MMM and FCOM omod Installers

Post » Wed Mar 30, 2011 12:52 am

Hi,

I'm sorry to report that I found a major bug in the MMM omod Installer script. It affected anyone who do NOT have an FCOM setup and choosing to rename the MMM.bsa. In that case the MMM.bsa was not extracted to your data folder at all. This is now fixed in v. 1.2 that is up, both at http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5583 and http://www.tesnexus.com/downloads/file.php?id=24646.

So if you have installed MMM (without FCOM, but possibly with Fran or OOO) and experienced crashes and/or missing meshes, the reason is the missing MMM.bsa. Either donwload and install the new script or manually extract and copy the MMM.bsa, renaming it to be identical to your main MMM.esp ("Mart's Monster Mod.bsa", "Mart's Monster Mod for Fran.bsa" or "Mart's Monster Mod for OOO.bsa")

Sorry for the trouble :(
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Veronica Martinez
 
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Post » Wed Mar 30, 2011 6:45 am

Thanks for the update NiceOne..
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Elena Alina
 
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Post » Tue Mar 29, 2011 11:04 pm

As mentioned in the main MMM thread, v 1.3 of the MMM omod Installer is now uploaded. The reason for a new version was to add support for mr_siika's Farm Animals for Cyrodiil v 1.4. The omod installer now checks for those new textures (but only if you choose the Farm Animals plugin during install of course), installs them if it finds them and complains if not.

Full install instruction (including info about downloading all necessary MMM resources) is in the first post. To upgrade from an earlier version of MMM/my omod installer, the simplest is really to:
1: Download the updated "http://www.4shared.com/file/106684288/c8368b6/Marts_Monster_Mod_-_Farm_Animals.html" and extract the file to the folder containing all the other MMM esps.
2: Download "http://www.tesnexus.com/downloads/download.php?id=42860". Don't extract this.
3: Download my MMM OMOD Installer 1.3
4: Uninstall and Delere your current MMM omod.
5: Create the new omod by following step and 9 onward in the 1st post of the thread.
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luis ortiz
 
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Post » Wed Mar 30, 2011 2:17 am

2: Download "http://www.tesnexus.com/downloads/download.php?id=42860". Don't extract this.


I have not looked at the new script yet or rebuilt my OMOD..

but option 2 should state: Do not use esp that comes with this, use MMM Farm Animals.esp instead..

You have "don't extract this" - which reads like they do not need to extract the meshes and textures from Siika Farm Animals itself, they do need to extract these files..just do not use esp that comes with it, use MMM version instead..
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Iain Lamb
 
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Post » Tue Mar 29, 2011 11:14 pm

I have not looked at the new script yet or rebuilt my OMOD..

but option 2 should state: Do not use esp that comes with this, use MMM Farm Animals.esp instead..

You have "don't extract this" - which reads like they do not need to extract the meshes and textures from Siika Farm Animals itself, they do need to extract these files..just do not use esp that comes with it, use MMM version instead..
I understand your concern, because by looking at the instruction, it may look like I install the wrong esp, but I meant what I wrote, that you are supposed to add the entire unextracted archive to the omod, which thereby will include the esp that came with it as well. But it will turn out well ;)

What my omod script then does (if the player chooses the farm animal option), is:
1. Install the correct esp - the MMM version.
2. Check that the esp that came with the Farm Animal archive exists within the omod.
3. If it exists, this is taken as proof that the player has added the farm animal archive, and the script then extracts the resources (textures, meshes, sounds) to the data folder - but does not extract the esp.
4. If it doesn't exist, this is taken as proof that the archive is not added, so a warning is given and no resources are extracted.

So the end result is what you want it to be: that the FarmAnimalsofCyrodiil.esp is NOT installed, the Mart's Monster Mod - Farm Animals.esp is installed, and the farm animal resources are extracted. The script just does it in a convoluted way in order to really check that the Farm Animal archive is added to the omod :)
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trisha punch
 
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Post » Wed Mar 30, 2011 2:22 pm

Thanks TheNiceOne for all the work your putting into this and focus to make sure everything is correct. This lazy person thanks you :foodndrink:

Am not using this at the moment since my current bsa install alongside MMMforOOO is working fine and i dont want to tempt the fates at the moment. This also has an extra step or two the usual Omod installs dont have so i'll wait until the know how gets absorbed by my spongy brain :wacko: :read: :wacko:
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Ownie Zuliana
 
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Post » Wed Mar 30, 2011 1:50 pm

Thanks TheNiceOne for all the work your putting into this and focus to make sure everything is correct. This lazy person thanks you :foodndrink:

Am not using this at the moment since my current bsa install alongside MMMforOOO is working fine and i dont want to tempt the fates at the moment. This also has an extra step or two the usual Omod installs dont have so i'll wait until the know how gets absorbed by my spongy brain :wacko: :read: :wacko:
The reason for those additional steps is that several of the files used by MMM has been updated since the last main upload, and therefore comes as separate downloads. So those additional steps is there, to donwload and install those updates.

The installation process will of course become easier with MMM's next main release. I will then adjust the omod script accordlingly.
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lucile
 
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Post » Wed Mar 30, 2011 5:28 am

HI TheNiceOne.

Terrific work. I am a 58 year "Modded Oblivion" fanatic and hugely appreciate your OBMM work on the more complicated (for me) to install mods such as these. I have previously used your OBMM installer for RAEVWD.
It greatly simplified the install process for me.

I understand the reluctance of some mod makers such as Arthmoor to promote OBMM. It can certainly cause some problems if continually activating and de-activating mods, but if your not chopping and changing too much it is a wonderfull tool.

Have you compiled OBMM installers for any other tricky type mods such as Open Cities etc?

Regards
Graham
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Ron
 
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Post » Wed Mar 30, 2011 5:24 am

HI TheNiceOne.

Terrific work. I am a 58 year "Modded Oblivion" fanatic and hugely appreciate your OBMM work on the more complicated (for me) to install mods such as these. I have previously used your OBMM installer for RAEVWD.
It greatly simplified the install process for me.
Thanks. I appreciate your feedback :)

I understand the reluctance of some mod makers such as Arthmoor to promote OBMM. It can certainly cause some problems if continually activating and de-activating mods, but if your not chopping and changing too much it is a wonderfull tool.
I'm aware of the fact that if two omods install different versions of the same resource, then OBMM will not revert to the first installed when uninstalling the second omod, but I have never seen uninstalling problems beyond that. And I have uninstalled and reinstalled mods numerous times, especilly BC each time a new release was uploaded. Having said that, I think BAIN is a great tool too, and think the best of both worlds is to have sub-folder structured for BAIN, and an omod installtion script.

Have you compiled OBMM installers for any other tricky type mods such as Open Cities etc?
Not really. I've done some personal ones for the EVE HGEC clothes mods, but I'm using BC, not OC myself. I can look into OC if you think it would be useful. Creating install script is quite easy after I learned how the scripting language works.
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He got the
 
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Post » Wed Mar 30, 2011 4:47 am

Hi again TheNiceOne

I was not necessarily plumping for an OMOD of Open Cities. I do want to "go" for either Open Cities or Better Cities to compliment my game in my next install. I notice Better Cities is available in OMOD form.
How have you found the mod? Have you found any compatibility problems with other mods? Was it an easy install? I put both BC and OC in the too hard basket on my previous install, as they both appeared to be "works in progress". My prowess in
fixing mod conflict issues is very limited (and always for me, involves a lot of trial and error, mainly error)

I don't like asking in forum threads, peoples opinions on one mod versus another, as it is very subjective and our wonderful "mod makers" don't deserve that. So I read a hell of a lot and then make my own call. I must admit though, if a
stable, OMOD version of a complicated (to me) mod is available I am more likely to go with that.

Regards
Graham
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sam westover
 
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Post » Wed Mar 30, 2011 3:05 am

I was not necessarily plumping for an OMOD of Open Cities. I do want to "go" for either Open Cities or Better Cities to compliment my game in my next install. I notice Better Cities is available in OMOD form.
How have you found the mod? Have you found any compatibility problems with other mods? Was it an easy install? I put both BC and OC in the too hard basket on my previous install, as they both appeared to be "works in progress". My prowess in
fixing mod conflict issues is very limited (and always for me, involves a lot of trial and error, mainly error)
Installing BC is very easy, provided you're using OBMM. If you're using OBMM its just to make sure you download both the main plugin archive and the resourec arhcive - and the upgrade archive if there is any. All of them are already omod-ready and leads you through the install much in the same way as my omod install scripts.

After having installed, you must just make sure to load the plugins very late in the load order, especially the Imperal City plugin. As long as you load it late, there are very few conflict issues, and the BC install script is able to detect most of those, and install compability patches.

BC is quite taxing on your computer, so you may suffer lower frame rates than normal, but it is well worth it IMHO.

I don't like asking in forum threads, peoples opinions on one mod versus another, as it is very subjective and our wonderful "mod makers" don't deserve that. So I read a hell of a lot and then make my own call. I must admit though, if a
stable, OMOD version of a complicated (to me) mod is available I am more likely to go with that.
BC has been almost continiously updated, but that's mostly been due to a steady stream of improvements, not due to fixing errors. But as said, the omod install script of BC is excellent and makes it easy to install. Just remember both archives and late load order and it will work :)
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Madison Poo
 
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Post » Wed Mar 30, 2011 8:08 am

NiceONe, filefront deleted MMM.bsa, so I had to reupload here is new link for BSA download..

http://files.filefront.com/MMM7z/;13891504;/fileinfo.html

So you need to update our links has well..

nothing has changed with bsa, no new content was added or changed..

Corepc
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sam
 
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Post » Wed Mar 30, 2011 2:44 am

Great. I prefer the old fashion way, but this is good for those who are so overwhelmed by the mods being so big and/or appearing to need 30+ other mods to install.
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Dina Boudreau
 
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Post » Wed Mar 30, 2011 11:21 am

NiceONe, filefront deleted MMM.bsa, so I had to reupload here is new link for BSA download..

http://files.filefront.com/MMM7z/;13891504;/fileinfo.html

So you need to update our links has well..

nothing has changed with bsa, no new content was added or changed..

The link has been upated now (here and on TESNexus). Thanks for the continued work on MMM :)
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rolanda h
 
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Post » Wed Mar 30, 2011 12:09 am

Great work here, man! :tops:

I'm hoping we'll be able to include this in the next release of FCOM. :foodndrink:

Thanks so much for making this!
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Emma Louise Adams
 
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Post » Wed Mar 30, 2011 10:16 am

The link has been upated now (here and on TESNexus). Thanks for the continued work on MMM :)


Thank you, Hopefully filefront will not delete it once again before I can get the final done and uploaded to PES.

check our forum has well :ninja:
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Jack Moves
 
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Post » Wed Mar 30, 2011 7:52 am

I'm confused. There are so many MMM files floating around and all kinds of people posting download instructions.. it just makes my head spin.

From what I gather, you can now DL the FULL 3.7.2. Somewhere... I'm not exactly sure where. I found the BSA, but I have no idea where the plugins themselves are.

Do I absolutely, positively need the Farm Animals H&C plugin? I have zero interest in H&C.
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Danny Warner
 
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Post » Wed Mar 30, 2011 12:44 am

Detailed MMM OMOD Installation (Note that MartsMonsterMod355ReleaseFull.7z. is NOT needed):

1. Download MMM37b1andMMMforSI.7z (http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226 or http://www.tesnexus.com/downloads/file.php?id=17784) Then extract it to a MMM folder on your PC.
2. Open the extracted folder, and DELETE the "Meshes", "Sound" and "Textures" folders.
3. Dowload and extract "http://www.4shared.com/file/106642808/2956d5b5/MMMSIBeta021.html" and "http://www.tesnexus.com/downloads/download.php?id=41470".
4. For both archives, copy their 4 (in total) .esp files (and nothing else) to the same folder you extracted "MMM37b1andMMMforSI.7z". Answer "yes" to overwrite questions.
5. Download the updated "http://www.4shared.com/file/106684288/c8368b6/Marts_Monster_Mod_-_Farm_Animals.html" and extract the file to the same folder. Answer "yes" to overwrite question again.
6. Download "http://files.filefront.com/MMM7z/;13891504;/fileinfo.html" (the archive containing the 3.7b2 MMM.bsa archive). There is no need to extract it. (The link was updated 11/06.)
7. Download "http://www.tesnexus.com/downloads/download.php?id=42860". No need to extract this either


Follow all these links..

just do not choose h&C once you have gone through all the steps.. and activated the MMM omod ..when it comes to time to ask for it, just do not choose it from list..

Corepc
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Lifee Mccaslin
 
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Post » Wed Mar 30, 2011 5:01 am

I have now added support for MMM Slof Horses Complete in the script. The installer checks if that esp is part of the omod, and adds this to the other install options if it found it.

Download http://www.tesnexus.com/downloads/file.php?id=24646.
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Isaiah Burdeau
 
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Post » Wed Mar 30, 2011 11:54 am

I havent updated MMM for a while and Mr Siika's resources are another must have, so thanks for updating NiceOne.

Also, a lot of thanks for making both MMM/FCOM installments a lot easier.
Dont know if you have noticed but the amount of "Help, i cant install FCOM" threads have been dropped :ninja:
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Elle H
 
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Post » Wed Mar 30, 2011 4:09 am

Hi TheNiceone.

A couple of questions Please.

In part 4 you say there's 4 esp to transfer.Looking in mine which are newly downloaded i see one esp in each.Am i missing something?

Is this compatible for just An OOO build?

last. I already use Slofs horse Mod Do I need to remove it from my current Build?

Thanks for what you've done with sorting this out. :tops:

Cheers.

James. :foodndrink:
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Philip Rua
 
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Post » Wed Mar 30, 2011 6:15 am

In part 4 you say there's 4 esp to transfer.Looking in mine which are newly downloaded i see one esp in each.Am i missing something?

The "MMM37b2_HC_EW_FarmAnimals_Updates.7z" file contains three separate esp files: Extra Wounding, Farm Animals and Hunting & Crafting. And with the Shivering Isles in the first archive it becomes 4. I checked by redownloading the files now, so you must check it again.

Is this compatible for just An OOO build?
I think the 3.7 beta is supposed to go with the latest OOO (1.34b5).

last. I already use Slofs horse Mod Do I need to remove it from my current Build?
I am pretty sure you must, but the MMM thread is the correct to ask for that, as Corepc is the one who really knows such things.

Thanks for what you've done with sorting this out. :tops:
You're welcome. I am happy I did it, as I thereby managed to really learn the details of what's needed myself :)
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Sabrina Steige
 
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Post » Wed Mar 30, 2011 1:03 am

how do i go about adding MMMcoh to the omod?
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gemma king
 
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Post » Wed Mar 30, 2011 12:59 pm

The "MMM37b2_HC_EW_FarmAnimals_Updates.7z" file contains three separate esp files: Extra Wounding, Farm Animals and Hunting & Crafting. And with the Shivering Isles in the first archive it becomes 4. I checked by redownloading the files now, so you must check it again.

I think the 3.7 beta is supposed to go with the latest OOO (1.34b5).

I am pretty sure you must, but the MMM thread is the correct to ask for that, as Corepc is the one who really knows such things.

You're welcome. I am happy I did it, as I thereby managed to really learn the details of what's needed myself :)


Thank You Very much for the information.

Regarding the 4 esps. I see the optician Next week lol :facepalm:
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Brandon Bernardi
 
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Post » Wed Mar 30, 2011 8:14 am

last. I already use Slofs horse Mod Do I need to remove it from my current Build?


Read below Nilms

how do i go about adding MMMcoh to the omod?


MMM Curse of Hircine, that is a optional mod and download and does not come with MMM any more. I removed it for various reason, but, it can be added back in with OMOD installer,

if NiceOne adds a check to see if Curse of Hircine.esp is installed first..is all that it would require..

Thank You Very much for the information.


Current MMM Slof Horses Complete - it is suggest either to use MMM Version or Use Slof Version not both at the same time.

Next version that will change.

Since All 300+ Wild Horses have been intergrated into MMM.esm and Slof Changes to vanilla horses kept in MMM Slof Horses Complete for..Compatibility reason's..

Well I have to go now..
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BethanyRhain
 
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