just can say with my 250 mods installation ( the last CTD was last week! )
i never had to script any omod, because I only put the stuff into it, my installation needs, making scripting needless.
just preselect, takes less time and keeps the OMODs lean.
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Darian Ennels
 
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Post » Sat Feb 19, 2011 1:57 am

OMOD Installation - http://sites.google.com/site/oblivionpoinfo/installmods/obmm-installation
Example Conversions to OMODs - http://sites.google.com/site/oblivionpoinfo/installmods/obmm-installation/omodreadymods
OBMM Scripts & Script Templates - http://sites.google.com/site/oblivionpoinfo/installmods/obmm-installation/obmmscripts
OBMM HowTo - Scripts - http://lhammonds.game-host.org/obmm/scripts.asp <-- LHammond's site
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Veronica Flores
 
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Post » Sat Feb 19, 2011 5:16 am

Once again thanks guys. When you say "if only parts should be installed" do you mean if the mod has multiple esp's of the same name? or some specific files from the default folders (textures, meshes, etc).

For example if a simple mod is only a single esp can I just throw it into an omod?

Or an update in the form of a single esp can I put that in an omod on its own ?(separate from the earlier version that's already in it's own omod)

Or what about Reneers Gold for example that comes in the form of :
Reneer's Gold Mod_readme, ReneersGoldMod.BSA and ReneersGoldMod.esp.

Now I what I did was put the parent folder to the above files into the omod creator (add folder) and selected import data from esp and hit create.
Will this approach work? (using OBMM to convert mods to OMODS and activate/install them within OBMM, then use BOSS and Wrye Bash to sort my load order and bashed patch?)
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TASTY TRACY
 
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Post » Fri Feb 18, 2011 9:29 pm

Once again thanks guys. When you say "if only parts should be installed" do you mean if the mod has multiple esp's of the same name? or some specific files from the default folders (textures, meshes, etc).

For example if a simple mod is only a single esp can I just throw it into an omod?

Or an update in the form of a single esp can I put that in an omod on its own ?(separate from the earlier version that's already in it's own omod)

Or what about Reneers Gold for example that comes in the form of :
Reneer's Gold Mod_readme, ReneersGoldMod.BSA and ReneersGoldMod.esp.

Now I what I did was put the parent folder to the above files into the omod creator (add folder) and selected import data from esp and hit create.
Will this approach work? (using OBMM to convert mods to OMODS and activate/install them within OBMM, then use BOSS and Wrye Bash to sort my load order and bashed patch?)

Mod packaging explanation:
Intro to Modded Oblivion - http://sites.google.com/site/oblivionpoinfo/intro
Installing Mods - http://sites.google.com/site/oblivionpoinfo/installmods


That is not how I define a simple package, and understanding my definition of that term should help.
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Lance Vannortwick
 
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Post » Sat Feb 19, 2011 9:19 am

Once again thanks guys. When you say "if only parts should be installed" do you mean if the mod has multiple esp's of the same name? or some specific files from the default folders (textures, meshes, etc).

You'll find out. Some OMOD deliver everything and all, for example the race balancing porject, a superb mod.
Just take a look into it, the omod conversation data is seperately available. so it should be no probs.

For example if a simple mod is only a single esp can I just throw it into an omod?

Simple esp always, OMOD puts as default everything into \Oblivion\data .... but honestly, simple esp's? i just drop em into data and let wyre bash catch'em

Or an update in the form of a single esp can I put that in an omod on its own ?(separate from the earlier version that's already in it's own omod)

yes you can, it simply overwrites. but i would suggest to replace it in the old OMOd and up the version number. and notice it in the decription field, so you will remind it...in case of

Or what about Reneers Gold for example that comes in the form of :
Reneer's Gold Mod_readme, ReneersGoldMod.BSA and ReneersGoldMod.esp.

This is the standard OMOD case, simple and easy, everything (if properly put into the omod) is going to be installed in the dafault \Oblivion\data

Now I what I did was put the parent folder to the above files into the omod creator (add folder) and selected import data from esp and hit create.
Will this approach work? (using OBMM to convert mods to OMODS and activate/install them within OBMM, then use BOSS and Wrye Bash to sort my load order and bashed patch?)

No.
the parent folder svcks, all esp, esm must be visible in the box.
the place where to open the stuff via Add folder is exactly the level where esps reside and all the top folder like textures, sounds, meshes are visible. this is what to select.
it simply copies all into \oblivion\data and overwrites after asking. just look into \oblivion\data and you are going look at the common structure,
you'll get used to when creating the omods.
the readme usually goes into the \oblivion\data just like the esp's, and OBMM catches it with the button. (must contain a 'xyz readme *.txt' if i remind well, not 'xyz Read me .txt' ) :foodndrink:
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Damien Mulvenna
 
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Post » Fri Feb 18, 2011 8:31 pm

cheers marshmallow :goodjob:

What would I do the ReneersGoldMod.BSA in the above case?
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R.I.p MOmmy
 
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Post » Sat Feb 19, 2011 6:28 am

cheers marshmallow :goodjob:

What would I do the ReneersGoldMod.BSA in the above case?

...same place as the esp's ..
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Trish
 
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Post » Fri Feb 18, 2011 6:54 pm

...same place as the esp's ..


OBMM will stick it in the right place if its in the same folder as the esp then? (i.e. both into oblivion/data?)
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Emily Graham
 
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Post » Sat Feb 19, 2011 9:13 am

OBMM will stick it in the right place if its in the same folder as the esp then? (i.e. both into oblivion/data?)

Yes, but I think you are not understanding something. OMODs are basically a modified zip or 7z archive. They're archives. OBMM extracts its archives (OMODs) with rules as dictated by their associated scripts. Therefore, if an OMOD does not contain a script, it is installed in (generally) the same manner that you would manually extract any archive in the Data folder. Scripts give rules that may make it move, copy, or not install files, but it is still only automating what could be a manually done process.

Your question: If you extract an archive into the Data folder that only contains and ESP and a BSA, they will both be installed there. The same thing happens when you activate the OMOD that contains these two (or three) files. If those files had been packed within an extra folder (let's call it "test") those two files would have been installed to Data\test, in both cases, manual extraction and OMOD activation. However, with a script, you could tell OBMM not to install the original files, and copy the contents of "test" into the Data folder instead.
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Robyn Howlett
 
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Post » Sat Feb 19, 2011 5:08 am

Yes, but I think you are not understanding something. OMODs are basically a modified zip or 7z archive. They're archives. OBMM extracts its archives (OMODs) with rules as dictated by their associated scripts. Therefore, if an OMOD does not contain a script, it is installed in (generally) the same manner that you would manually extract any archive in the Data folder. Scripts give rules that may make it move, copy, or not install files, but it is still only automating what could be a manually done process.

Your question: If you extract an archive into the Data folder that only contains and ESP and a BSA, they will both be installed there. The same thing happens when you activate the OMOD that contains these two (or three) files. If those files had been packed within an extra folder (let's call it "test") those two files would have been installed to Data\test, in both cases, manual extraction and OMOD activation. However, with a script, you could tell OBMM not to install the original files, and copy the contents of "test" into the Data folder instead.


Oh ok. Starting to get my head round it (well a bit!).

Thanks for all your help
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Laura Shipley
 
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Post » Fri Feb 18, 2011 8:43 pm

Your question: If you extract an archive into the Data folder that only contains and ESP and a BSA, they will both be installed there. The same thing happens when you activate the OMOD that contains these two (or three) files. If those files had been packed within an extra folder (let's call it "test") those two files would have been installed to Data\test, in both cases, manual extraction and OMOD activation. However, with a script, you could tell OBMM not to install the original files, and copy the contents of "test" into the Data folder instead.

Just one clarification here, because OBMM is smarter than most people think, and smarter than BAIN, when it comes to folder structures. Assume this mod consists of myMod.esp and myMod.bsa, and three possible way the mod archive can have been packed:

1. In the top level of the archive:myMod.espmyMod.bsa2. Inside a data folder in the archive:data\myMod.espdata\myMod.bsa3. Inside a myMod (name is not important) folder in the archive:myMod\myMod.espmyMod\myMod.bsa4. Inside a myMod\data folder in the archive:myMod\data\myMod.espmyMod\data\myMod.bsa


Anyway, if you create an omod of any of those four archives, by clicking "Add archive", OBMM will sort it out for you, and install myMod.esp and myMod.bsa to your Oblivion/data folder. But if you first unpack the archive (with winrar or any other archive tool) and create the omod by clicking "Add folder", OBMM stops being so smart, and get some of them wrong (I don't remember which, since I always add archives).
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Marine Arrègle
 
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Post » Sat Feb 19, 2011 6:23 am

Just one clarification here, because OBMM is smarter than most people think, and smarter than BAIN, when it comes to folder structures. Assume this mod consists of myMod.esp and myMod.bsa, and three possible way the mod archive can have been packed:

1. In the top level of the archive:myMod.espmyMod.bsa2. Inside a data folder in the archive:data\myMod.espdata\myMod.bsa3. Inside a myMod (name is not important) folder in the archive:myMod\myMod.espmyMod\myMod.bsa4. Inside a myMod\data folder in the archive:myMod\data\myMod.espmyMod\data\myMod.bsa


Anyway, if you create an omod of any of those four archives, by clicking "Add archive", OBMM will sort it out for you, and install myMod.esp and myMod.bsa to your Oblivion/data folder. But if you first unpack the archive (with winrar or any other archive tool) and create the omod by clicking "Add folder", OBMM stops being so smart, and get some of them wrong (I don't remember which, since I always add archives).

1. obvious
2. same for BAIN, and I think I mentioned this on the site, but I could be clearer about it
3. Doesn't that have to do with the first-level folder matching the archive name because I think that applies to BAIN as well, which would imply that this has something to do with how those archives are interpreted, right?
4. If my thoughts about #3 are applicable, the same applies here.

AlienSlof packs a number of her mods using method #3, and I rarely have to repack hers because they are usually simple packages.
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Kira! :)))
 
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Post » Fri Feb 18, 2011 10:10 pm

:rolleyes: Do'h I've packed a few using the "add folder" method! I can't remember which one though! double do'h :banghead:
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kennedy
 
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Post » Sat Feb 19, 2011 11:09 am

It is okay to use the 'Add folder' method. If the mod is packed in a #3 or #4 configuration, as long as you add the "myMod" folder, when you choose 'Add folder', there is no problem. The 'Add folder' command adds the contents of the folder, and not the folder itself. Therefore, in cases #3 and #4, the paths will start at the next level down, which is fine. I think that the 'Add archive' method skips the folder that matches the archive name, and I think the same goes for BAIN. I would have to test that, but that is what my (suffering) memory indicates...
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Brentleah Jeffs
 
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Post » Sat Feb 19, 2011 9:23 am

Phew panic over! he he. cheers
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butterfly
 
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Post » Fri Feb 18, 2011 10:35 pm

3. Doesn't that have to do with the first-level folder matching the archive name because I think that applies to BAIN as well, which would imply that this has something to do with how those archives are interpreted, right?
4. If my thoughts about #3 are applicable, the same applies here.

AlienSlof packs a number of her mods using method #3, and I rarely have to repack hers because they are usually simple packages.

I'm at work now, so cannot test, but I mean I have tested that it works regardless of folder name, and that the only thing OBMM needs is to find the esp/bsa files located in one single folder, which logically enough will be treated as the Oblivion/data folder. And I know for sure that OBMM is smarter with this when using "Add archive" than when using "Add folder". So using "Add archive" instead of unpacking and using "Add folder" should be stressed. The only reason I can think of to unpack first is if the installation files are in several folders and there's no omod script. For all other, I believe "Add archive" is as good or better to use.
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Emily abigail Villarreal
 
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Post » Sat Feb 19, 2011 9:31 am

I'm at work now, so cannot test, but I mean I have tested that it works regardless of folder name, and that the only thing OBMM needs is to find the esp/bsa files located in one single folder, which logically enough will be treated as the Oblivion/data folder. And I know for sure that OBMM is smarter with this when using "Add archive" than when using "Add folder". So using "Add archive" instead of unpacking and using "Add folder" should be stressed. The only reason I can think of to unpack first is if the installation files are in several folders and there's no omod script. For all other, I believe "Add archive" is as good or better to use.

I classify the "one folder containers" as simple packages too, as in, that applies to BAIN too. I will test later as well.


Edit: wording
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Dawn Farrell
 
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