MMM and FCOM omod Installers

Post » Wed Mar 30, 2011 12:27 am

Why doesn't the FCOM installation script rename the BSA for users?
I assume you mean the MMM installation script? And it does rename the BSA.
Or rather, the omod script asks the user if he wants it renamed or to have the dummy MMM.esp installed.

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.)
What the script does is to rename it according to the type of install.

The script knows which mods it is supposed to run with, and renames it accordingly to one of the below names:
  • FCOM_Convergence - MMM.bsa
  • Mart's Monster Mod for OOO.bsa
  • Mart's Monster Mod for Fran.bsa
  • Mart's Monster Mod.bsa


So if people have problems with the bsa after using the omod installation, it must be because they didn't add the bsa to the omod in the first place (in which case the script will detect it and give a warning), or because there is a syntax error in my script. The latter is of course possible, but not for the full FCOM installation, because I'm using it myself there.

I did look through the script again now, and does indeed see one weakness. If the bsa is not part of the omod, the script gives a warning about you having to manually copy and rename the bsa, but it will not install the dummy MMM.esp file. The script should do the latter in this case (or at least ask to do it).
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Pants
 
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Post » Wed Mar 30, 2011 6:27 am

I assume you mean the MMM installation script? And it does rename the BSA.
Or rather, the omod script asks the user if he wants it renamed or to have the dummy MMM.esp installed.

What the script does is to rename it according to the type of install.

The script knows which mods it is supposed to run with, and renames it accordingly to one of the below names:
  • FCOM_Convergence - MMM.bsa
  • Mart's Monster Mod for OOO.bsa
  • Mart's Monster Mod for Fran.bsa
  • Mart's Monster Mod.bsa


So if people have problems with the bsa after using the omod installation, it must be because they didn't add the bsa to the omod in the first place (in which case the script will detect it and give a warning), or because there is a syntax error in my script. The latter is of course possible, but not for the full FCOM installation, because I'm using it myself there.

I did look through the script again now, and does indeed see one weakness. If the bsa is not part of the omod, the script gives a warning about you having to manually copy and rename the bsa, but it will not install the dummy MMM.esp file. The script should do the latter in this case (or at least ask to do it).

Thank you for the reply. Some people just seem to be confused about the dummy plugin. They do not know the significance of the two options. Even though I am not using OBMM as much anymore, I really appreciate the work you have put into these complex scripts here.


Keep up the good work!
- Tomlong75210
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Guinevere Wood
 
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Post » Wed Mar 30, 2011 8:45 am

I used these to install MMM, and FCOM, and experienced no errors. Everything worked as advertised, and no problems in-game.

Thank You Very Much.
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Rachell Katherine
 
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Post » Wed Mar 30, 2011 6:52 am

Thanks for this!
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Kanaoka
 
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Post » Wed Mar 30, 2011 8:35 am

Sorry for being a total newbie here but.
I first install OOO, Frans, Warcry. With OBMM then just follow these steps. And its all done?

4. Download "MMM_OMOD_Installer_1_6_1.rar"
9. Install the MMM OMOD by double-clicking it.

This is just a .rar file, with an MMM.esp in it. If I dubbel-click it, windows wants me to choose program to run it with. :/


Edit: I think I know where it went wrong. As newones as myself dosen't realize that the "MMM_OMOD_Installer_1_6_1.rar" should be loaded as an Archive.
I thought there was some .exe in the rar.
I also thought that these were:

MMM 37b3 Public Release 3
MMM373BSA.7z
MMM Divese WaterLife Update

the archive mentioned in:
"7. Do the same for the other downloaded archives, answering yes to any question."


When I run the FCOM installer I get a message that OOO is not installed.
But I have it installed, i've copied all the files to the Oblivion\Data folder as the OOO's instruction says.

And. How do I use BOSS to set up a load order.
And Wrye Bash to create bashed patch before play?

Please help. I'm so close now... after allt these hours ._.
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keri seymour
 
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Post » Wed Mar 30, 2011 1:24 pm

Sorry for being a total newbie here but.
I first install OOO, Frans, Warcry. With OBMM then just follow these steps. And its all done?

4. Download "MMM_OMOD_Installer_1_6_1.rar"
9. Install the MMM OMOD by double-clicking it.

This is just a .rar file, with an MMM.esp in it. If I dubbel-click it, windows wants me to choose program to run it with. :/


Edit: I think I know where it went wrong. As newones as myself dosen't realize that the "MMM_OMOD_Installer_1_6_1.rar" should be loaded as an Archive.

If you follow the exact order of my instructions, you get it right, as step 6 and 7 says:
6. In the "omod creator" window, click "Add archive" and select "MMM_37b3_Public_Release-17784.7z"7. Do the same for the other downloaded archives, answering yes to any question.


This is what you must do for all 4 downloaded archives, including the installer archive.

When I run the FCOM installer I get a message that OOO is not installed.
But I have it installed, i've copied all the files to the Oblivion\Data folder as the OOO's instruction says.
Then you have not installed OOO correctly, since the FCOM installer looks for (some of) the required OOO files. Have you installed the 1.33 omod, and then the 1.34beta?

And. How do I use BOSS to set up a load order.
After having installed BOSS correctly, double-click on the "BOSS.bat" (not the "BOSS.exe") file in your Oblivion/data folder.


And Wrye Bash to create bashed patch before play?

That needs a longer answer than I have time for now, sorry. But ask in the Wrye Bash tread :)
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Lynne Hinton
 
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Post » Wed Mar 30, 2011 12:27 pm

Then you have not installed OOO correctly, since the FCOM installer looks for (some of) the required OOO files. Have you installed the 1.33 omod, and then the 1.34beta?

I think I did right. I Installed with the .exe. But it didn't show up on your FCOM installer. So I downloaded OOO.7z Archive and took "Creat Mod" and loaded it that way in OBMM.
Is that the right way to do it? I haven't got the 1.34 Beta, not as .7z Archive. Do I have to use the same technic there? Or is it just to copy past it in my data folder?

I also having trouble fixing with Wrye Bash. I don't have a Bahed Patch in my Mod tab.
And also I can't use BOMM since I don't have Word on my computer.

I have now acouple of threads spread out. But I'm following the Tomlong's guide.
http://thenexusforums.com/index.php?showtopic=204417
http://sites.google.com/site/oblivionpoinfo/finishinstall <- this one.
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yermom
 
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Post » Wed Mar 30, 2011 5:14 am

I think I did right. I Installed with the .exe. But it didn't show up on your FCOM installer. So I downloaded OOO.7z Archive and took "Creat Mod" and loaded it that way in OBMM.
Is that the right way to do it? I haven't got the 1.34 Beta, not as .7z Archive. Do I have to use the same technic there? Or is it just to copy past it in my data folder?

I also having trouble fixing with Wrye Bash. I don't have a Bahed Patch in my Mod tab.
And also I can't use BOMM since I don't have Word on my computer.

I have now acouple of threads spread out. But I'm following the Tomlong's guide.
http://thenexusforums.com/index.php?showtopic=204417
http://sites.google.com/site/oblivionpoinfo/finishinstall <- this one.

I think that TheNiceOne's instructions are clear as day, but we think differently from you. It might have been more helpful if you were reading the FCOM guide, in which I stepped through each of the OMODs for the FCOM components.

What did you install with what EXE? You should not have to copy anything into your Data folder. I apologize for any confusion while following the site's instructions. I thought I had a line about adding a bashed patch. I will add that now, thanks. You can simply copy the bashed patch out of the Oblivion\Mopy\Extras folder. Put that in your Data folder, and that's all you need.

S2O: Make OMODs for FCOM Components. - http://sites.google.com/site/oblivionpoinfo/walkthroughs/fcomguide/fcomomods <-- Check your actions against these, and then continue following the steps here.
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Maya Maya
 
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Post » Tue Mar 29, 2011 11:32 pm

I think that TheNiceOne's instructions are clear as day, but we think differently from you. It might have been more helpful if you were reading the FCOM guide, in which I stepped through each of the OMODs for the FCOM components.

What did you install with what EXE? You should not have to copy anything into your Data folder. I apologize for any confusion while following the site's instructions. I thought I had a line about adding a bashed patch. I will add that now, thanks. You can simply copy the bashed patch out of the Oblivion\Mopy\Extras folder. Put that in your Data folder, and that's all you need.

S2O: Make OMODs for FCOM Components. - http://sites.google.com/site/oblivionpoinfo/walkthroughs/fcomguide/fcomomods <-- Check your actions against these, and then continue following the steps here.


Well they might be to someone that knows what he is doing. I'm kinda lost. But still I do like TheNiceOne's initiative to make this.
I did try the FCOM guide at your site, but it was very confusing and time consuming. I think I did something wrong with all the packages, the part with all the "00 Core" etc. And then when I should decide what should be loaded in each pagages, in the "installer" tab in Wrye.
Anyway, it all ended in that Oblivion wouldn't even start so I abandoned that project.

Then I found this thread and was overjoyed that this might be alittle more to my level of experiance in mods and Oblivion.

What I have at the moment is.
Oblivion Mod Manager.
Wrye Bash.
BOSS.
BOSS Materlist Manager.
OBSE.

Here is a list of things I have that I'd like to get worked, and the current files I have.
[u]Oscuro's Oblivion Overhaul[/u]OOO_133_Complete.7zOOO_133_OMOD_ready_Patch-15256.7zOOO_134_Beta_5_Patch-15256.7z[u]Martigen's Monster Mod[/u]MMM373BSA.7zMMM_37b3_Public_Release-17784.7zMMMDiverseWaterLifeUpdate.7zMMM_OMOD_Installer_1_6_1.rar[u]Oblivion Warcry[/u]OWC.7zOWC_Patch_1.08b_1.085b.7z[u]FCOM[/u]FCOM_Convergence_Beta_9dot9-12249.7zFCOM_EntropicOrderRebalance.7zFCOM_omod_Installer_1_1-24647.rarufcom.7z[u]Francescos leveled creatures items[/u][i]I believe this is covered in the FCOM files but I still got the .exe in case.[/i]Francescos_leveled_creatures_items_mod_4.5b-2518.exe[u]Other MODs[/u][i]I guess these are just to load in my OBMM and then use Wrye Bash + BOSS to sort the order of them?I'd still like to mention them[/i]Unofficial Oblivion Patch v320 OMOD.omod - [i]Fixes bugs.[/i]'No Psychic Gurards' - [i]Makes crime undetactabel if not in reach of a guard.[/i]'DarNified UI' - [i]Smaller UI, if there are better alternatives please tell me so.[/i]'Illumination Within' - [i]Makes windows glow at night.[/i]'Original Color Darker Nights' - [i]Makes nights darker.[/i]'Low Poly Grass' - [i]Makes the grass with 8 istead of 20 polygons.[/i]'Streamline' - [i]Performance enchanter.[/i]


With all this stuff. I've done the following:
(I did not use the 'Francescos leveled creatures items.exe' before any of this. Since there are Francesco files are in the FCOM - If I get it right).
1. I use OBMM to 'create a mod for each of the big packages, OOO, FCOM, MMM and the Unofficial Oblivion Patch. Using either .7z or .rar to the "Add Archive".
- note: I did not use "OOO_133_OMOD_ready_Patch-15256.7z" because I think that is the same as 'OOO_133_Complete.7z'
2. Then I 'dubble-clicked' the packages in this order: Unofficial Patch, OOO, MMM and then FCOM.
Everything installed with no error.
3. I opened Wrye Bash, unchecked the "Lock Times" and ran BOSS. Only 'Illumination Within' did show up as unrecognized. As I don't have Words I couldn't use 'BOSS Masterlist Manager'. Don't know if I really have to, but Tomlongs guide makes me believe so.
4. I got the Bashed Patch from the Extra folder as Tomlong told me about.
I checked all the files exept the ones that are 'Green' I don't have any italic ones and no Purple ones.
Only Blue which I checked.

Then it gets confusing.
DO NOT MERGE plugins loaded after the bashed patch.
Merge? Am I mergeing right now? I have a checklist of all the mods.

At: Import Factions
"Import Factions - check your overhauls' readmes
MMMforOOO, FCOM: uncheck OOO ESP and OOO ESM here"
I don't have these, only:
Mart's Monster Mod.esm
FCOM_Covergence.esm
Mart's Monster Mod - Shivering Isle.esp

So I don't know how to continue.
Althrough the guide I feel that I don't really know why I'm doing things, just that it tells me to do stuff which is either in different names or other wierd things.
Maybe I'm slow or stupid, but I don't think so. Maybe I'm taking on a to big project. But I don't want to give up. I want this to work.
I hate to ask someone to spell it out for me step by step, but I would be greatfull for that.

Cheers.

Edit: I continued to read alittle on your guide. Why do I have to do this? http://sites.google.com/site/oblivionpoinfo/runoblivion/firstrun
so much for just adding mods? so confusing :<
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Kit Marsden
 
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Post » Wed Mar 30, 2011 11:30 am

Well they might be to someone that knows what he is doing. I'm kinda lost. But still I do like TheNiceOne's initiative to make this.
I did try the FCOM guide at your site, but it was very confusing and time consuming. I think I did something wrong with all the packages, the part with all the "00 Core" etc. And then when I should decide what should be loaded in each pagages, in the "installer" tab in Wrye.
Anyway, it all ended in that Oblivion wouldn't even start so I abandoned that project.

Then I found this thread and was overjoyed that this might be alittle more to my level of experiance in mods and Oblivion.

What I have at the moment is.
Oblivion Mod Manager.
Wrye Bash.
BOSS.
BOSS Materlist Manager.
OBSE.

Here is a list of things I have that I'd like to get worked, and the current files I have.
[u]Oscuro's Oblivion Overhaul[/u]OOO_133_Complete.7zOOO_133_OMOD_ready_Patch-15256.7zOOO_134_Beta_5_Patch-15256.7z[u]Martigen's Monster Mod[/u]MMM373BSA.7zMMM_37b3_Public_Release-17784.7zMMMDiverseWaterLifeUpdate.7zMMM_OMOD_Installer_1_6_1.rar[u]Oblivion Warcry[/u]OWC.7zOWC_Patch_1.08b_1.085b.7z[u]FCOM[/u]FCOM_Convergence_Beta_9dot9-12249.7zFCOM_EntropicOrderRebalance.7zFCOM_omod_Installer_1_1-24647.rarufcom.7z[u]Francescos leveled creatures items[/u][i]I believe this is covered in the FCOM files but I still got the .exe in case.[/i]Francescos_leveled_creatures_items_mod_4.5b-2518.exe[u]Other MODs[/u][i]I guess these are just to load in my OBMM and then use Wrye Bash + BOSS to sort the order of them?I'd still like to mention them[/i]Unofficial Oblivion Patch v320 OMOD.omod - [i]Fixes bugs.[/i]'No Psychic Gurards' - [i]Makes crime undetactabel if not in reach of a guard.[/i]'DarNified UI' - [i]Smaller UI, if there are better alternatives please tell me so.[/i]'Illumination Within' - [i]Makes windows glow at night.[/i]'Original Color Darker Nights' - [i]Makes nights darker.[/i]'Low Poly Grass' - [i]Makes the grass with 8 istead of 20 polygons.[/i]'Streamline' - [i]Performance enchanter.[/i]


With all this stuff. I've done the following:
(I did not use the 'Francescos leveled creatures items.exe' before any of this. Since there are Francesco files are in the FCOM - If I get it right).
1. I use OBMM to 'create a mod for each of the big packages, OOO, FCOM, MMM and the Unofficial Oblivion Patch. Using either .7z or .rar to the "Add Archive".
- note: I did not use "OOO_133_OMOD_ready_Patch-15256.7z" because I think that is the same as 'OOO_133_Complete.7z'
2. Then I 'dubble-clicked' the packages in this order: Unofficial Patch, OOO, MMM and then FCOM.
Everything installed with no error.
3. I opened Wrye Bash, unchecked the "Lock Times" and ran BOSS. Only 'Illumination Within' did show up as unrecognized. As I don't have Words I couldn't use 'BOSS Masterlist Manager'. Don't know if I really have to, but Tomlongs guide makes me believe so.
4. I got the Bashed Patch from the Extra folder as Tomlong told me about.
I checked all the files exept the ones that are 'Green' I don't have any italic ones and no Purple ones.
Only Blue which I checked.

Then it gets confusing.
DO NOT MERGE plugins loaded after the bashed patch.
Merge? Am I mergeing right now? I have a checklist of all the mods.

At: Import Factions
"Import Factions - check your overhauls' readmes
MMMforOOO, FCOM: uncheck OOO ESP and OOO ESM here"
I don't have these, only:
Mart's Monster Mod.esm
FCOM_Covergence.esm
Mart's Monster Mod - Shivering Isle.esp

So I don't know how to continue.
Althrough the guide I feel that I don't really know why I'm doing things, just that it tells me to do stuff which is either in different names or other wierd things.
Maybe I'm slow or stupid, but I don't think so. Maybe I'm taking on a to big project. But I don't want to give up. I want this to work.
I hate to ask someone to spell it out for me step by step, but I would be greatfull for that.

Cheers.

Edit: I continued to read alittle on your guide. Why do I have to do this? http://sites.google.com/site/oblivionpoinfo/runoblivion/firstrun
so much for just adding mods? so confusing :<

Illumination Within should definitely be reconized. You need to update BOSS if it is not. Also, I would like to know what confused you as you read the guide. I do not recommend new users take on BAIN, but I will help if they show interest in it. It sounds like you followed the BAIN track of the guide. What I linked above is from the OMOD track. It sounds like you did not read the linked material to get yourself familiar with Wrye Bash or BAIN because explained merging on the site. This thread does not get as basic as the guide does, nor does it cover BAIN installation. The guide does do this in a step-by-step manner, but it really sounds as though you did not do the background reading. I suggest you go through it again and do the suggested reading. If you start a new thread in which I can help you through it, I would be grateful, as it would allow me to improve the guide.

Also, drop Illumination within. There is a more current alternative, but remove it for now, and get FCOM working on its own first.

Popular Outdated Mods - http://sites.google.com/site/oblivionpoinfo/stabilization/outdatedmods <-- You can download the suggested alternative now, if you want.

Part of the problem now is that I do not know where you are in the process. I need to see your load order or something. Your active OMOD list would be nice to see as well. Are you sticking with OBMM? That is fine, but I would like to know.
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Eilidh Brian
 
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Post » Tue Mar 29, 2011 10:58 pm

If a user chooses a general spawn rate option with the MMM Installer, does this installation script take care of that, or does the MMM installer not allow FCOM users to choose spawn rate plugins that should not be used with FCOM?

Relevant post - http://www.gamesas.com/index.php?/topic/1093088-relz-fcom-convergence-and-ufcom-relz/page__view__findpost__p__15957453
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sam westover
 
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Post » Wed Mar 30, 2011 11:24 am

It warns you about using the MMM spawn rate plugins with FCOM when installing and allows you install them or not.
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Alexander Lee
 
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Post » Wed Mar 30, 2011 6:37 am

It warns you about using the MMM spawn rate plugins with FCOM when installing and allows you install them or not.

Cool, that's what I wanted to know.


Thanks again!
- Tomlong75210
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Krystina Proietti
 
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Post » Wed Mar 30, 2011 12:45 am

9. Install the MMM OMOD by double-clicking it.


Double click what? Am I supposed to activate the BSM, the water update and the public release files i just added to OBMM or am I supposed to use the MMM OMOD to activate them all?

Also, it says in the FCOM instructions to install MMM before FCOM, but if I try to activate the MMM OMOD it says "Frans and OOO but not FCOM detected...

Sorry, I'm lost as usual with all this stuff.
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FITTAS
 
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Post » Wed Mar 30, 2011 1:38 am

Double click what? Am I supposed to activate the BSM, the water update and the public release files i just added to OBMM or am I supposed to use the MMM OMOD to activate them all?

Also, it says in the FCOM instructions to install MMM before FCOM, but if I try to activate the MMM OMOD it says "Frans and OOO but not FCOM detected...

Sorry, I'm lost as usual with all this stuff.



EDIT: I found the install guide at http://sites.google.com/site/oblivionpoinfo/intro/archiveinvalidation and am following that now...Even I should, the ultimate noob at this, should be able to follow those instructions. :foodndrink:
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john palmer
 
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Joined: Fri Jun 22, 2007 8:07 pm

Post » Wed Mar 30, 2011 8:44 am

Double click what? Am I supposed to activate the BSM, the water update and the public release files i just added to OBMM or am I supposed to use the MMM OMOD to activate them all?
If you followed the steps as written, you made ONE omod out of all, so there's only one MMM omod to activate. If you have more than one, you didn't read the instructions carefully enough.

Also, it says in the FCOM instructions to install MMM before FCOM, but if I try to activate the MMM OMOD it says "Frans and OOO but not FCOM detected...
And that is a correct observation, since you have not yet installed FCOM. It is just a warning telling you that if you choose the FCOM option, your game will not work at all until you also install FCOM - which is just how it must be.
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Penny Courture
 
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Post » Wed Mar 30, 2011 1:11 pm

TheNiceOne, you obviously know way more than I do about OMOD scripts. Is there anything in there that would change the version numbers of the MMM ESMs/ESPs?

http://www.gamesas.com/index.php?/topic/1095468-crash-every-time-i-enter-ic/page__pid__15998267__st__0&#entry15998267

This seems somewhat inexplicable to me.
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victoria johnstone
 
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Post » Wed Mar 30, 2011 2:29 pm

TheNiceOne, you obviously know way more than I do about OMOD scripts. Is there anything in there that would change the version numbers of the MMM ESMs/ESPs?
I think there are some commands in OBMM to change bits in the esp/esm files of the OMOD, which would make this possible, but it is certainly not anything my omod installers touch, so it's inexplicable to me too.
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Ludivine Poussineau
 
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Post » Wed Mar 30, 2011 3:47 am

Hi, new to this mod but so far it seems to be working mostly. Have merged various mods, however wyre bash shows this when merging the entire list

Spoiler
Francesco's Optional New Items Add-On.esm (Is esm.)

? Francesco's Leveled Creatures-Items Mod.esm (Is esm.)

? FCOM_Convergence.esm (Is esm.)

? Oscuro's_Oblivion_Overhaul.esm (Is esm.)

? Mart's Monster Mod.esm (Is esm.)

? DLCMehrunesRazor.esp (Unsupported types: CELL, WRLD)

? DLCSpellTomes.esp (Unsupported types: CELL, DIAL, WRLD)

? Knights.esp (Has BSA archive.)

? DLCShiveringIsles.esp (Has BSA archive.)

? FCOM_Convergence.esp (Unsupported types: DIAL, GMST)

? Cheat Bob's Armory Oblivion.esp (Unsupported types: CELL, WRLD)

? Bob's Armory Oblivion.esp (Unsupported types: CELL, WRLD)

? Francesco's 10 days respawn time - 1-20 day lenght rescale.esp (Unsupported types: GMST)

? Oblivion WarCry EV.esp (Unsupported types: CELL, GMST, WRLD)

? Oblivion WarCry.esp (Unsupported types: CELL, GMST, WRLD)

? Francesco's Optional Chance of Stronger Bosses.esp (New record 0200256A in block LVLC.)

? Francesco's Optional Chance of Stronger Enemies.esp (New record 02003A9E in block LVLC.)

? Francesco's Optional Leveled Guards.esp (New record 02029A51 in block LVLI.)

? Francesco's Optional Chance of More Enemies.esp (New record 02000CE6 in block LVLC.)

? 300_Test.esp (Unsupported types: CELL, WRLD)

? FCOM_BobsArmory.esp (New record 03001BB9 in block LVLI.)

? FCOM_FrancescosNamedBosses.esp (New record 0500167D in block LVLC.)

? FCOM_RealSwords.esp (New record 040016C4 in block LVLI.)

? FCOM_WarCry.esp (New record 0300080A in block LVLI.)

? Oscuro's_Oblivion_Overhaul.esp (Unsupported types: CELL, DIAL, GMST, WRLD)

? OOO-WaterFish.esp (Unsupported types: WRLD)

? Bashed Patch, 0.esp (Is Bashed Patch.)


Any ideas? I'm a complete newbie.
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Kevan Olson
 
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Post » Wed Mar 30, 2011 1:52 pm

What's your question? None of those are mergeable, nor should merging them be attempted.
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Lloyd Muldowney
 
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Post » Wed Mar 30, 2011 2:34 am

using the MMM OMOD now and it's compressing in OMOD

I got an error following step 9: Install the MMM OMOD by double-clicking it.

error message: "An error occured while activating the mod. It may not have been activated compleltely. Error: Could not find the file "C:Users\Ben\AppData\Local\Temp\obmm\3\MMM.bsa"

this error relates to my 2nd question below- it doesn't appear that OMOD found the MMM.bsa even though I directed OMOD to the zip file it was in and chose "add archive" in OMOD.

anyone know what the error is here?

should i delete the "new mod 1.0" in OMOD and redo this entire process. if so, how do i get OMOD to recognize the MMM.bsa?


a few questions--

1) what do I do witht he MMM.esp file- put that in my Oblivion\Data folder? I don't see any instructions about what to do with it on the 1st page of this thread.

2) when i added the MMM373BSA to the OMOD archive, the .bsa file didn't show up in the list with all the MMM esp and esm files. thinking perhaps OMOD didn't add the archive correctly, I redid the step of adding the .bsa to the archive. i hope this won't mess anything up.

3) i'm running FCOM and wonder if i need to rename or tweak anything to make it FCOM compatible

4) OMOD just finished and MMM's is now called "new mod 1.0" b/c i didn't name it- is there an easy way to rename it MMM?

5) so, if I understand correctly, this MMM OMOD installation incorporates all the esp and esm files in theMartsMonsterMod37b3.7.zip file into one OMOD mod? if so, will i have the ability to select which specific esp and esm files i want to run?

6) there's a a Mart's Monster Mod and Mart's Monster Mod for OOO.esm file in that zip- I'm guessing guessing I want Mart's Monster Mod for OOO?



thanks
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Christine
 
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Post » Wed Mar 30, 2011 2:42 am

The FCOM setup should not result in the installation of an MMM.esp file.

Also, the BSA is a data file. It should not show up in the plugins view. You have to switch to the Data files view to see it in the OMOD. MMM is compatible with FCOM if you do the FCOM install. There is nothing to tweak. As long as you have the right plugins installed, it will work with FCOM.
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Jessica Raven
 
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Post » Wed Mar 30, 2011 5:24 am

The FCOM setup should not result in the installation of an MMM.esp file.

Also, the BSA is a data file. It should not show up in the plugins view. You have to switch to the Data files view to see it in the OMOD. MMM is compatible with FCOM if you do the FCOM install. There is nothing to tweak. As long as you have the right plugins installed, it will work with FCOM.


ok- see my edited post above- received an installation error in the OMOD install, seemingly caused by OMOD not locating the MMM.bsa

ps- worth pointing out that there doesn't appear to be a file with the exact name of "MMM_37b3_Public_Release-17784.7z" instead, it is called MartsMonsterMod37b3.7z
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Evaa
 
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Post » Wed Mar 30, 2011 10:09 am

ok- see my edited post above- received an installation error in the OMOD install, seemingly caused by OMOD not locating the MMM.bsa

Follow the instructions, exactly, on the MMM OMOD Installer page. You do not need to extract any ZIP files. That defeats the purpose of using the installer. Just add the archives to the OMOD. At the bottom of the OMOD Creation window, there are two radio buttons: one labeled "Data files" and one labeled "Plugins." In order to see the BSA, select "Data files" and it should show up there if you added the BSA's archive.
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sophie
 
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Post » Wed Mar 30, 2011 8:06 am

thanks- got a good install this time

what's the purpose of the omod conversion data subfolder in the main MMM_OMOD_Installer_1_6_1.rar file? anything i need to do wtih it?
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Steve Smith
 
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