MMM and FCOM omod Installers

Post » Wed Mar 30, 2011 1:13 pm

That's not very important. MMM now has all its resources in a bsa file, so it no longer has any resource files with the same filepath as OOO resources. Thus the two mods will no longer overwrite any content of the other. My MMM installer automatically detects the other mods if they are installed, but if not, it will ask you if you plan to install the other, and if answering yes, it will install the correct files anyway.

It must mean the Lite version, because the other options are generally fully compatible with FCOM.

Note that the included version of Harvest Flora is obsolete, so you should say no to that and rather download the standalone. Same is true for Living Economy, although I will suggest my own Enhanced Economy instead, since it not only has many more features, but is also more compatible with FCOM than what LE is.


Thanks for your help TheNiceOne, I was a bit late in responding since i went to work:) If I get into trouble I know who to ask :wave:
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Mel E
 
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Post » Wed Mar 30, 2011 5:44 am

It says "download MMM_OMOD_Installer_1_7.rar" but there is no link for that one, and a google for it brings up nothing. I have the MMM_OMOD_Installer_1_6_1.rar. That was easy enough to find, but no luck finding anything called MMM_OMOD_Installer_1_7.rar
1.6.1 is correct. I first named it 1.7, but decided to call it 1.6.1, but evidently forgot to update some of the text.

EDIT: I just used 1.61, so that will have to do. It made the omod so it seems fine. Quick question, since I'm re-installing MMM this way, do I need to rebash my patch?
Definitely. The Bashed Patch must be rebuilt every time you add/remove/change load order of any mod that affect the bashed patch, and MMM is definitely one of those.
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Rachel Briere
 
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Post » Wed Mar 30, 2011 12:16 pm

1.6.1 is correct. I first named it 1.7, but decided to call it 1.6.1, but evidently forgot to update some of the text.

Definitely. The Bashed Patch must be rebuilt every time you add/remove/change load order of any mod that affect the bashed patch, and MMM is definitely one of those.


Can I return to my saved game after rebashing the patch?
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Alina loves Alexandra
 
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Post » Tue Mar 29, 2011 10:59 pm

Can I return to my saved game after rebashing the patch?

You know, extensive readmes and faqs have been written for a reason, but reading them seem to have become a lost art (and I'm not only thinking of you). I suggest you go to the http://devnull.sweetdanger.net/convergence.html and read the parts under Wrye Bash that deals with savegames (especially step 1 and 8), and the "Update Your Savegame" section.

For the record, the answer is "yes, but you should take some steps to get it right".
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Daramis McGee
 
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Post » Wed Mar 30, 2011 7:01 am

You know, extensive readmes and faqs have been written for a reason, but reading them seem to have become a lost art (and I'm not only thinking of you). I suggest you go to the http://devnull.sweetdanger.net/convergence.html and read the parts under Wrye Bash that deals with savegames (especially step 1 and 8), and the "Update Your Savegame" section.

For the record, the answer is "yes, but you should take some steps to get it right".


Thanks, you could have told me that without the self-important lecture/implied impugning of my presumed habits though. It's not like I haven't read anything at all. I'll give it a look.
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Louise
 
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Post » Wed Mar 30, 2011 2:32 am

I have a question, when you're making the omod using the script you downloaded, do you put the esp/esm file and the BSA file in there all at the same time? as in when you click create archive you load in the three files. IE: the script, the BSA and the esm/esp file then click create?
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Unstoppable Judge
 
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Post » Wed Mar 30, 2011 9:59 am

I have a question, when you're making the omod using the script you downloaded, do you put the esp/esm file and the BSA file in there all at the same time? as in when you click create archive you load in the three files. IE: the script, the BSA and the esm/esp file then click create?

Yes. You click "Add archive", add one of them - then do the same for the two others before clicking create. That way all of it are in the same omod, and the omod script is able to install the correct files and rename the bsa. :)
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Bee Baby
 
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Post » Wed Mar 30, 2011 12:12 pm

okay gotcha, and I probably should install cobl and armamentium before MMM right?

OH and I can delete the living economy esp's from OOO and install yours right? figured I'd ask before I finalize installations. I keep forgetting things..

So how do I add everything, just click add archive for each zipped file? but what about the bsa it doesn't show up when I load it.
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Rebecca Clare Smith
 
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Post » Wed Mar 30, 2011 12:19 am

So how do I add everything, just click add archive for each zipped file? but what about the bsa it doesn't show up when I load it.


select add archive and select the MMM37BSA.7z, going to take a while, then once that is done and you add both of MMM37b3p3.7zip and MMM omod script click create,

once it is done,

in obmm once you click activate on the new omod select it will then uncompress the bsa has needed and rename according to what option you have installed..

I hope that made sense..

enhanced economy is seperate omod install..
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BethanyRhain
 
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Post » Wed Mar 30, 2011 7:09 am

okay gotcha, and I probably should install cobl and armamentium before MMM right?
CorePC is better at install order than me, but IIRC you should install COBL after MMM, as COBL will then install some special compatibility plugins.

OH and I can delete the living economy esp's from OOO and install yours right? figured I'd ask before I finalize installations. I keep forgetting things..
Yes :) Just make sure to read LE's uninstall instructions:
Living Economy:As of version 2.15 disabling the mod via this method is not really needed to return merchant's gold to game default. But if you are updating from a version previous to 2.15 you should follow this method, at least only once.This mod changes the barter gold amount on EVERY NPC in the game. Even if you just disable the plugin, those changes will remain for any games that were saved with this plug-in active. To properly uninstall this mod open the customization menu by typing "startquest cflemenu" (no quotes) in the console and select "Disable Mod". You DON'T have to immediately stop playing. Everything should work as if the plugin was actually disabled. Once you actually disable the plugin there is a VERY SMALL possibility that any investments you made while using this mod will be forgotten (none after 3.0). Living Economy - Items:You should save the game outside any shop to ensure the prices are correct before uninstalling this mod. Keep in mind prices are similarly set permanently, so once you remove LE Items, the prices won’t change unless an external price changing plugin is added after LE Items removal.


So how do I add everything, just click add archive for each zipped file? but what about the bsa it doesn't show up when I load it.
You mean in the omod creation dialogue? Have you noticed the two radio buttons at the bottom? The bsa file is considered a data file, so it will show up only if you click on the "Data files" button, but it has been added anyway.


Edit: beaten by Corepc...
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Romy Welsch
 
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Post » Wed Mar 30, 2011 7:11 am

Install Cobl after MMM Vou
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Trevor Bostwick
 
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Post » Tue Mar 29, 2011 11:53 pm

Thanks, I'll get right to installing it.
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Vickytoria Vasquez
 
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Post » Wed Mar 30, 2011 9:45 am

Hello, I'm awfully sorry to have bumped this topic but... I am unable to install MMM by using the OMOD installation. The problem is that when I add all files and finally create the OMOD it turns out that when I click on the newly-created OMOD File no installation "menu" pops up and all of the esps and esms end up being activated, just like that, no questions asked. I have downloaded all required files and I am certainly not new when it comes to mod installations, the problem seems to be related to the omod conversion data which is somehow not being read by the OBMM, something which doesn't give me the option of "importing" the installation scripts.

I tried to manually install the files but it is simply too much of a pain, has anybody run into the same issue as myself and knows of a possible fix? Like I have said before... I believe that the problem is that OBMM is somehow not "reading" the file which contains the omod conversion data.
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maria Dwyer
 
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Post » Wed Mar 30, 2011 2:54 am

Hello, I'm awfully sorry to have bumped this topic but... I am unable to install MMM by using the OMOD installation. The problem is that when I add all files and finally create the OMOD it turns out that when I click on the newly-created OMOD File no installation "menu" pops up and all of the esps and esms end up being activated, just like that, no questions asked. I have downloaded all required files and I am certainly not new when it comes to mod installations, the problem seems to be related to the omod conversion data which is somehow not being read by the OBMM, something which doesn't give me the option of "importing" the installation scripts.


Where version of Oblivion Mod Manager do you have? Make sure it is version 1.1.12.0..

make sure this option is turned on in obmm - under settings - allow additionial script types..just in case..

It does take a while for MMM.bsa to get extracted with OBMM when you activate the omod are you waiting for this..

You did download the MMM3.7bsa, MMM 3.7b3p3.7zip, Omod Script..


Corepc
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sam smith
 
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Post » Wed Mar 30, 2011 3:51 am

Hello corepc, thank you very much for taking the time to reply to my post so quickly. The "allow additional scripts" option is turned ON under settings, so that shouldn't be the problem, I also have the latest OBMM version available. Yes, I have downloaded the three files as well, my only problem seems that the omod file doesn't seems to be recognized. Also, I have re-downloaded the three files at least two times once I began to notice that the OMOD installation was not working for me... Still, the problem has persisted.

The steps I have done to install the OMOD are the same ones which are stated on the first page:

1. Download MMM 37b3 Public Release 3 (The main MMM plugin arhcive) from TESNexus or PES.
2. Download MMM373BSA.7z (the archive containing the 3.7b3 MMM.bsa archive).
3. Download "MMM_OMOD_Installer_1_6_1.rar"
4. Start OBMM, and click "Create"
5. In the "omod creator" window, click "Add archive" and select "MMM_37b3_Public_Release-17784.7z"
6. Do the same for the two other dowloaded archives, answering yes to any question.
Note that OBMM will be unresponsive for a long time when adding "MMM373BSA.7z".
7. Click "Create omod" and let OBMM take its time compressing the OMOD.
8. Install the MMM OMOD by double-clicking it.

And that's it, I get stuck at step 8. Once I activate the OMOD it seems not to recognize the fact that there is actually an OMOD conversion data available, even though it -has- been added as an archive, which doesn't trigger any kind of "options" to appear and activating it causes every single esp and esm file to be activated instead... I am terribly puzzled as to what could be the cause of this problem, although nobody seems to have reported it, to which I fear that it might be something "hidden" on my end which is somehow conflicting with the installation...

Thank you very much for your assistance, I'm sorry for resorting to this topic but I have certainly almost run out of ideas as to what could be wrong.

PS: If the problem seems to be only on my end then I can certainly just perform the manual installation, although I noticed that the NPCs have several issues with their routine AI when I installed it that way... I am using OOO so I checked both the MMM for OOO esp and esm, hopefully I didn't have to enable the original MMM esp and esm as well. Either way, I am sure I must have done something wrong when I installed it manually. Like I said: I can live with the manual installation, I just wish I could just have the entire thing on the OMOD file since it makes things soooo much easier to install and manage.

EDIT: I seem to have found a work-around. What I did was to copy-paste the contents of the script.txt found within the omod conversion data folder into the "edit script" option in the OMOD Creation Window. I'll cross my fingers and see if it works out...

EDIT 2: The installation works just fine, although when I went in-game I found out that my saved games were "stuck" as soon as I tried to load them. When I began a new game everything worked just fine until I noticed that the NPC AI was wrong once again... That does it, I think it's about time I perform a full re-install of Oblivion.
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Adrian Powers
 
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Post » Wed Mar 30, 2011 12:03 pm

Thank you for this TheNiceOne. :) I've just installed FCOM with the help of your files and everything works smoothly and as intended.

Kudos!
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Katharine Newton
 
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Post » Wed Mar 30, 2011 1:59 am

These installers have been invaluable to me, thanks for your continued support of these TheNiceOne :)
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luis ortiz
 
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Post » Wed Mar 30, 2011 6:29 am

Anja The Whisperer and Cydonian_Knight: Thanks - your feedback is appreciated :)

And that's it, I get stuck at step 8. Once I activate the OMOD it seems not to recognize the fact that there is actually an OMOD conversion data available, even though it -has- been added as an archive, which doesn't trigger any kind of "options" to appear and activating it causes every single esp and esm file to be activated instead... I am terribly puzzled as to what could be the cause of this problem, although nobody seems to have reported it, to which I fear that it might be something "hidden" on my end which is somehow conflicting with the installation...
Just to make sure: You did not extract any of the downloaded archives. OBMM works better with archives than with folders, so it is generally a bad advice to extract files before adding them to an OMOD.

When you added the Omomd installler file to your omod, did you get a popup saying the archive contained omod conversion data, asking you if you wanted to use it? You should, but the fact that the installation script didn't work leads me to believe there was something wrong with OBMM vs the omod conversion data.

EDIT 2: The installation works just fine, although when I went in-game I found out that my saved games were "stuck" as soon as I tried to load them. When I began a new game everything worked just fine until I noticed that the NPC AI was wrong once again... That does it, I think it's about time I perform a full re-install of Oblivion.
The NPC AI is probably due to you using the bugged MMM Diverse Water Life plugin. I've forgot to include the update of that one in the omod installer description. But you can just download the updated esp and copy it manually. The updated one is http://www.4shared.com/file/170247452/78b4bf8d/MMMDiverseWaterLifeUpdate.html
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James Baldwin
 
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Post » Wed Mar 30, 2011 12:00 am

Thank you! It turns out that the Diverse Water Life Plugin was indeed the cause of the buggy AI. Nonetheless I went ahead and re-installed Oblivion and... Guess what? The Mod Manager now recognizes the OMOD Conversion data! Problem solved, I would say! :D
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Natalie J Webster
 
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Post » Tue Mar 29, 2011 10:42 pm

how long is the compression supposed to take? i have a fairly decent computer and its taking about 3-5 minutes per 1%.
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CArla HOlbert
 
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Post » Wed Mar 30, 2011 10:23 am

how long is the compression supposed to take? i have a fairly decent computer and its taking about 3-5 minutes per 1%.

That seems wrong - on my PC I think it takes some time for the whole MMM package, but definitely not that long. What you can do is to not add the bsa to the omod, as the rest of the omod content is very small. When you then install the omod, the script will complain that the bsa was not found, but still install all esp/esm files correctly. Then, you need to copy and rename the bsa manually.
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LuCY sCoTT
 
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Post » Wed Mar 30, 2011 1:12 am

If you are adding the BSA, I think you'd have to be very careful about the compression you are using. Probably better not to use any compression at all in that case.
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Pixie
 
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Post » Wed Mar 30, 2011 12:18 pm

1. Download MMM 37b3 Public Release 3 (The main MMM plugin arhcive) from TESNexus or PES.
2. Download MMM373BSA.7z (the archive containing the 3.7b3 MMM.bsa archive).
3. Download "MMM_OMOD_Installer_1_6_1.rar"
4. Start OBMM, and click "Create"
5. In the "omod creator" window, click "Add archive" and select "MMM_37b3_Public_Release-17784.7z"
6. Do the same for the two other dowloaded archives, answering yes to any question.
Note that OBMM will be unresponsive for a long time when adding "MMM373BSA.7z".
7. Click "Create omod" and let OBMM take its time compressing the OMOD.
8. Install the MMM OMOD by double-clicking it

When I follow these steps, I can add each of them except the "MMM373BSA.7z". As you said, there is a long pause after I add it. But nothing shows up in the box that shows that I added it. Does it still mean I got it added?
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Harry-James Payne
 
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Post » Wed Mar 30, 2011 9:49 am

6. Do the same for the two other dowloaded archives, answering yes to any question.
Note that OBMM will be unresponsive for a long time when adding "MMM373BSA.7z".

When I follow these steps, I can add each of them except the "MMM373BSA.7z". As you said, there is a long pause after I add it. But nothing shows up in the box that shows that I added it. Does it still mean I got it added?


It can take a very long time for when you get the step for adding the MMM.bsa, A very long time espically if you alot of program running in background once again, even on my system it take anywhere from 20 to 30 minutes to make the MMM.omod once again and that is with all background programs turned off..The MMM.bsa is huge 1.2gb so it take a while for obmm to unpack the bsa from .7zip and repack it into OMOD..

To make sure that the bsa was added, right click on MMM 3.7b3 Omod and select view details, if MMM.bsa is listed then it got added right, if not then, you need to recreate the omod ..
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Andrew Perry
 
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Post » Wed Mar 30, 2011 1:35 am

Okay i got the MMM to install

I'm having trouble with the FCOM installation. When I press "Create OMod" in OBMM after adding all 4 zips of FCOM, it says Duplicate File Found

Old File:
C:\Users\Administrator\AppData\Local\Temp\obmm\1\FCOM_Convergence_Beta9.9\FCOM_Convergence.esp

New File:
C:\Users\Administrator\AppData\Local\Temp\obmm\2\FCOM_Convergence.esp

Do you wish to remove the older file?
Click no to remove the newer one
Click cancel to ignore this pair of files (omods created with duplicate files are will be non-functional)

There are more of these:
old file:C:\Users\Administrator\AppData\Local\Temp\obmm\1\FCOM_Convergence_Beta9.9\FCOM_Warcry.espnew file:C:\Users\Administrator\AppData\Local\Temp\obmm\2\FCOM_Warcry.espold fileC:\Users\Administrator\AppData\Local\Temp\obmm\1\FCOM_Convergence_Beta9.9\FCOM_Convergence.esmnew fileC:\Users\Administrator\AppData\Local\Temp\obmm\2\FCOM_Convergence.esm

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Laura Shipley
 
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