MMM and FCOM omod Installers

Post » Wed Mar 30, 2011 3:44 am

Okay i got the MMM to install
Good. Note that in addition to what Corepc answered, the reason that the bsa didn't show up in the box at the bottom, is that the box by default only shows plugins (esp/esm files). You must click on the data radio button to get it to show data files like bsa files or individual resource files.

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
Just answer yes to all of this. This behaviour is expected, as the omod gets two versions of some of the files (both from FCOM and uFCOM), but "Yes" means to keep the newest, i.e. to let uFCOM overwrite FCOM. I thought I had written about this in the instructions, but evidently forgot, so I will add this. Thanks for reporting.
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Nienna garcia
 
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Post » Wed Mar 30, 2011 7:24 am

nvm
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Laura Shipley
 
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Post » Wed Mar 30, 2011 12:05 pm

Thanks for the help. I got FCOM to work but it still seems to have a bit of CTDs. It is probably because I installed the big mods in the wrong order: OOO, then Frans, then MMM, then Warcry. I'm debating to whether re-install or not

Is this omod installer eventually going to include the other big mods too?

Thanks @TheNiceOne
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Theodore Walling
 
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Post » Wed Mar 30, 2011 8:56 am

Thanks for the help. I got FCOM to work but it still seems to have a bit of CTDs. It is probably because I installed the big mods in the wrong order: OOO, then Frans, then MMM, then Warcry. I'm debating to whether re-install or not

The order shouldn't really matter anymore. It was important when MMM and OOO had conflicting resources, but now MMM has all its resources in a bsa file, so the order is much less important.

Is this omod installer eventually going to include the other big mods too?
OOO already has a good omod installer, though I could make one for the 1.34b. I really want to create omod installer for Frans, but since the only public available version of Frans comes as an exe, I would have to extract this and then upload parts of it as "Frans for FCOM". Problem is that there is none to ask for permission.
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Lisa Robb
 
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Post » Wed Mar 30, 2011 2:04 pm

"First, before you start on the actual installation of the FCOM OMOD (step 13 below), it is highly recommended that you have already installed all other mods that are affected by FCOM..."

This is also valid for add-ons as Tamriel Travelers, TIE Integration revised, Fran's armor addon etc?
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Pawel Platek
 
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Post » Wed Mar 30, 2011 2:00 am

Just wanted to give you a :goodjob: , things like this make it a lot easier when coming back to oblivion and starting the whole search/download/install process when attempting to get that perfect mod list.

Thanks. :tops:
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lillian luna
 
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Post » Wed Mar 30, 2011 5:30 am

"First, before you start on the actual installation of the FCOM OMOD (step 13 below), it is highly recommended that you have already installed all other mods that are affected by FCOM..."

This is also valid for add-ons as Tamriel Travelers, TIE Integration revised, Fran's armor addon etc?


Nevermind, I just tried.
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Samantha Pattison
 
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Post » Tue Mar 29, 2011 11:06 pm

Nevermind, I just tried.

Good. :) The reasoning behind my recommendation to install other mods first, is that the FCOM omod script searches for a number of mods in your data folder, and if it finds those, it installs FCOM patches for them. So if you install those mods later, you'll not get the FCOM patches for them. The mods in question are:

Bob's Armory Oblivion.espKnights.espLoth's Blunt Weapons for Npcs.espOrigin of the Mages Guild.espSlof's Oblivion Robe Trader.espKDCircletsOOOOptimized - NPC Equip.espBlood&Mud.espRuin.espTamrielTravellers.espExnemRuneskulls.espEnhanced Daedric Invasion.espThe Mystery of the Dulan cult.espMighty Umbra.espCobl Glue.espFran Armor Add-on.esp


So all those plugins should be installed before FCOM in order to get the right FCOM patches installed automatically. For other mods, the order doesn't matter.

I guess I should rework the installation script to install the patches automatically if the mods are found, but at the end give a list of those not found, and let the user select any of those he wants installed as well - but he then needs to install the master plugin before his game will work.

Onlyino: Thanks :)
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MARLON JOHNSON
 
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Post » Tue Mar 29, 2011 10:54 pm

so NOW i see this thread after spending an hour trying to get fcom to work -_-
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Melanie
 
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Post » Wed Mar 30, 2011 12:44 pm

Excellent work Nice. I just spent the last two days reading the FCOM site trying to absorb the amazing amount of information to run the set of mods. I think anything that can be done to simplify this wonderful project gets a huge thumb up for me.


I as well have been spending the past few days trying to figure out how to install FCOM. If we use the method described by the OP, do we disregard http://devnull.sweetdanger.net/fcominstall.html set of instructions completely? Specifically, do we still need to download each mod (OOO, MMM, FRANS, WarCry, Bobs armory) separately, and then create the FCOM OMOD? Or does downloading the files mentioned in the OP include all the necessary mods for FCOM?
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Lil Miss
 
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Post » Wed Mar 30, 2011 6:44 am

I as well have been spending the past few days trying to figure out how to install FCOM. If we use the method described by the OP, do we disregard http://devnull.sweetdanger.net/fcominstall.html set of instructions completely? Specifically, do we still need to download each mod (OOO, MMM, FRANS, WarCry, Bobs armory) separately, and then create the FCOM OMOD? Or does downloading the files mentioned in the OP include all the necessary mods for FCOM?

No, the installation procedures at post 1 in this thread is for MMM and FCOM only. For all other components like OOO, Frans, etc., the description still applies. What you should disregard is the "Martigen's Monster Mod" sub-section and the "FCOM Add-Ons & Other Supported Mods" main section. You should also ignore the "FCOM Expanded Load Order" description and use BOSS instead. And finally, in the "Bashed Patch" section, disregard bullet steps 2 & 3 under "New Game" or steps 5 & 6 under "Saved Game" (since those steps are now handled automatically by WB). I think that's it.


And, another advice - when installing Frans, make sure not to answer yes to use Living Economy (same is true when installing OOO, but LE is installed as separate file(s) from OOO and thus easier to remove later). Instead, use my Enhanced Economy mod, which is more compatible with FCOM (and other mods) than Living Economy is. :)
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Rex Help
 
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Post » Wed Mar 30, 2011 5:24 am

Haven't tried the FCOM installer, but the MMM one doesn't work for me. I've followed the instructions provided but that bsa archive absolutely will not copy in obmm. It seems this will have to be done manually.
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Claire Jackson
 
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Post » Wed Mar 30, 2011 8:12 am

Haven't tried the FCOM installer, but the MMM one doesn't work for me. I've followed the instructions provided but that bsa archive absolutely will not copy in obmm.
What do you mean by "will not copy"? Does OBMM throw an error when you try to add the archive containing the bsa, or when you click on "Create"? Or does the script complain that it cannot find the bsa during installation, or does OBMM complain that it cannot copy it into your data folder?
It seems this will have to be done manually.
There's no harm in keeping the bsa outside the MMM installer. The installer will notice, and if you choose not to install the dummy MMM.esp, notify you that you have to copy and rename the bsa manually. This will make the MMM Omod creation and install go much faster since it doesn't have to add/extract the bsa to/from the omod, so I actually do it this way myself.
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Damian Parsons
 
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Post » Wed Mar 30, 2011 6:17 am

It wouldn't load the BSA archive into the OMOD creator. I waited and waited and waited, and it just wasn't doing anything. Other archives copied OK, but this one just wouldn't work no matter how long I waited for it.
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Matthew Barrows
 
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Post » Tue Mar 29, 2011 11:07 pm

you didn't wait enough. it's that slow, which is why it's better to copy the bsa yourself :)
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N3T4
 
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Post » Wed Mar 30, 2011 11:11 am

hI,

I've been trying to find a download link for FCOM_EntropicOrderRebalance but I've been unable to find one and the link provided on the first post is broken.

Does anyone know where I can download this?

Thanks :)
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Big mike
 
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Post » Wed Mar 30, 2011 8:39 am

http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z

TheNiceOne, the proper link is at sweetdanger.net not sweetdanger.com
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anna ley
 
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Post » Tue Mar 29, 2011 11:18 pm

http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z

TheNiceOne, the proper link is at sweetdanger.net not sweetdanger.com


great, thanks :)
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Chloe Yarnall
 
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Post » Tue Mar 29, 2011 11:18 pm

alright so im back again... been playing with many mods other than FCOM but im ready to go for it again since game is getting a bit dry.

i have the omod for MMM as given on this thread and I left out the massive BSA but the question that for some reason i can not find the answer to is, after I install the omod what do I name the MMM.bsa to? no one has specified what to name it. I have tried just about everything but MMM still will not work in game. *such as the new armor on the woman at the jail scene*

Thanks
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Damned_Queen
 
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Post » Tue Mar 29, 2011 11:47 pm

What type of MMM install is it?

All you need to do is add the name of any esp file (minus the .esp extension) to the front of the bsa name. Like this "SomeESPFile - MMM.bsa"
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Cesar Gomez
 
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Post » Wed Mar 30, 2011 12:14 am

im not sure what you mean by what type of MMM install. I am trying to do the whole FCOM thing, and so I used everything listed on the front page of this thread. It seems nomatter what I do or how many times I install MMM even by itself with no other mods, it wont work. :'(

I tried naming it FCOM_Convergence - MMM when I had FCOM set up, and Mart's Monster Mod.bsa when it was the only mod I had installed.
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Sammygirl
 
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Post » Wed Mar 30, 2011 8:28 am

im not sure what you mean by what type of MMM install. I am trying to do the whole FCOM thing,
That's the answer to showler's question; A MMM for FCOM install.

I tried naming it FCOM_Convergence - MMM when I had FCOM set up, and Mart's Monster Mod.bsa when it was the only mod I had installed.
The trick is that the bsa's name must START with the EXACT name of an active esp (not esm) in your load order to be loaded. The names you write above seems correct to me.

You could also choose the second alternative in the MMM omod script, to install a dummy MMM.esp file. If you do that, you can forget about renaming the bsa at all.

You may also need to do archive invalidation (use OBMM's default method) to get it to work.
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Susan
 
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Post » Wed Mar 30, 2011 7:18 am

thanks for the reply theniceone.

i actually decided to go ahead and just run the bsa in the omod instead of adding it by itself since it only took a few minutes with my new computer.

ive tried getting FCOM to work about 5 times now. I keep just installing the essential required needs in attempt to get it to work first but nomatter what MMM just simply will not run with FCOM nomatter what I do. All of the esp's and esm's for it are there and I have followed the most updated version of any FCOM tutorials. I have gotten FCOM to work fine in the past, funny how now it wont work. :(

would I be better taking this to an FCOM forum? i am really clueless as to why it will not work. on my other computer FCOM ran find before i uninstalled it and waited til I got more comfortable with all the other types of mods. now when I am finally ready, MMM simply wont work with FCOM and I am running out of ideas. I know MMM is not running because the intro jail scene the woman does not have the MMM armor set on.

Thanks
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Nicola
 
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Post » Wed Mar 30, 2011 4:32 am

I know MMM is not running because the intro jail scene the woman does not have the MMM armor set on.


The armor is from OOO. Answered in the FCOM thread.
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oliver klosoff
 
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Post » Tue Mar 29, 2011 11:39 pm

Why doesn't the FCOM installation script rename the BSA for users? I am only asking because there seem to be a lot of confused people posting about this lately. Couldn't the script just automatically detect if DLCShiveringIsles.esp is there and rename the BSA "DLCShiveringIsles.esp." If it is not found, automatically add the MMM.esp. The SI ESP is the most common option I think, but any plugin without spaces that is commonly found in load orders is a fine candidate (i.e., FCOM_Convergence.esp...I only ever use the SI plugin so I'm short on names, heheh.)
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Felix Walde
 
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