Creating OCW (oblivion warcry) OMOD problems

Post » Sat Feb 19, 2011 9:35 am

Hello I have a problem with creating an omod for OCW I followed the directions on this site http://sites.google.com/site/oblivionpoinfo/walkthroughs/fcomguide/fcomomods
but the omod color is black for it or if its green its missing a file by the way I am gonna use FCOM, pls help.
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Ice Fire
 
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Post » Fri Feb 18, 2011 9:29 pm

Hello I have a problem with creating an omod for OCW I followed the directions on this site http://sites.google.com/site/oblivionpoinfo/walkthroughs/fcomguide/fcomomods
but the omod color is black for it or if its green its missing a file by the way I am gonna use FCOM, pls help.

Black simply means that when you activate the omod it will replace an already installed ESP. This can be by design so may not be a problem. Right click on the OMOD and select View Data Conflicts to see more information.
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Kevin S
 
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Post » Sat Feb 19, 2011 8:46 am

WarCry is two files now. The 1.085b patch file and the BSA from the FCOM thread.

Making an OMOD seems like a waste of time.
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John Moore
 
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Post » Sat Feb 19, 2011 9:37 am

OMOD seems like a waste of time.

Actually, I think it is always worth making an OMOD or BAIN archive for all mods - really simplifies trouble shooting, removing mods and making it easy to track what you have installed - or maybe I am too stupid to remember so need to use these great utilities :)
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Ownie Zuliana
 
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Post » Sat Feb 19, 2011 7:49 am

So should still do the manual installation instead of OMOD? Wait the one I downloaded seems to not have a BSA file. Does anybody know any good sites
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Mizz.Jayy
 
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Post » Sat Feb 19, 2011 2:52 am

BSA is in the first or second post in the FCOM thread. Like I said, all you need right now is that BSA and the 1.085b patch file.
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Melanie
 
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Post » Sat Feb 19, 2011 2:35 am

Is it the updated version? Can you pls post a link.Thanks in advance
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~Sylvia~
 
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Post » Sat Feb 19, 2011 6:25 am

The update/patch is esp only.

From FCOM thread...

http://www.megaupload.com/?d=LNG7LWO1 - -

Oblivion Warcry Resources packed into single Uncompress BSA
- Has not been pyfii, warcry has some weird stuff once again
- textures have been checked for mip map well

But a few could have been missed so report any purple objects, flat black looking , or missing mesh - wtf problems.
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Kit Marsden
 
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Post » Sat Feb 19, 2011 5:32 am

Thanks. So I'll need the update esp only instead?
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Stay-C
 
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Post » Fri Feb 18, 2011 11:25 pm

Thanks. So I'll need the update esp only instead?


Yes, use the 1.085b esp (Oblivion WarCry EV.esp) and the bsa.
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Ashley Clifft
 
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Post » Sat Feb 19, 2011 12:32 pm

What about the update textures and meshes? Is it already bundled in the BSA?
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Farrah Barry
 
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Post » Sat Feb 19, 2011 11:02 am

What about the update textures and meshes? Is it already bundled in the BSA?


The fixed meshes in 1.085b, yes.
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Krista Belle Davis
 
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Post » Sat Feb 19, 2011 2:44 am

Thanks. So I can make an OMOD (correct me if I'm wrong) by copying the bsa and the patch EV esp into a folder and then add folder in the omod creation menu?
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CORY
 
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Post » Sat Feb 19, 2011 3:46 am

Thanks. So I can make an OMOD (correct me if I'm wrong) by copying the bsa and the patch EV esp into a folder and then add folder in the omod creation menu?

Yes. BUT it will take quite a while. 1st it will pack it all together, then when activating it it will unpack it and put the 2 files in you data folder. If you're serious about oblivion modding, start using BAIN (part of Wrye Bash) it is a far superiour installation/deinstalling program
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Robert
 
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Post » Sat Feb 19, 2011 5:18 am

Thanks. So I can make an OMOD (correct me if I'm wrong) by copying the bsa and the patch EV esp into a folder and then add folder in the omod creation menu?

Yes, just make sure to choose no compression for the omod in the omod creation dialogue, as the only effect compressing the BSA (that is already compressed) is to increase the time it takes.

If you're serious about oblivion modding, start using BAIN (part of Wrye Bash) it is a far superiour installation/deinstalling program
This is totally nonsense. OBMM is a perfectly fine tool for serious mod users, and due to its simplicity and scripted install, is probably the best tool for most mod users. Yes, BAIN has some advantages over OBMM, but certainly has some disadvantages as well, so its more like different tastes than better or worse.
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Solène We
 
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Post » Sat Feb 19, 2011 6:48 am

This is totally nonsense. OBMM is a perfectly fine tool for serious mod users, and due to its simplicity and scripted install, is probably the best tool for most mod users. Yes, BAIN has some advantages over OBMM, but certainly has some disadvantages as well, so its more like different tastes than better or worse.

Oh I know, for scripted installs (i.e almost all you mods definately) but for stuff with meshes, textures etc, BAIN's the way forward. I was just warning that it could be quite time consuming making an OMOD of Warcry when you only need 2 files.
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xx_Jess_xx
 
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Post » Fri Feb 18, 2011 11:24 pm

Oh I know, for scripted installs (i.e almost all you mods definately) but for stuff with meshes, textures etc, BAIN's the way forward.
Why?

I maintain that such generalized statements are at best misleading. BAIN is better than OBMM in some specific situations, just like OBMM is better than BAIN in some others. It is fine that you prefer BAIN, but a generalized statement of it being the way forward makes little sense. Especially since there are less resource conflicts between later versions of big mods than before, and the resource confilct between mods are one of the main advantages of BAIN.

BAIN is an excellent tool, but so is OBMM, and the fact that you prefer chocolate flavour to vanilla, doesn't mean that it's generally better - it much depends on how much you reinstall and change resource mods. But a complex mod setup can easily be maintained with OBMM only.
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Sabrina Steige
 
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Post » Fri Feb 18, 2011 11:16 pm

I agree with most of what TheNiceOne said.

My experience was that OBMM is an excellent way to start using mods in a managed way - it is much easier to learn and use. Once you become familiar enough with OBMM or start to exceed a certain number of mods (I found OBMM got quite slow after I had more than 100 OMODS), then it makes sense to start looking at Wrye Bash, which takes a while to understand. It is good for experimenting with lots of texture replacers and, once you have a lot of mods, the Bashed Patch feature becomes an indispensible tool.

Summary (imho)...

1. Start with OBMM and become really good at building OMODS
2. At some point after this, download Wrye Bash and start experimenting - Psymon has some terrific resources on this forum (I found his examples of complex BAIN packages an indispensable aid to understanding how to use it.
3. When you get near 150 ESP/ESMs, start to learn about Wrye Bash

I use OBMM and Wye Bash - OBMM for anything that benefits from a scripted install and doesn't replace existing textures and meshes (and for OBSE DLL installs) - most of the rest, I use Wrye Bash for.

Hope this point of view helps contribute to your learning :)
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how solid
 
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Post » Fri Feb 18, 2011 9:32 pm

What about the update textures and meshes? Is it already bundled in the BSA?

The fixed meshes in 1.085b, yes.


Fixed meshes? You mean the ones from the latest WC patch, right?





OBMM for anything that benefits from a scripted install and doesn't replace existing textures and meshes (and for OBSE DLL installs)

I believe Torrello was pointing out the fact that OBMM does not have the capability to maintain different files, from different mods, at the same time. (The same can be said true about vanilla files because even if you decide not to overwrite a vanilla file from an OMOD install, it can be deleted later when you choose to uninstall it.)

Both tools complement each other well.

Wrye Bash is powerful with merging records from several mods and making plugin adjustments.
OBMM is powerful with the ability to operate scripted installation, with support for bsa operations. I couldn't make my horses mod support DLCHorseArmor and the official meshes without it.

The downside of OBMM is lack for file management, that is why it can be told, without loss for OBMM other capabilities of course, that BAIN installer has better mod file installation capability.

For the sake of the argument, say you install OMOD X that adds or replaces some texture file. Another mod, Y, also has a different file in the same location. If you install one over the other, the last one installed is the one you get. Only that you cannot keep track of the order in which they have been put into place with OBMM. It gets worse if there are more than two mods that touch the same file (- and there are, just play with better cities, blood & mud, QTP3, QTP3 for blood & mud, and AWLS for the cherry on top). Once you uninstall any one of the OMODS that contain that file, it is gone. If you still play with the mod X or Y that uses the file A, you get purple mesh in game.

I believe this is where BAIN can be called superior to OBMM mod installs.
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Elizabeth Falvey
 
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Post » Sat Feb 19, 2011 10:22 am

Fixed meshes? You mean the ones from the latest WC patch, right?


Yeah, that was what I said wasn't it: "The fixed meshes in 1.085b". Sort of a Groundhog Day thread this.
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Laura Cartwright
 
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Post » Sat Feb 19, 2011 12:13 pm

Thanks for confirmation, I thought there was a new patch made.
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Tiffany Holmes
 
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Post » Sat Feb 19, 2011 2:35 am

For a mod consisting of only one or two files, I don't think there's a functional difference between BAIN and OBMM. OBMM may have a slight advantage because it includes the BSA browser, but that only matters if you are ever going to open the BSA. BAIN may gain an advantage when it starts to get intelligent handling of BSAs (and when it's wizard becomes more functional and more popular). For now, it's six of one, a half-dozen of the other.
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Horse gal smithe
 
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Post » Sat Feb 19, 2011 5:56 am

I believe Torrello was pointing out the fact that OBMM does not have the capability to maintain different files, from different mods, at the same time. (The same can be said true about vanilla files because even if you decide not to overwrite a vanilla file from an OMOD install, it can be deleted later when you choose to uninstall it.)
OBMM has some capability, but this is certainly a strong-point of BAIN. My point is that this BAIN advantage is not enough by far to support blanket statements of needing to switch from OBMM to BAIN,

For the sake of the argument, say you install OMOD X that adds or replaces some texture file. Another mod, Y, also has a different file in the same location. If you install one over the other, the last one installed is the one you get.
...though you can easily decide to keep mod X textures instead. OBMM warns you that Y will overwrite textures from X and asks you if you will overwrite or keep. Not by far as good as BAIN in this regard, but still more than adequate for most users.

Only that you cannot keep track of the order in which they have been put into place with OBMM. It gets worse if there are more than two mods that touch the same file (- and there are, just play with better cities, blood & mud, QTP3, QTP3 for blood & mud, and AWLS for the cherry on top). Once you uninstall any one of the OMODS that contain that file, it is gone. If you still play with the mod X or Y that uses the file A, you get purple mesh in game.
Now this is just plain wrong. You obviously haven't tried it.

What happens is that OBMM keeps track of the fact that the resource is owned by all the omods, and will not remove the resource until you have uninstalled all those omods. The difference from BAIN is that BAIN also keeps track of whether you uninstalled the one that you overwrote the other resources with, and if so revert to the older version, while OBMM only knows that the resource is shared and therefore keeps the last installed version.

I believe this is where BAIN can be called superior to OBMM mod installs.
Better, yes - but OBMM is evidently much better than you thought, and more than adequate for most users.

Again, to make myself clear, BAIN's handling of conflicting resources is definitely better than OBMM's, but OBMM's handling is good enough for most conflicts, and for most mod users it is very seldom to repeat install/uninstall of mods with conflicting resources. I'm not trying to talk bad about BAIN, but just don't accept that OBMM is not a very good tool for resource installation too.
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Loane
 
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Post » Sat Feb 19, 2011 5:05 am

I'm just trying to find the bit in my post where I said OBMM was rubbish, and I can't seam to find it.
I was mearly pointing out that BAIN would be quicker for installing Warcry. Creating an OMOD of it could take longer than downloading it.
The OP is doing an FCOM install, and I found the capabilites of that install with BAIN far more flexible and quicker than it could ever have been with OBMM.
I also said that getting to grips with BAIN would be a good idea (even though some of Team FCOM seem quite reticent about it) as installing the correct stuff in the correct order is not actually necessary with BAIN as the order can be changed after installation.
I've advocated the use of both OBMM and BAIN/Bash for a long time now, and even if scripted installation come to BAIN, OBMM will still be installed as it's so much more than an in/de-installer.
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Trent Theriot
 
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Post » Sat Feb 19, 2011 7:51 am

I'm just trying to find the bit in my post where I said OBMM was rubbish, and I can't seam to find it.
And I'm trying to find the bit in my post where I said you said that :P

Seriously, what I reacted to, was those two statements of yours:
If you're serious about oblivion modding, start using BAIN (part of Wrye Bash) it is a far superiour installation/deinstalling program

...for stuff with meshes, textures etc, BAIN's the way forward.


I have explained why I think both are wrong, so I will not repeat that.

The OP is doing an FCOM install, and I found the capabilites of that install with BAIN far more flexible and quicker than it could ever have been with OBMM.

I'm not necessarily disagreeing with you, but if you factor in the time spent to re-structure the folders of MMM and FCOM, correctly understanding which files to install, and correctly rename the bsa, I believe that for the vast majority of players new to FCOM, using OBMM with the scripted installers will be much quicker and much less prone to errors. But this depends on the mod user in question, so I mostly reacted to your generalized statements quoted above.

I also said that getting to grips with BAIN would be a good idea (even though some of Team FCOM seem quite reticent about it) as installing the correct stuff in the correct order is not actually necessary with BAIN as the order can be changed after installation.
I agree about the advantage of being able to change the installation order later, but that is only an advantage when the mods have conflicting resources, and with MMM (and soon) OOO going the bsa route, that becomes even less of an issue. But for people who tend to tweak and check out different combinations of texture replacers like QTP3, etc. it is of course much better to use BAIN.


I don't think we disagree that much. I fully agree that BAIN is an excellent tool that have some advantages over OBMM, and I make sure to structure all my mods for easy BAIN installation. But I'm happy that you've gone from the generalized statments above, to specific reasoning, and I'm also happy to correct the (common?) misconception stated by ulrim, that OBMM will remove shared resources if you uninstall one of several omods that use the resources :)
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Eddie Howe
 
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