Couple of OMOD/OBMM questions

Post » Sat Feb 19, 2011 1:15 am

Hi,
I've got two questions, I hope you can help me with please. I'm using OBMM to install my mods.

1) I have the All Natural 0.0.9 OMOD containing its own script. Once I install this I then want to install All Natural 0.0.9 Fix pack which contains a replacement .esp, .esm and a mesh (not sure whether its a replacement or new) but no script. I just packed the archive into an OMOD (ensuring folder structure was correct but adding no script).

So if I install All Natural 0.0.9 OMOD first and then the OMOD I made containing the fix pack will OBMM overwrite the original .esm and .esp for me or will I have to delete the originals first?

2) I also have Gates of the Aesgaard: Episode 1 which is an .exe. So I've packed it into an OMOD with no script. Will OBMM install it when I activate the OMOD or will it just pop it in my oblivion data folder?

Thanks for any help you can offer.
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Christine
 
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Post » Sat Feb 19, 2011 12:17 am

Hi,
I've got two questions, I hope you can help me with please. I'm using OBMM to install my mods.

1) I have the All Natural 0.0.9 OMOD containing its own script. Once I install this I then want to install All Natural 0.0.9 Fix pack which contains a replacement .esp, .esm and a mesh (not sure whether its a replacement or new) but no script. I just packed the archive into an OMOD (ensuring folder structure was correct but adding no script).

So if I install All Natural 0.0.9 OMOD first and then the OMOD I made containing the fix pack will OBMM overwrite the original .esm and .esp for me or will I have to delete the originals first?

2) I also have Gates of the Aesgaard: Episode 1 which is an .exe. So I've packed it into an OMOD with no script. Will OBMM install it when I activate the OMOD or will it just pop it in my oblivion data folder?

Thanks for any help you can offer.

Well, I was always integrating fixes, updates and the like into existing OMODs via "add folder". When there are more than 1 copies of the same file OBMM will ask which one to keep (older/newer?) when you recreate the OMOD. It's like "updating/fixing the OMOD" instead of having 2 for 1 mod.
Anyways, you can of course activate 2 OMODs one after the other and the second one will overwrite the files from the first one. But when it comes to scripted installs I don't know what precautions have to be taken when there's no script in the update/fix OMOD.

As for Gates Of Aesgaard, I don't think OBMM will "execute" an EXE for you when that's the only file in an OMOD, neither will it be able to keep track of the files this EXE installs then. It will just put the EXE into your data folder (or wherever the folder structure tells to) and only be able to remove this EXE again and nothing else.
What I would do is install the EXE first (if it's possible to install it to some remote folder that's not the actual data folder, that would be perfect, but if not, that's not a big deal either) and figure out which files it installed (most installers have a log or display a list or something), and then pack those files into an OMOD. This could easily get quite messy though, so that's why I'd prefer the installation to a remote folder for OMOD-creation when it's possible.
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Princess Johnson
 
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Post » Sat Feb 19, 2011 11:40 am

ok cheers mate :goodjob:

edit: ahh GotA episode 1 can be installed using OBMM. I just rechecked the read me, do'h :facepalm:
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YO MAma
 
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Post » Sat Feb 19, 2011 7:47 am

I suggest applying the GTA 1.1 patch before packing GTA1 into an OMOD. Yes, the contents of OMODs without scripts will be dropped into the Data folder, but as GTA (both episodes), like most quest mods, is a simple package, and would be correctly installed via that method.
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emily grieve
 
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Post » Sat Feb 19, 2011 2:42 am

The All Natural fixes can be applied over the existing OMOD installed 0.9.9. It's advisable to do this using an OMOD (or using BAIN) to do so, because that mesh will have to be removed when you upgrade to the next version, and OBMM will do that for you when you deactivate it prior to upgrading. There won't be any problems regarding the 'base' OMOD being scripted.

As for GTA, I'd install them to a separate directory, install the patch over this install, and make an OMOD out of that. Then install it using the OMOD you made, and use the GTA uninstaller to remove the version you installed to that separate directory. This'll get rid of the registry edits and whatnot that a .exe installer has, which (IMHO) is unnecessary for Oblivion mods. If there's still anything left over there after the uninstaller has finished, you can just delete that. That's what I did, anyway (substituting BAIN for OBMM).
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Tina Tupou
 
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Post » Sat Feb 19, 2011 2:08 am

coolio thanks for the help gentlemen and/or ladies :goodjob:
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Davorah Katz
 
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