MMM and FCOM omod Installers

Post » Tue Mar 29, 2011 10:46 pm

TheNiceOne's MMM OMOD Installer 1.6.1 and FCOM OMOD Installer 1.1

MMM OMOD Installer: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5583, http://www.tesnexus.com/downloads/file.php?id=24646
FCOM OMOD Installer: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5584, http://www.tesnexus.com/downloads/file.php?id=24647

New in FCOM installer 1.1: Support for Unofficial FCOM update.
New in MMM installer 1.6.1: Support for MMM 3.7b3 PR 3

I have made two OMOD Installation scripts for OBMM, one to install MMM and one to install FCOM. The scripts automatically installs the correct files depending on the mods you have installed. Where there are options, the script will let you choose, but it will only give you options that are valid with your current install.

The two installers are independant, if you're not interested in FCOM, the MMM installer is still useful for an MMM-only install.

The two installation scripts clock in at more than 800 script lines combined, so I cannot guarantee that there are no errors, but I have checked and re-checked them extensively. The only know problem is that the MMM installer failed to register MMM.bsa in my Oblivion.ini file. So if you choose this way of installing the MMM.bsa file (the installer gives you two options for installing it), you must check your ini file - but the installer wil tell you about it.

Anyway, if you find any error, or additional things that should be checked, please tell me.

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

1. Download MMM 37b3 Public Release 3 (The main MMM plugin arhcive) from http://www.tesnexus.com/downloads/file.php?id=17784 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4226.
2. Download http://www.megaupload.com/?d=MWEEEADE (the archive containing the 3.7b3 MMM.bsa archive).
3. Download http://www.4shared.com/file/170247452/78b4bf8d/MMMDiverseWaterLifeUpdate.html
4. Download "MMM_OMOD_Installer_1_6_1.rar"
5. Start OBMM, and click "Create"
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.
Note that OBMM will be unresponsive for a long time when adding "MMM373BSA.7z".
8. Click "Create omod" and let OBMM take its time compressing the OMOD. Answer yes to any question about overwriting duplicate files.
9. Install the MMM OMOD by double-clicking it.
10. Answer the pop-ups.
11. Installation is complete!


Remember to use BOSS to set your load order before play.

Changelog:
1.6:
Updated to work with MMM 3.7b3
1.5:
1.4:
Added support for MMM Slof Horses Complete
1.3:
Added support for Mr_Siikas farm animals 1.4
1.2:
Fixed a show-stopper error that made the MMM.bsa not being copied if having a non-FCOM setup.
1.1
Made all 4 spawn rate plugin options available also for an FCOM setup (after a warning).
Changed one option for naming the bsa file with FCOM setup. It will now be named FCOM_Convergence - MMM.bsa

-------------------------------------------------------------------
Detailed FCOM OMOD Installation:

This is a OMOD Installation script for FCOM. The script automatically installs the correct FCOM files depending on the mods you have installed. Where there are options, the script will let you choose, but it will only give you options that are valid with your current install.

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. It is possible to install Frans, MMM, WarCry and OOO after this installation, but installing Frans and OOO before MMM, and all four before FCOM is highly recommended.


FCOM OMOD Installation:

1. Download FCOM 0.9.9 (PES: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3428), (TESNexus : http://www.tesnexus.com/downloads/file.php?id=12249)
2. Downlod Unofficial FCOM Update: http://www.4shared.com/file/144608444/c47efc89/ufcom.html
3. Download FCOM_EntropicOrderRebalance (optional, but recommended): http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z
4. Download FCOM OMOD Installer
(Don't unpack any of the archives)
5. Start OBMM, and click "Create"
6. In the "omod creator" window, click "Add archive"
7. Choose your downloaded FCOM 0.9.9 archive and click "Open"
8. OBMM will now work for a time, and then give you a warning about esp in sub-directories. Answer "Yes".
9. Click "Add archive" again, and select Unofficial FCOM Update.
10. Click "Add archive" again, and select FCOM_EntropicOrderRebalance.7z
11. Click "Add archive" again, and select FCOM_OMOD_Installer.rar, and answer "Yes" to import omod conversion data
12. After having added all four archives to the same omod, click "Create omod" and let OBMM take its time compressing the OMOD. Answer yes to any question about overwriting duplicate files.
13. Install the uFCOM OMOD by double-clicking it.
14. Answer the pop-ups.
15. Installation is complete!

Remember to use BOSS to set your load order and Wrye Bash to create your bashed patch before play.
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Elizabeth Davis
 
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Post » Wed Mar 30, 2011 8:04 am

Very nice work. I think MMM comes with an OMOD ready format if I recall correctly, but having FCOM with an OMOD script is awesome.
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Greg Swan
 
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Post » Wed Mar 30, 2011 12:09 am

I hope the FCOM one gives you a warning about bash, else you're gonna get a lot of "Why won't this work???"s :P

Having said that, great job, man :)
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patricia kris
 
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Post » Wed Mar 30, 2011 7:50 am

Nice work! Finally, a direct link to all the "I cant install FCOM- Help me out " threads!
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JAY
 
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Post » Wed Mar 30, 2011 5:35 am

5. Download "MMM.7z" (the archive containing the 3.7b2 MMM.bsa archive. There is no need to extract it.


Thank you, NiceOne..Will put it to use..and report back..

Correction for step 3 they can http://www.tesnexus.com/downloads/download.php?id=41470, and extract just the esp..(if using bsa from below no need to extract meshes and textures)

Correction for step 5 it should be this that you are downloading http://files.filefront.com/MartigenMonsterMod3+7b2BSA7z/;13723059;/fileinfo.html and http://files.filefront.com/MMMBsaLauncher7z/;13724501;/fileinfo.html


Very nice work. I think MMM comes with an OMOD ready format if I recall correctly, but having FCOM with an OMOD script is awesome.


Not the 3.7 version, so use this if you want to build a MMM 3.7b1/2 omod..
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Jessica Raven
 
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Post » Wed Mar 30, 2011 9:33 am

Thank you, NiceOne..Will put it to use..and report back..
Please do. And please report any changes you want to descriptions, credits, etc.

Correction for step 3 they can All In one - Extra Wounding, Hunting&Crafting Update, Farn Animal..just download this, and extract just the esp..(if using bsa from below no need to extract meshes and textures)
Ok. I cannot see any reference to this update anywhere (except in your post above, of course). Is it listed on the MMM page (IOW am I just blind)?

Correction for step 5 it should be this that you are downloading http://files.filefront.com/MartigenMonsterMod3+7b2BSA7z/;13723059;/fileinfo.html and http://files.filefront.com/MMMBsaLauncher7z/;13724501;/fileinfo.html
I didn't know about the MMM.esp bsa launcher file, so I created one myself, that is installed if the player chooses that option for the MMM.bsa file (the other 2 options are ini file registration, or renaming to an existing MMM file). So the install should work correctly with the written step 5. I can of course change it to using your MMM.esp instead of mine, but using mine is slightly simpler now, as there's one file less to download, and I don't need to remove my MMM.esp from the OMOD installer archive. Not at all a big deal, so I'll let you decide. :)
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amhain
 
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Post » Wed Mar 30, 2011 10:53 am

Please do. And please report any changes you want to descriptions, credits, etc.

Ok. I cannot see any reference to this update anywhere (except in your post above, of course). Is it listed on the MMM page (IOW am I just blind)?

I didn't know about the MMM.esp bsa launcher file, so I created one myself, that is installed if the player chooses that option for the MMM.bsa file (the other 2 options are ini file registration, or renaming to an existing MMM file).


that all in one update is posted on tesnexus MMM 3.7b1 updates..

I will update the MMM thread with that I forget to post that in post 3 in mmm thread..

Does your mmm.esp included the bsa file itself, that is why I posted the above..there are two download needed for the bsa the (bsa itself and mmm launcher if needed)..
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David John Hunter
 
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Post » Wed Mar 30, 2011 9:04 am

that all in one update is posted on tesnexus MMM 3.7b1 updates..

I will update the MMM thread with that I forget to post that in post 3 in mmm thread..
Good. I have now edited the first post and added a link to it (and the other required MMM files).

Does your mmm.esp included the bsa file itself, that is why I posted the above..there are two download needed for the bsa the (bsa itself and mmm launcher if needed)..
My installer only includes an empty "MMM.esp" file, but not "MMM.bsa" - it must be downloaded from your archive as per step 5.
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JD FROM HELL
 
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Post » Wed Mar 30, 2011 11:54 am

Looks good now..NiceOne..

Going offline ,

time for me to build my omod and test everything out..also letting TEAM MMM know has well..
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Russell Davies
 
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Post » Wed Mar 30, 2011 2:12 am

After rebuilding my MMM.omod to include your MMM omod script. Which did not really take that long considering that is 1.1+gb bsa and 56 plugins at 12mb plus documentation and some pics. I think faster than it would take if in loose format..

All is working So far with it..

Perhaps Add the same spawn rates option's for fcom users has well..So that they can use reduced and reduced reduced spawn rates has well. I altered my script to do this, but I messed on something in the block I think adding the :\ at the end of caused it, I will remodify and see if that fixes it .

Very nice omod script not complicated at all to understand. I approve it very well.

One more thing, the fcom itself will come in bsa format has well so it will be named the same so " users may have to use the dummy.esp" or we figure out another way for mmm.bsa to load into world in fcom config..in that case using one the mart's monster mod - more wilderness life, foxes, mmmforsi, dungeons of mmm, city defences, vindsal plugin should work has well..if my testing is correct so far about this.

Corepc
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Robert Jackson
 
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Post » Wed Mar 30, 2011 4:26 am

:foodndrink:
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Elizabeth Davis
 
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Post » Wed Mar 30, 2011 1:26 am

Nice one, TheNiceOne.
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Emzy Baby!
 
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Post » Wed Mar 30, 2011 1:01 am

Cool! These might be a time-saver on my next re-install. :) Thanks!
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Nathan Hunter
 
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Post » Wed Mar 30, 2011 2:38 am

One more thing, the fcom itself will come in bsa format has well so it will be named the same so " users may have to use the dummy.esp" or we figure out another way for mmm.bsa to load into world in fcom config..in that case using one the mart's monster mod - more wilderness life, foxes, mmmforsi, dungeons of mmm, city defences, vindsal plugin should work has well..if my testing is correct so far about this.

For fcom installation I would suggest naming the mmm bsa as fcom_convergence - mmm.bsa
Pacific Morrowind
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Bethany Short
 
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Post » Wed Mar 30, 2011 2:08 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.
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Marguerite Dabrin
 
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Post » Wed Mar 30, 2011 1:38 am

After rebuilding my MMM.omod to include your MMM omod script. Which did not really take that long considering that is 1.1+gb bsa and 56 plugins at 12mb plus documentation and some pics. I think faster than it would take if in loose format..

All is working So far with it..

Perhaps Add the same spawn rates option's for fcom users has well..So that they can use reduced and reduced reduced spawn rates has well. I altered my script to do this, but I messed on something in the block I think adding the :\ at the end of caused it, I will remodify and see if that fixes it .
OK. I got the impression that MMM - Spawn Rates - Reduced.esp and MMM - Spawn Rates - Reduced Reduced.esp was not to be used with FCOM - that FCOM_SpawnRatesReduced.esp or FCOM_SpawnRatesSlightlyReduced.esp was to be used instead. In other words, what I allow for a FCOM setup is:
MMM - Spawn Rates - Increased.esp or MMM - Spawn Rates - Moderate Increased.esp (or neither) +
one (or zero) of the three FCOM_SpawnRates plugins.

Do I understand you correctly that any one of the 4 MMM Spawn Rate plugins can be used with any one of the 3 FCOM Spawn Rate plugins? Just want to make sure before I change the script.

Very nice omod script not complicated at all to understand. I approve it very well.
Thanks. I'm very releived to hear that from you :)

One more thing, the fcom itself will come in bsa format has well so it will be named the same so " users may have to use the dummy.esp" or we figure out another way for mmm.bsa to load into world in fcom config..in that case using one the mart's monster mod - more wilderness life, foxes, mmmforsi, dungeons of mmm, city defences, vindsal plugin should work has well..if my testing is correct so far about this.
OK, so the FCOM option of naming it "FCOM_Convergence.bsa" was not a very good idea, or at least a short-sighted one. I can change that to give an option to name it after any of the installed MMM files as per your suggestion.
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Olga Xx
 
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Post » Wed Mar 30, 2011 6:17 am

OK, so the FCOM option of naming it "FCOM_Convergence.bsa" was not a very good idea, or at least a short-sighted one. I can change that to give an option to name it after any of the installed MMM files as per your suggestion.


You can name it "FCOM_Convergence - Mart's Monster Mod.bsa" and it will load with FCOM. Only the name before the ' - ' has to match the ESP.
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KiiSsez jdgaf Benzler
 
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Post » Wed Mar 30, 2011 10:54 am

You can name it "FCOM_Convergence - Mart's Monster Mod.bsa" and it will load with FCOM. Only the name before the ' - ' has to match the ESP.

Good point. Better Cities only has one dummy esp to load 7 bsa files, so an active esp file obviously manages to load any bsa that start with the esp's name. That name seems pretty good to me, so if Corepc agrees, then I change the script to name it that.
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Johanna Van Drunick
 
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Post » Wed Mar 30, 2011 6:38 am

Do I understand you correctly that any one of the 4 MMM Spawn Rate plugins can be used with any one of the 3 FCOM Spawn Rate plugins? Just want to make sure before I change the script.

OK, so the FCOM option of naming it "FCOM_Convergence.bsa" was not a very good idea, or at least a short-sighted one. I can change that to give an option to name it after any of the installed MMM files as per your suggestion.


MMM spawn rates plugin are different than the 3 fcom version's..So they are not meant to be with fcom spawn rate plugins at all..

You can use the MMM spawn rate plugin with fcom but it will not be has balanced with what the fcom version's offer (better intergration of leveledlist with fcom version)

What xFrancis147 and PacifficMorrowind stated is best option for getting it to work with MMM.bsa to work with fcom and fcom final has well..


You can name it "FCOM_Convergence - Mart's Monster Mod.bsa" and it will load with FCOM. Only the name before the ' - ' has to match the ESP.


Yep, that is going to be best option..

That name seems pretty good to me, so if Corepc agrees, then I change the script to name it that.


Yep that is all that I see so far that could cause any problems in the future..if you change the option to rename the mmm bsa in a fcom setup to fcom_convergence - mart's monster mod.bsa that will work..and add the spawn rate reduce and reduced reduced plugins options has well. I think everyone will be happy. I still need to test the mmmforfrans and mmmforOOO has well..

Corepc
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Facebook me
 
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Post » Wed Mar 30, 2011 9:38 am

MMM spawn rates plugin are different than the 3 fcom version's..So they are not meant to be with fcom spawn rate plugins at all..

You can use the MMM spawn rate plugin with fcom but it will not be has balanced with what the fcom version's offer (better intergration of leveledlist with fcom version)
I'm a bit slow this evening, so I'll ask again to make sure. From the above, I get the impression that the MMM spawn rate plugins should not be used for FCOM users, but in your previous post, you stated:

Perhaps Add the same spawn rates option's for fcom users has well..So that they can use reduced and reduced reduced spawn rates has well.
To me it looks like you there said that the two MMM reduced options should also be available for FCOM users. So for me to get this right:

1. Non-FCOM users shall get the option of any one (or zero) of the 4 MMM spawn rate plugins. This is how the install script works now.
2. FCOM users shall get the option of any one (or zero) of the 3 FCOM spawn rate plugins. This is how the FCOM install script works. But when FCOM users install MMM, which MMM spawn rate plugins should be available? Currently, they get (after a warning) the option of installing none, or the two that increases the spawn rate. Is this correct, and if not, which options should the FCOM user get in his MMM install script?
Any one of the 4 MMM spawn rate plugins, or none of them?
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Spaceman
 
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Post » Wed Mar 30, 2011 11:02 am

so I'll ask again to make sure. From the above, I get the impression that the MMM spawn rate plugins should not be used for FCOM users, but in your previous post, you stated:

To me it looks like you there said that the two MMM reduced options should also be available for FCOM users. So for me to get this right:

1. Non-FCOM users shall get the option of any one (or zero) of the 4 MMM spawn rate plugins. This is how the install script works now.

2. FCOM users shall get the option of any one (or zero) of the 3 FCOM spawn rate plugins. This is how the FCOM install script works.

3. But when FCOM users install MMM, which MMM spawn rate plugins should be available? Currently, they get (after a warning) the option of installing none, or the two that increases the spawn rate.

4. Is this correct, and if not, which options should the FCOM user get in his MMM install script?
Any one of the 4 MMM spawn rate plugins, or none of them?


Correct for number 1, non fcom get choice of all 4 spawn rate plugins..Check ok there

Number 2 ) revised your question above so it would make better sense, Correct by default we want FCOM users to use fcom version's when possible, since they designed to work better with fcom.

3) But when they install MMM they should also have the choice to install and use at own risk MMM spawn rate plugins has well..with same description has MMM section has for them, expect with warning that they are highly untested or out of balance with fcom.

4) By default if FCOM detected use FCOM spawn rates, but with option with warning of choosing a MMM version instead all 4 ..

I hope that better make sense in what I am looking for..

Corepc
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Charlie Ramsden
 
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Post » Wed Mar 30, 2011 10:19 am

OK. All is clear now, and you somehow managed to get the message through last evening as well, because I made a new version with those option. The warning text is not the same as on the MMM pages, so I will do a second minor update at home this evening, but you'll at least get a clear warning and the option of installing all 4 now.

And the new update also has the option of naming the bsa "FCOM_Convergence - MMM.bsa", which worked well in my game (and probably is the best choice). The new version can be downloaded now.
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Bedford White
 
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Post » Tue Mar 29, 2011 10:37 pm

Thank you
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zoe
 
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Post » Wed Mar 30, 2011 8:46 am

This is looking great! Thanks, man! :tops:
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Luis Reyma
 
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Post » Tue Mar 29, 2011 10:35 pm

:celebration: :foodndrink:
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Neko Jenny
 
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