MMM and FCOM omod Installers

Post » Wed Mar 30, 2011 11:16 am

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..

I can add a check to see if Curse of Hircine.esp is already installed and if MMM Curse of Hircine is in the omod, and install it then. But where can I download the MMM Curse of Hircine esp?


Edit: http://www.tesnexus.com/downloads/file.php?id=22771 it myself :)
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Louise Dennis
 
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Post » Wed Mar 30, 2011 4:53 am

Does the BSA contained the PyFFI-ed meshes for 3.7?
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Khamaji Taylor
 
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Post » Wed Mar 30, 2011 1:34 pm

Does the BSA contained the PyFFI-ed meshes for 3.7?


No, the current bsa does not, you can unpack the mmm.bsa and update with pyffii and then repack uncompressed.

The next bsa will for sure. Along with many more fixes and textures optimization..and omod installer..
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leni
 
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Post » Wed Mar 30, 2011 3:29 am

No, the current bsa does not, you can unpack the mmm.bsa and update with pyffii and then repack uncompressed.

The next bsa will for sure. Along with many more fixes and textures optimization..and omod installer..
Cool! Thank you for the reply.
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Nathan Barker
 
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Post » Tue Mar 29, 2011 11:05 pm

Good work here, TheNiceOne.

A few suggestions:

1. To save yourself a lot of work repeating the names of .esp and .esm files, try setting vars for them initially, then referring to the shorter var name in your scripts. It also helps that if for some reason you need to adjust the names of mods, you only have to do it in one place.

Example:
SetVar ESP0 "FCOM_Convergence.esp"...InstallPlugin "%ESP0%"...LoadEarly "%ESP0%"


2. Verify the Blood&Mood / Welkynd Sword part of your script. Instead of copying the FCOM compatibility patch "FCOM_WelkyndSwordBlood&Mud.esp", it just installs "FCOM_Blood&Mud.esp" again.

3. I strongly recommend changing the optional plugin scripts to give the installer an option to install them even if the base mod is not found. The install instructions for FCOM recommend installing on a fresh install of Oblivion without any mods installed, and if users follow this instruction, many mods will not yet be installed when they install FCOM.

Example (following code can probably be cleaned up to reduce redundancy):

;** Origin of the Mages Guild **If DataFileExists "Origin of the Mages Guild.esp"	CopyPlugin "=== FCOM Optional Add-Ons ===\\FCOM_OMG.esp" "FCOM_OMG.esp"	SetVar OMG "1"Else	If DialogYesNo "Origin of the Mages Guild was not detected. Do you plan to install it later? (Selecting "YES" will install an FCOM compatibility patch." "FCOM OMG Support?"		CopyPlugin "=== FCOM Optional Add-Ons ===\\FCOM_OMG.esp" "FCOM_OMG.esp"		SetVar OMG "1"	ElseEndIf;** Slof's Oblivion Robe Trader **If DataFileExists "Slof's Oblivion Robe Trader.esp"	CopyPlugin "=== FCOM Optional Add-Ons ===\\FCOM_SlofsRobeTrader.esp" "FCOM_SlofsRobeTrader.esp"	SetVar SRT "1"Else	If DialogYesNo "Slof's Robe Trader was not detected. Do you plan to install it later? (Selecting "YES" will install an FCOM compatibility patch." "FCOM Support?"		CopyPlugin "=== FCOM Optional Add-Ons ===\\FCOM_SlofsRobeTrader.esp" "FCOM_SlofsRobeTrader.esp"		SetVar SRT "1"	ElseEndIfIf Equal %OMG% 1	If Equal %SRT% 1		Message "You indicated that you plan to install both Slof's Oblivion Robe Trader and Origin of the Mages Guild. \		%NewLine%%NewLine%\		FCOM will now install a compatibility patch for both to work together.		%NewLine%%NewLine%\		Be sure you DO NOT install the OMGSRT.esp compatibility plugin separately."		CopyPlugin "=== FCOM Optional Add-Ons ===\\FCOM_OMGSRT.esp" "FCOM_OMGSRT.esp"	EndIfEndIf


4. One last thing. AFAIK, OBMM script command "CopyPlugin" does not activate the plugins while "InstallPlugin" does, and placing plugins in subdirectories defeats OBMM's built-in conflict detector. This has always been something of an OCD thing I do :whistle: , but moving all the .esp files into the base directory instead of an Options directory, then using OBMM script command "DontInstallAnyPlugins", and then using "InstallPlugin" for each one either required or optional just seems to make more sense to me. Of course, this would not be BAIN compatible, and users would either have to move all the optional plugins to the base directory themselves or mod authors would have to start packaging them differently.

Probably never going to happen and I'll have to keep on doing it myself, but I never miss an opportunity to influence people's thinking. :whisper:

Hope that helps.

-RMWChaos
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danni Marchant
 
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Post » Tue Mar 29, 2011 11:52 pm

Thanks for comments, it's really appreciated :)

Good work here, TheNiceOne.

A few suggestions:

1. To save yourself a lot of work repeating the names of .esp and .esm files, try setting vars for them initially, then referring to the shorter var name in your scripts. It also helps that if for some reason you need to adjust the names of mods, you only have to do it in one place.
I'll keep it in mind.

2. Verify the Blood&Mood / Welkynd Sword part of your script. Instead of copying the FCOM compatibility patch "FCOM_WelkyndSwordBlood&Mud.esp", it just installs "FCOM_Blood&Mud.esp" again.
Will do. I've never got around to installing B&M myself, so I have never verified that part.

3. I strongly recommend changing the optional plugin scripts to give the installer an option to install them even if the base mod is not found. The install instructions for FCOM recommend installing on a fresh install of Oblivion without any mods installed, and if users follow this instruction, many mods will not yet be installed when they install FCOM.
You've got a good point, and I have started doing that a bit more in the omod installation scripts I've created after this. So I will follow your advice here.

4. One last thing. AFAIK, OBMM script command "CopyPlugin" does not activate the plugins while "InstallPlugin" does, and placing plugins in subdirectories defeats OBMM's built-in conflict detector. This has always been something of an OCD thing I do :whistle: , but moving all the .esp files into the base directory instead of an Options directory, then using OBMM script command "DontInstallAnyPlugins", and then using "InstallPlugin" for each one either required or optional just seems to make more sense to me. Of course, this would not be BAIN compatible, and users would either have to move all the optional plugins to the base directory themselves or mod authors would have to start packaging them differently.
This is entirely dependant on the map structure created by dev_akm, Corepc and others, so it is more of an advice to them than me (though at least Corepc seem to follow this thread pretty closely).

But my guess/advice is that if that if the folder structure are to be changed, it will be made to be BAIN compatible. That way it will be easy to install FCOM with BAIN, and with OBMM. The only downsides is that a manual install will be harder, and that OBMM's conflict detector will not work too well. But I don't think either is as important as making the mod easy to install using BAIN/OBMM.

As for "CopyPlugin" not activating the plugin: I hadn't noticed, so thanks for mentioning it. I have considered to make the script a bit smarter here and only activate the plugins that should be active after having created the bashed patch and not those that are to be merged and deactivated. It saves the player the need to remember the deactivation.

Probably never going to happen and I'll have to keep on doing it myself, but I never miss an opportunity to influence people's thinking. :whisper:
At least some of this will happen, so thanks for the effort :)
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Jake Easom
 
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Post » Wed Mar 30, 2011 1:38 pm

As for "CopyPlugin" not activating the plugin: I hadn't noticed, so thanks for mentioning it. I have considered to make the script a bit smarter here and only activate the plugins that should be active after having created the bashed patch and not those that are to be merged and deactivated. It saves the player the need to remember the deactivation.


There might be another way to do it by using Options folders and InstallPlugin. Will have to test this, but this might work:

The following code assumes that "main_mod.esp" is stored in the root directory of the OMOD and "option_mod_1.esp" is stored in the \\Options directory...

AllowRunOnLinesSetVar ESP0 "main_mod.esp"SetVar ESP1 "option_mod_1.esp"Select "Choose option mod to install" \			  "Option 1" \			  "Option 2"		 Case Option 1			 ;** Installs and activates "main_mod.esp"			  InstallPlugin "%ESP0%		 Break		 Case Option 2			 ;** copies "option_mod_1.esp" over "main_mod.esp"			  CopyPlugin "options\\%ESP1%" "%ESP0%"			 ;** now installs and activates "option_mod_1.esp"			  InstallPlugin "%ESP0%"		 BreakEndSelect


While this won't address OBMM's conflict detecting issue with .esp files in subdirectories, it should auto-activate the either mod when installed ... I think. :shrug:

-RMWChaos
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luis ortiz
 
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Post » Wed Mar 30, 2011 6:32 am

This is entirely dependant on the map structure created by dev_akm, Corepc and others, so it is more of an advice to them than me (though at least Corepc seem to follow this thread pretty closely).

But my guess/advice is that if that if the folder structure are to be changed, it will be made to be BAIN compatible. That way it will be easy to install FCOM with BAIN, and with OBMM. The only downsides is that a manual install will be harder, and that OBMM's conflict detector will not work too well. But I don't think either is as important as making the mod easy to install using BAIN/OBMM.


I will talk it over with team.

Manual Users would have hardest time with bain install. If they where trying to do it without wrye bash or using omod for a fact.

And there are still people out there and do not use these tools. We already have BAIN Version of MMM. It just needs to be updated is all. When new esm / esp / bsa comes out. People would just need to download the bsa.

Obmm coflict detector cannot detect what is inside a bsa, but bain can. So obmm conflict detector is pretty useless on bsa and well everything that is going to conflict in mmm.bsa is same in either uop, cobl, those two in particular, But all the resources are the same between them. Or can be used in case of COBL. Without conflicts.

Corepc
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jesse villaneda
 
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Post » Wed Mar 30, 2011 3:03 am

MMM omod Installer is now updated to version 1.6, in order to fully work with MMM 3.7b3.

Download from http://www.tesnexus.com/downloads/file.php?id=24646 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5583
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Kirsty Collins
 
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Post » Wed Mar 30, 2011 2:39 am

Thank you will get it tested and see how it works out..
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Taylah Illies
 
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Post » Wed Mar 30, 2011 1:10 pm

:icecream: :foodndrink: :icecream: Thanks TheNiceOne! aswell as for the easy instructions to follow for the mindlessness that is me :shocking: :drool: :shocking:
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Naazhe Perezz
 
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Post » Wed Mar 30, 2011 12:44 am

I dont know how I can be the only one that experienced this so I will post and hope for the best. I am running fcom 9.9 with mmm3.7b1. Unfortunately I was only using wrye bash and had never installed an omod (except darnified ui).So I manually uninstalled mmm3.5.5 and 3.7b1(took 6 hours!). I saw in the read-me that it was recommended to install mmm 3.7b3 and THEN fcom. So I removed all of fcom too.Then I built the 3.7b3 omod per your instructions. After completion I right clicked to "check for data conflicts " in obmm and there were none. so I double clicked the 3.7b3 omod and it popped up instantly something like " fcom convergence must be installed for this omod to work". again the readme says to install fcom afterward so i dont see how no one else saw this. so I manually reinstalled fcom 9.9 exactly as it was before and installed the mmm 3.7b3 omod. I registered the fcom_convergence - mmm.bsa manually. reloaded my game np and was saved in the IC shack on the waterfront and rested 5 days(cells reset every 4 days) all seemed to be OK until I try to summon any of the various atronachs (silver,ebony,glass,ets.) they summon and you can hear them but cant see them? if you move the crosshair it will register that they are standing next to you but they are 100% invisible? then when i summon dremora caitiff they appear and just fall to the ground blinking.If i run into a flame atronach in the game world they are fine,but when a conjuror or someone tries to summon them they just fall on the ground like my dremora.Now this is where it gets really wierd, if you go into an oblivion gate and enter the final tower there are always various dremora spawns. on the lower levels of the towers dremora markynaz,kynmarcher,and caitiffs are all laying down,disabled (like my summons) conversely dremora solkyn,valkynaz,ravkyn are all normal. then when you get to the top of the tower its the opposite!! with the ones that were disabled on the lower floors ready to fight and the ones that were ok on the lower florrs are laying down. I was even able to get a caitiff from the upper levels to chase me down to were his vertically challenged brothers were laying in a pile. also lesser balrogs are always laying on their backs as well as yellow belly ogres. It seams that all the strongest (and presumably most interesting opponents) are disabled . I have 400 hours on this character and am level 32 , can you explain my omod warning about fcom (that no one else here mentions) and the unusual npc actions? google is no help.I was going to uninstall fcom again and reinstall it with your omod script but i was not having any problems with it. I want to keep my install current for max efficiency but these actions are confusing me.
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Project
 
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Post » Wed Mar 30, 2011 6:29 am



http://www.gamesas.com/bgsforums/index.php?showtopic=1037788
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Rebecca Dosch
 
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Post » Wed Mar 30, 2011 1:15 pm

Thank you , my initial problem was with the installer script.you already set me straight . My install works great,cant wait for the new fcom files to unleash all 3.7b3 has to offer.
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oliver klosoff
 
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Post » Wed Mar 30, 2011 12:11 pm

Observation: Used FCOM install script. Noticed two mods which the FCOM installer did not support:
1. The Ruined Tails Tale
2. Ungarion's Memoirs, Part 1: The Welkynd Sword

Their corresponding FCOM files:
1. FCOM_Ruin.esp
2. FCOM_WelkyndSwordBlood&Mud.esp


Anyways, I may be wrong but I thought I mention it anyways
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Kieren Thomson
 
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Post » Wed Mar 30, 2011 2:44 am

Observation: Used FCOM install script. Noticed two mods which the FCOM installer did not support:
1. The Ruined Tails Tale
2. Ungarion's Memoirs, Part 1: The Welkynd Sword

Their corresponding FCOM files:
1. FCOM_Ruin.esp
2. FCOM_WelkyndSwordBlood&Mud.esp


Anyways, I may be wrong but I thought I mention it anyways

Thanks for the report. FCOM hasn't changed since I created the omod installer, so it is supposed to still be up-to-date, but it is of course possible that I've overlooked those files. I will check it.
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Rachael Williams
 
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Post » Wed Mar 30, 2011 9:24 am

NiceOne

Upload a New BSA and ESM/ESP Update, before, I leave for vacaction.

- Repackaged BSA with the Missing Arrow Fixes.

- so you will need to update your config file and script so it does not check for that anymore..

Else the current MMM Omod Installer works fine.

Corepc
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Emmanuel Morales
 
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Post » Wed Mar 30, 2011 3:00 pm

NiceOne

Upload a New BSA and ESM/ESP Update, before, I leave for vacaction.

- Repackaged BSA with the Missing Arrow Fixes.

- so you will need to update your config file and script so it does not check for that anymore..

Else the current MMM Omod Installer works fine.

Corepc

Version 1.6.1 is uploaded now, prepared for the updated version. Thanks for your effort :)
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Miss Hayley
 
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Post » Wed Mar 30, 2011 10:40 am

The "All In one - Extra Wounding, Hunting&Crafting Update, Farn Animal..just download this", link on page one says 'No File Available' so cannot download from it. The individual files don't have links - so where do i go to get them now?
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Teghan Harris
 
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Post » Wed Mar 30, 2011 12:34 pm

The "All In one - Extra Wounding, Hunting&Crafting Update, Farn Animal..just download this", link on page one says 'No File Available' so cannot download from it. The individual files don't have links - so where do i go to get them now?

They are now part of the main downloads. Everything you need is described in post 1, so don't follow anything in the posts after, as that may be old info.
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lacy lake
 
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Post » Wed Mar 30, 2011 11:49 am

NiceOne,

Can you add the BSA download links to include the http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226
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Taylah Haines
 
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Post » Wed Mar 30, 2011 7:54 am

NiceOne,

Can you add the BSA download links to include the http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226

Done now :)
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Tiffany Castillo
 
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Post » Wed Mar 30, 2011 8:39 am

NiceOne

Upload a New BSA and ESM/ESP Update, before, I leave for vacaction.

- Repackaged BSA with the Missing Arrow Fixes.

- so you will need to update your config file and script so it does not check for that anymore..

Else the current MMM Omod Installer works fine.

Corepc


How about the MMM Invisible Lich Patch? Is it included in thois new BSA archive?

Thanks!
Henrique.
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Jordyn Youngman
 
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Post » Wed Mar 30, 2011 1:32 pm

Thanks NiceOne,

How about the MMM Invisible Lich Patch? Is it included in thois new BSA archive?

Thanks!
Henrique.


Yes, all previous fixes have been included in the BSA. If there is something missing then report in MMM thread.
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Miragel Ginza
 
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Post » Wed Mar 30, 2011 1:41 pm

ok iam a bit :confused: here i just download the MMM OMOD Instalter and it has a MMM.esp now if i look beside the esp. it has size 1kb and type Morrowind Plugin Data File

now WTF am i spost to do with that the read me dont say anythink at all about it :confused:
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Alessandra Botham
 
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