Some of the ensuing replies, addressed as I find the time:
Still o/t, but I need to add:
Very nicely expressed, and something I can sympathise with in more than one way.
Vac
Thanks.
...keep in mind that many of your reasons are also why a lot of modders support either one format or the other and often not both at the same time, at least not without help. I can sypathize with your situation but you also need to consider that it applies to those making and packaging the mods just as much as it applies to those using them.
I mod, too. Again, due to time constraints, not much... but plenty well I grok where you're coming from with all of this.
...if the archives you're dealing with are in a form OBMM can install, generally you can just drop those same archives in and BAIN will know how to handle them as well.
Ah,
thanks. I thought they had to be in a special folder structure to make BAIN happy... "BAIN friendly" or somesuch.
Unless the archives you're using are all in the .omod format.
My Oblivion folder is about 27GB heavy today and has been right around that for years... I figure 99.9% of my 500+ installed mods are in OMOD format. Even my own mods are OMOD. Long before BAIN, I needed to be able to reduce time spent on installs, uninstalls, and conflict handling.
From a modder's perspective, OBMM is not a friendly tool. With BAIN, I simply need to make folders named in such a way that the utility can process them as subpackages. I don't need a script even because BAIN will provide checkboxes to handle installing the archive without doing a thing - bonus being the USER doesn't have to do anything special either.
BAIN even provides a way to do project and release management with simple clicks of a couple of menu options.
Honestly, I don't even know how to make OBMM create a package from a bunch of loose files stored somewhere on the drive. I poked around with trying it once or twice and determined it wasn't worth whatever hassle was involved and so I simply stuck to doing things manually until BAIN came along and filled the hole.
BAIN doesn't handle shader installs though, so that's one area where OBMM still holds sway. I don't know if there are plans to have BAIN do that.
The one thing BAIN handles better is what makes it the more ideal choice. Resource conflicts. BAIN keeps detailed track of which mods install what files and will unpack the correct versions of any overlapping resources if a mod is removed that shares files with another. OBMM doesn't keep this sort of detailed record and you will end up using whatever the last copy of something is, even if that happens to be a buggy older version of those files.
Not trying to persuade you to change, or asking to be convinced that I should. I already want to switch, but don't think I can. No need to sell me on how BAIN is a better tool... "I believe", brother.
This is why installing everything manually is secretly the best option. Because then you never have to decide between OBMM and BAIN! Ha ha!
I'd gladly give lyobovnik some of my free time if such a thing were possible. Vacuity and Arthmoor too, but only for being my favorite modders. I practice favoritism when transferring my abstract concepts as if they were concrete things.
I appreciate the sentiment.
Another OT - Sorry Arthmoor but no-one has addressed the above - After installing anything with OBMM (I use it for Surazals Sensual Walks, everything else is BAIN) (or even if a user was to install something manually instead), going into Wrye Bash Installers and doing a full refresh re-records everything in your data folder and sub-folders, and re-records everything in your Bash Installer zips (de-compressing each as it goes), for the purpose of annealing your installation. Even doing crc checks on every one of those files (so if you have a random read/write error on one of your installed files Wrye Bash knows to replace it with a fresh one pulled out of the zip) - Not a single file is over-looked. You could use OBMM for all your installations, not using BAIN, and still load up Wrye Bash afterwards to benefit from creating a bashed patch.
Wrye Bash will not look at your data folder, decide one of the files was not installed by Wrye bash and go deleting files you installed by another method ..... Corrected
I think replying and reading this topic probably took more time than say having a look at the first 6 pictures in my Wrye Bash Pictorial Guide (no download necessary really, all the images are uploaded too), RAEVWD is as easy to install via BAIN as it would be via OMOD, and the biggest time taker (as is the case with all mods no matter what installation method) is reading the extensive readme so you understand the technicalities of modding your game. I think OMODs instill a false sense of plug-n-play ease of use, and probably the main reason for users repeatedly asking simple questions which have already been extensively answered.
Thanks for the constructive elements of your reply. Your assessment/contrast between time taken to post and time necessary to look at your guide is noted, but not accurate. I compose text and type very rapidly, but take a lot of time to re-read instructions because I'm careful.
Even though I sympathize with your views, it is still time consuming to adhere and use any other tool, regardless of how much easier or simple it is.
The only way to transfer OBMM mods to BAIN is to unpack each non-scripted OMOD, go to the respective folder and compress it to a zip/7z archive. For scripted OMODs, such as the Detailed Terrain II shader packages, you'd have to know better. Make backup of shader folder, install Detailed Terrain II and the DT-patch OMODs in OBMM as normal, zip/7z the shader archive. Now you can use the archive in BAIN from now on without any script because the necessary scripted changes are already done in the package. Same for the rest of scripted shader installs or similar mods.
For some mods that have options, you'd have to check the directory tree structure for optional assets or versions. However, it is much easier to take hold of the BAIN packaging process, since it suppresses more exquisite scripted installs in favour of selecting options with a tick which corresponds directly to the directory structure.
Some things that only OMOD scripting can do is extracting assets from BSA and making BSA on the fly. BSA management is the only thing that can not be done in BAIN. For the rest, it is generally much more simple and straight forward, specially with the pictorial guides.
Thanks for the very constructive reply. Sounds like I wasn't far off in thinking this would be too much to get done in one sitting.