MMM and FCOM omod Installers

Post » Wed Mar 30, 2011 8:37 am

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:


MMM.esp is for launching the bsa,

if you do not select the option to rename the bsa, then you will need that file.

It will ask you toward then end of install if you would like to do this..use mmm.esp or rename bsa (which is recommended)..
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Minako
 
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Post » Wed Mar 30, 2011 6:06 am

MMM.esp is for launching the bsa,

if you do not select the option to rename the bsa, then you will need that file.

It will ask you toward then end of install if you would like to do this..use mmm.esp or rename bsa (which is recommended)..


rename it to what i use FCOM by the way :D
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James Potter
 
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Post » Wed Mar 30, 2011 5:39 am

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:

You're not supposed to do anything with it, you're supposed to add the unopened archive to the omod as described in the readme, and then let the installation script do what it needs with that (and all other files) :)

For the record, that file is the "dummy MMM.esp" that will only be installed if you choose the "With dummy MMM.esp" option for installation of the bsa file. If you instead choose to rename the bsa file, this dummy esp file will not be installed.


Edit: Not only beaten by one, but by two. :(
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Natasha Biss
 
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Post » Tue Mar 29, 2011 10:23 pm

You're not supposed to do anything with it, you're supposed to add the unopened archive to the omod as described in the readme, and then let the installation script do what it needs with that (and all other files) :)

For the record, that file is the "dummy MMM.esp" that will only be installed if you choose the "With dummy MMM.esp" option for installation of the bsa file. If you instead choose to rename the bsa file, this dummy esp file will not be installed.


Edit: Not only beaten by one, but by two. :(


I ment the bsa not the esp what do i rename it to the bsa to ? and is MMM arrow ingredient fixes in the bsa or do i need to add them in to OMOD
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Misty lt
 
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Post » Wed Mar 30, 2011 12:28 am

I ment the bsa not the esp what do i rename it to the bsa i mean and is MMM arrow ingredient fixes in the bsa or do i need to add them in to OMOD


Depends on what MMM config you use. Has to what you rename the bsa to.

If you read in MMM,html file under install section it list the rename methods..for fcom rename to fcom_convergence_mmm.bsa, which omod should do for you if it detect fcom is installed.

Also if you follow the links you will find a 3.7b3 BSA and the arrow and ingriedients fixes already included.

Just tell it yes to proceed if asked for them in omod installer.

Corepc
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JR Cash
 
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Post » Wed Mar 30, 2011 3:02 am

Depends on what MMM config you use. Has to what you rename the bsa to.

If you read in MMM,html file under install section it list the rename methods..for fcom rename to fcom_convergence_mmm.bsa, which omod should do for you if it detect fcom is installed.

Also if you follow the links you will find a 3.7b3 BSA and the arrow and ingriedients fixes already included.

Just tell it yes to proceed if asked for them in omod installer.

Corepc


thanks guys for the help :bigsmile:
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Alexandra Ryan
 
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Post » Wed Mar 30, 2011 5:34 am

I ment the bsa not the esp what do i rename it to the bsa to ? and is MMM arrow ingredient fixes in the bsa or do i need to add them in to OMOD

Really, the advantage of following the readme in post #1 in this thread, is that you don't have to do anything of this sort. You simply create the omod consisting of the files described there, and install the omod as any other. The omod installation script handles things like bsa renaming for you.
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Courtney Foren
 
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Post » Tue Mar 29, 2011 11:13 pm

when using omon installerfor omm I don't no if the installer worked please help I have 3 files 1. mmm bsa, 2. omod installer 3.7b3, 3. 3.7b3 down loaded insto omm. I actived mmm bsa first and changed the name to mart's monster mod for ooo.bsa then I actived omod mmm 3.7b3 and finally 3.7b3 mod so ther are three blue turned on in omm. when activbing the mods i get script error invadin arguement is that my falt and what do the installer mod do when It seem not to work. Plese help me if I doing it worg thanks
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Chris Duncan
 
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Post » Wed Mar 30, 2011 12:08 am

when using omon installerfor omm I don't no if the installer worked please help I have 3 files 1. mmm bsa, 2. omod installer 3.7b3, 3. 3.7b3 down loaded insto omm.

OK.

I actived mmm bsa first and changed the name to mart's monster mod for ooo.bsa then I actived omod mmm 3.7b3 and finally 3.7b3 mod so ther are three blue turned on in omm.
Not OK.
Read the description again. You are supposed to add all three archives to the same omod, not create three different omods of it. So when you try to activate the one with the script, it compains because none of the files it expects are in the omod. So try to create the omod again, now with all three arhcives added. :)
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Alexis Acevedo
 
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Post » Tue Mar 29, 2011 11:27 pm

So in oblvion mod manger when I add archive in omm start with omod mmm installer and how do add the other two mods to omod for omm please help thanks
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luis dejesus
 
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Post » Wed Mar 30, 2011 1:19 pm

So in oblvion mod manger when I add archive in omm start with omod mmm installer and how do add the other two mods to omod for omm please help thanks

In the OBMM, click the "Create" button at the bottom of the window. This will open the OMOD Creation Window. Click the Add Archive button in the window. A selection dialog will open. Browse to your MMM37b3 archive and select it. It will take a while to load into the window, but when it does, click the Add Archive button again. This time, select the MMM.bsa archive, then wait till that loads. Click the Add Archive button one last time, and select the MMM OMOD installer archive. A message box will appear asking you if you'd like to import the omod data in the archive. Say yes. Click Create to create the OMOD. When it's successfully created, activate it, answer the questions, and eventually play the game after the installation is complete.
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Nims
 
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Post » Tue Mar 29, 2011 11:32 pm

Is this like making a normal omm from a wrar file or is it different also I us ooo so I read I need to change the mmm.bsa file to mart's monter modd for oo.bsa is that true and where would i change it ?
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Nikki Morse
 
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Post » Wed Mar 30, 2011 7:37 am

Is this like making a normal omm from a wrar file or is it different
The only difference is that you add three files, not one to the same omod.

also I us ooo so I read I need to change the mmm.bsa file to mart's monter modd for oo.bsa is that true and where would i change it ?
The installation script handles such things for you. It renames the bsa correctly dependant on whether your install is MMM only, MMM+OOO or FCOM.
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Blackdrak
 
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Post » Wed Mar 30, 2011 12:00 pm

So install it like anything else in omm but with the 3 files I start with omod installer and then search for the other 3.7b3 file and mmm bsa aand they should be onder the omod mmm window in omm? sorry if I am being stupid
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Hilm Music
 
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Post » Wed Mar 30, 2011 12:12 pm

Hi there,

In terms of the FCOM omod, does it work for Corepc's updated unofficial FCOM version (0.9.9.5)? Also, would I be able to use this for future FCOM versions?
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Emmie Cate
 
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Post » Tue Mar 29, 2011 11:20 pm

do I need ooo 1.34b5 install and active before making the omod for mmm 3.7be so it automaticly chances to mmm for ooo?
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Phillip Hamilton
 
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Post » Wed Mar 30, 2011 6:14 am

do I need ooo 1.34b5 install and active before making the omod for mmm 3.7be so it automaticly chances to mmm for ooo?



If you read the MMM readme OOO install section, it state that OOO 1.34beta5 is required and should be installed before Installing MMM once again..which means you need to have OOO 1.33 Complete installed first, then OOO 1.34beta5, then you can install MMM. If you have done everything correctly, then mmm omod installer will only install the files that is needs once again..once again read the readme for mods before asking question..has you can find your answer most of time in readme once again..
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Chris Johnston
 
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Post » Wed Mar 30, 2011 7:22 am

Hi,

The FCOM installer is now updated to version 1.1

The new is one error fix, but more important, that the installer now supports, and requires the Unofficial FCOM Update. The instructions in post #1 has been updated.
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Michael Korkia
 
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Post » Wed Mar 30, 2011 2:14 am

thank you,

guess I could add the UFCOM to MMM page on TesNexus and PES ..or maybe not has I still need to update a few minor things still in it now that I think about it..
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lucy chadwick
 
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Post » Tue Mar 29, 2011 10:37 pm

sweet, this will make things a lot easier. thanx TheNiceOne :)
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Sun of Sammy
 
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Post » Wed Mar 30, 2011 12:40 pm

Ok, I want to reinstall my game to use the FCOM omod but something is a bit vague to me. When you say to install Frans, OOO, MMM, WarCry before the FCOM omod, do I install those four overhauls "as is" or do I have to change them first to be compatible with each other and then use this FCOM omod?
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Flash
 
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Post » Wed Mar 30, 2011 2:13 am

Ok, I want to reinstall my game to use the FCOM omod but something is a bit vague to me. When you say to install Frans, OOO, MMM, WarCry before the FCOM omod, do I install those four overhauls "as is" or do I have to change them first to be compatible with each other and then use this FCOM omod?
OOO (remember the 1.34b5 patch) and WarCry is installed "as is". The same is true for Frans, although you must make sure to select the correct installation options as described on the FCOM page. MMM has different files that needs to be installed depending on whether it is supposed to be alone, together with OOO, or in a full FCOM environment. But if you use my MMM omod installer too, it handles all that for you.
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flora
 
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Post » Wed Mar 30, 2011 12:04 am

OOO (remember the 1.34b5 patch) and WarCry is installed "as is". The same is true for Frans, although you must make sure to select the correct installation options as described on the FCOM page. MMM has different files that needs to be installed depending on whether it is supposed to be alone, together with OOO, or in a full FCOM environment. But if you use my MMM omod installer too, it handles all that for you.




Ok, should I go with the installation order in the FCOM cheat sheet or should I install MMM last before FCOM omod?

On the side note, if you look at the FCOM cheat sheet it says that for OOO you need to select the "Full" version and ignore the extra options. What extra options? somebody already told me that they are refering probably to the options related to the "lite" version BUT in the "full" version I get options like if I want x amount of spawn points, x amount of combat behaviour, Harvest[flora], etc. Some of this options can be set to "no" but others like X amount of combat behaviour are something that you have to choose from the list provided. I'm a bit confuse here(i'm using the recent OOO omod version)
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evelina c
 
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Post » Wed Mar 30, 2011 2:02 pm

Ok, should I go with the installation order in the FCOM cheat sheet or should I install MMM last before FCOM omod?
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.

On the side note, if you look at the FCOM cheat sheet it says that for OOO you need to select the "Full" version and ignore the extra options. What extra options? somebody already told me that they are refering probably to the options related to the "lite" version BUT in the "full" version I get options like if I want x amount of spawn points, x amount of combat behaviour, Harvest[flora], etc. Some of this options can be set to "no" but others like X amount of combat behaviour are something that you have to choose from the list provided. I'm a bit confuse here(i'm using the recent OOO omod version)
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.
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Janeth Valenzuela Castelo
 
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Post » Wed Mar 30, 2011 10:15 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

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?
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Naazhe Perezz
 
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