[WIPz] mTES4 Manager

Post » Sat May 14, 2011 4:21 am

Yes, your conclusions are right. You can follow the guide to create a backup of your already installed copy, then reinstall Oblivion to a new drive and mTES4 will now look for clones in the new place.
This does mean that it will not detect the backup or dummy clone that you made through the Guide. Simply move the backup (you can delete the dummy) to the new install location, and mTES4 will then be able to see it.

As I'm guessing you have discovered, you can't import from another drive (yet).
What you need to do is create a dummy clone in your Bethesda Softworks folder (one folder up from Oblivion).
To create a dummy clone, just make a new, empty folder next to your Oblivion folder. name it what you want the name of your new clone to be.
Then in mTES4, click Import and select the folder you just created.

When you want to use your game that is installed on a different drive, you switch to the dummy clone in mTES4, this will switch your savegame folder and Oblivion settings for you.
Now when you run your copy of oblivion that is on the other drive, it will use the savegames and setting for that dummy clone you made.

If you want to import more than one copy of the game from a different location, you will need to create a new dummy clone for each one.

One thing to note here is that the launch buttons won't work for you automatically. They look for the common tools in the clone game folder, (which is your dummy and happens to be empty).
You can customize the tools though and have them point to your actual game folder. How to do that is a bit much for explaining here. Check the readme for more info.

Hope that helps
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sally coker
 
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Post » Fri May 13, 2011 3:36 pm

Yes, your conclusions are right. You can follow the guide to create a backup of your already installed copy, then reinstall Oblivion to a new drive and mTES4 will now look for clones in the new place.
This does mean that it will not detect the backup or dummy clone that you made through the Guide. Simply move the backup (you can delete the dummy) to the new install location, and mTES4 will then be able to see it.
[snip]
When you want to use your game that is installed on a different drive, you switch to the dummy clone in mTES4, this will switch your savegame folder and Oblivion settings for you.
Now when you run your copy of oblivion that is on the other drive, it will use the savegames and setting for that dummy clone you made.

If you want to import more than one copy of the game from a different location, you will need to create a new dummy clone for each one.
Hope that helps
Thanks for responding. I setup the dummy folder to protect my current install while I installed the clean copy. Then I saw how big the OB dir was and decided to wait until tomorrow to copy the files. So I used regedit to change the install folder to the old drive and used mTES4 to switch back to the old profile. Once I move everything to the new drive, I can just change the install folder and start cloning. Almost there. :)
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vanuza
 
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Post » Fri May 13, 2011 7:29 pm

Thanks for responding. I setup the dummy folder to protect my current install while I installed the clean copy. Then I saw how big the OB dir was and decided to wait until tomorrow to copy the files. So I used regedit to change the install folder to the old drive and used mTES4 to switch back to the old profile. Once I move everything to the new drive, I can just change the install folder and start cloning. Almost there. :)


Sounds like you have everything under control :)

To All:
I will be releasing an update soon, possibly in the next few days.
If you have found anything amiss or have any suggestions to improve or change mTES4, I'm happy to hear it.

Here is the rundown for what's in store:
  • add: support for Fallout: New Vegas
  • add: support for importing clones from other locations/drive
  • add: support for specifying the profile and appdata folders for a newly imported clone
  • bug fix: Tray icon hint text updates incorrectly if switching clones fails
  • bug fix: Launch button has incorrect hint text
  • bug fix: Hint text for Detected Clones list needs to be updated
  • bug fix: Minimize to tray checkbox option has no hint text
  • bug fix: Settings button has no hint text
  • bug fix: Settings dialog has no hint text
  • bug fix: Launch dialog has no hint text
  • bug fix: Launch dialog does not remember the list view preference after closing


Some things you might have suggestions for:
  • Is there missing support for any obvious tools? What about OBGE? I've not used it. From what I understand it uses a launcher like OBSE and should be sequenced before it?
  • Anyone using the r-click menu on the system tray icon (minimize to tray)? Any wishes? I have a few ideas, but I'm waiting for requests ;)
  • Has anyone tried customizing the tools yet? How has that worked out for you?

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Charlotte Buckley
 
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Post » Fri May 13, 2011 7:10 pm

Some things you might have suggestions for:
  • Is there missing support for any obvious tools? What about OBGE? I've not used it. From what I understand it uses a launcher like OBSE and should be sequenced before it?
  • Anyone using the r-click menu on the system tray icon (minimize to tray)? Any wishes? I have a few ideas, but I'm waiting for requests ;)
  • Has anyone tried customizing the tools yet? How has that worked out for you?


No your thinking of Morrowind Graphics extender. The OBGE of Oblivion is much more friendly and is an OBSE dll plugin, an esp, and a collection of shaders that can be tweaked in-game.

I've not used the launcher stuff at all really. I have a shortcuts to OBMM, CS with OBSE, and Wrye and OBSE launcher on my desktop. I launch all other apps from Wrye Bash. So I don't even use the minimized tray much. Mostly I open this swap then close it and launch from desktop - I guess I find the splash menus of tools too cumbersome.

Thanks for keeping up on this.
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Alessandra Botham
 
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Post » Fri May 13, 2011 11:17 pm

No your thinking of Morrowind Graphics extender. The OBGE of Oblivion is much more friendly and is an OBSE dll plugin, an esp, and a collection of shaders that can be tweaked in-game.


Ok, that simplifies things.

I've not used the launcher stuff at all really. I have a shortcuts to OBMM, CS with OBSE, and Wrye and OBSE launcher on my desktop. I launch all other apps from Wrye Bash. So I don't even use the minimized tray much. Mostly I open this swap then close it and launch from desktop - I guess I find the splash menus of tools too cumbersome.


I usually launch from Bash too. Often I don't need to though, for certain clones like my CS version, I just have it autolaunch TESConstructionSet.exe
When the support is added for alternate game folder locations, then the launch dialog will be more handy, because your desktop shortcuts would be invalid pointing to the dummy clone.
It would be a good idea to add an option to have mTES4 automatically close after launching any tool though.
Personally, I'm juggling my installs so often, mTES4 just stays in my tray all the time.
Which reminds me of another idea to have mTES4 launch at windows startup. Though I'll probably wait for someone to request that feature. My computer rarely gets restarted.

Splash menus of tools?

Thanks for keeping up on this.


No problem, thanks for your help.
Only reason it's been this long since an update (a week? heh) is because v0.5.1b is quite stable now and I wanted to let it stew. :)
Give it a little time to flush out any more bugs.

And because I've been working on some new features for Bash. You will be happy to know that as of v291 you will be able to backup and restore your bash settings (it's already in the svn version). I still need to do some testing, but it's likely that (if PM provides an installer for v291), Bash will also be able rollback to a previously installed version. This means that for v292 (assuming no problems with the backup and rollback functionality), the bash files and folders can be reorganized with my restructure suggestions and there won't be anymore issues with having to duplicate everything in your Oblivion Mods for all your clones. After that, I'm planning to change the behavior of hidden installers, so they don't actually get moved, just ignored by Bash. Then when you switch clones, you will have all installers available, unless they have been hidden for that particular clone.
Anyway, I digress.

FYI, the goal is to get to version 1.0 (obviously) which will likely actually be v0.7.Xb or v0.8.Xb
Besides what is planned for v0.6, the only other thing planned is support for Morrowind. I've been dodging it so far because it requires specific handling for the TES3 setup instead of TES4, so it will need a fair bit of unique code to handle it.
I'm also considering the ability to add/remove/edit tools from the Launch dialog similar to how the autolaunch settings can be configured. So users don't have to edit the ini files, but that's just candy so we'll see.
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Noraima Vega
 
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Post » Sat May 14, 2011 3:27 am

Splash menu - maybe not best wording - the window that pops up with all the tools that is separate from the window that is mTES4 Manager.

So 292 before the integrated BAIN archives ... OK I'm not that impatient. You have cured so many issues after Nehrim and my wanting to have multiple installs - right now it is all good.

If and when the ability to share BAIN archives between multiple Bashes - will each have the ability to read the bash installers folder as individually? Such that when bash version 1 reads the folder then it will have the packages in its order and markers and other settings ... then when bash version 2 reads the folder it too will have it's own order for the archives and placement of markers and settings ... and so on?

As for the tools launching the thing is I spend so much time repackaging mods for BAIN then placing those archives into the folders I end up having 2-3 explorer windows open at a time and all the tools are there to just click on anyway. If all I were doing was tinkering in the CS then they would make sense but my whole deal is about cleaning, packaging, moving.

My shortcuts are actually on a Vista Sidebar app launcher.
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Natasha Biss
 
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Post » Fri May 13, 2011 9:37 pm

If and when the ability to share BAIN archives between multiple Bashes - will each have the ability to read the bash installers folder as individually? Such that when bash version 1 reads the folder then it will have the packages in its order and markers and other settings ... then when bash version 2 reads the folder it too will have it's own order for the archives and placement of markers and settings ... and so on?


yes, no bash settings will be shared any longer once bash has been restructured and the behavior of hidden installers is changed.
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Anne marie
 
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Post » Fri May 13, 2011 7:25 pm

I usually launch from Bash too. Often I don't need to though, for certain clones like my CS version, I just have it autolaunch TESConstructionSet.exe
When the support is added for alternate game folder locations, then the launch dialog will be more handy, because your desktop shortcuts would be invalid pointing to the dummy clone.

It would be a good idea to add an option to have mTES4 automatically close after launching any tool though.
Which reminds me of another idea to have mTES4 launch at windows startup. Though I'll probably wait for someone to request that feature. My computer rarely gets restarted.

Splash menus of tools?
I usually launch from Wrye Bash as well. Only recently have I stopped adding mods and started launching directly.
I prefer not to have programs run at Windoz startup. Like you, I rarely reboot unless required. But I'm more concerned in general about resource usage. Although, gaming is probably the only time I need to worry.
Not sure what you mean by "Splash menus of tools". I guess I will see once I start using mTES4. Hopefully today.
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no_excuse
 
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Post » Sat May 14, 2011 12:55 am

I usually launch from Wrye Bash as well. Only recently have I stopped adding mods and started launching directly.
I prefer not to have programs run at Windoz startup. Like you, I rarely reboot unless required. But I'm more concerned in general about resource usage. Although, gaming is probably the only time I need to worry.
Not sure what you mean by "Splash menus of tools". I guess I will see once I start using mTES4. Hopefully today.
I moved the current game to the new drive and tested. I reconfigured WB to point to the new install. I imported the Clean Install and created a TES4-CS clone for making/testing mods. Now I'm ready to troubleshoot bugs with a clean install!
During the cloning, you might want to move the "Creating New Clone" status window to the side and make the file "Copying" window, the active window. This will make the "Copying" window a foreground process and let the user see the progress. Especially since it will take a long time to complete (~5-10 mins.).
I'm starting to see why you would want to minimize mTES4 to the tray. Just depends how often you will be switching installs.
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~Amy~
 
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Post » Sat May 14, 2011 1:39 am

I moved the current game to the new drive and tested. I reconfigured WB to point to the new install. I imported the Clean Install and created a TES4-CS clone for making/testing mods. Now I'm ready to troubleshoot bugs with a clean install!


Good stuff :)

During the cloning, you might want to move the "Creating New Clone" status window to the side and make the file "Copying" window, the active window. This will make the "Copying" window a foreground process and let the user see the progress. Especially since it will take a long time to complete (~5-10 mins.).


I agree. I'll have a look into it. Thanx

I'm starting to see why you would want to minimize mTES4 to the tray. Just depends how often you will be switching installs.


Yes, especially if you are a modder, it would not be uncommon to switch back and forth regularly so you can test your work in a production environment with different/random mods installed.
For myself, I'm switching often so I can easily test different versions of Bash in different game setups while I'm working on it.
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Baylea Isaacs
 
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Post » Sat May 14, 2011 2:36 am

Ok.. I'm hesitant to post this but I am tired and just can't figure this out. I downloaded this great utility at the suggestion of Psymon because I wanted to try Neherim. I fall into this category:


Option C:
If you do not have a backup copy already and your game is already modded, you will need to reinstall the game so you can get a fresh copy.
Before you do this, you want to preserve your existing game. You can use mTES4 to create a backup, so you don't lose everything when you reinstall.


I am trying to install the clean copy after using mTES4 and creating the backup. The only options I get from the install disc however is to uninstall Oblivion. Any suggestions?

And thanks for this great utility!
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Glu Glu
 
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Post » Sat May 14, 2011 8:19 am

Yes, you must uninstall Oblivion before you can reinstall it. :)

Make SURE your Dummy Copy is active in mTES4, and NOT your Original Copy, or you will lose everything.
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JESSE
 
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Post » Fri May 13, 2011 11:27 pm

Gotcha.. I was just scared it would uninstall my main game even though the folder is renamed.

Appreciate it!
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Matt Bee
 
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Post » Fri May 13, 2011 6:55 pm

Yes, you must uninstall Oblivion before you can reinstall it. :)

Make SURE your Dummy Copy is active in mTES4, and NOT your Original Copy, or you will lose everything.
I crossed this bridge too. I guess Psymon should add that to the docs.

I found out that BAIN packages don't play nicely with mTES4. I remember reading about that, but at the time I wasn't sure it would be a problem. Now I understand exactly what the ramifications are. That brings the question, How do two WB installs coexist? I guess only one can use packages. When I went back to the other clone, WB had to reindex everything. So I guess we have to wait until WB v292 before we can do anything else? Or am I missing something?
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Brooks Hardison
 
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Post » Fri May 13, 2011 8:21 pm

What docs are you referring to?

You can have separate Oblivion Mods folders for each clone. It means you have to copy all your installers (if you want them in other clones), but they will be separate and bash won't have to re-index everytime.
It works fine, the problem is that it consumes alot of space.

If you had Wrye bash installed in your Clean Copy, mTES4 would ask you if you want to make a new BAIN folder.
Otherwise you need to configure Wrye Bash yourself. It's not hard, just create a bash.ini if you don't have one already by copying and renaming bash_default.ini.
Edit bash.ini and find where it says sOblivionMods=..\Oblivion Mods
And change the ..\Oblivion Mods path to wherever you want the installers to be for that clone. Read the instructions in the ini for more info.
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Nancy RIP
 
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Post » Sat May 14, 2011 5:06 am

51.b rev 76 is the latest version right? I thought I read in this thread that the clones didn't have to be in the same Oblivion folder?

I am trying to get Nehrim working but when I try to add the close to mTES4, it says all clones must be in the same folder.. am I doing something wrong?
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Ebou Suso
 
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Post » Fri May 13, 2011 5:24 pm

51.b rev 76 is the latest version right? I thought I read in this thread that the clones didn't have to be in the same Oblivion folder?

I am trying to get Nehrim working but when I try to add the close to mTES4, it says all clones must be in the same folder.. am I doing something wrong?

I think the next version they don't have to be in the same folder. Just copy and paste the Nehrim folder up to the same level as the Oblivion, so they share the same parent directory.
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Amysaurusrex
 
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Post » Sat May 14, 2011 12:54 am

What Psymon said.
Right now all cloned game folders need to be in the same directory as the Oblivion folder.
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Alex Blacke
 
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Post » Sat May 14, 2011 6:54 am

What Psymon said.
Right now all cloned game folders need to be in the same directory as the Oblivion folder.


That is what I did. I have another issue (not related to mTES4) where I can't run Nehrim maximized; when I do I CTD. I don't have a problem running it windowed though.. I actually have this problem with some other games too when I first install them so I think it is a Win7 issue or something. I'll have to google it!

Thanks again for the utility
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Tracy Byworth
 
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Post » Fri May 13, 2011 11:26 pm

What docs are you referring to?

You can have separate Oblivion Mods folders for each clone. It means you have to copy all your installers (if you want them in other clones), but they will be separate and bash won't have to re-index everytime.
It works fine, the problem is that it consumes alot of space.

If you had Wrye bash installed in your Clean Copy, mTES4 would ask you if you want to make a new BAIN folder.
Otherwise you need to configure Wrye Bash yourself. It's not hard, just create a bash.ini if you don't have one already by copying and renaming bash_default.ini.
Edit bash.ini and find where it says sOblivionMods=..\Oblivion Mods
And change the ..\Oblivion Mods path to wherever you want the installers to be for that clone. Read the instructions in the ini for more info.
Opps! Got confused. Your docs.
Ok. Then when I make clones, WB will already configured. Good, So with a fresh install of WB, there is no bash.ini. in the \Mopy folder. If it exists then WB reads it. Right? Thanks for pointing that out! I will try again. :)
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phil walsh
 
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Post » Sat May 14, 2011 6:21 am

Ok. Then when I make clones, WB will already configured. Good, So with a fresh install of WB, there is no bash.ini. in the \Mopy folder. If it exists then WB reads it. Right? Thanks for pointing that out! I will try again. :)
Ok. Got everything working again! :celebration: Thanks!
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lucile davignon
 
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Post » Fri May 13, 2011 6:46 pm

Cheers :)
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Lauren Dale
 
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Post » Sat May 14, 2011 2:58 am

Just wanted to say I'm very pleased with this :) I was a little skeptical at first - man the trouble I've had getting things installed and working, well... I'm running Windows 7 and developing mods. I needed to have a version of Oblivion itself and the CS that ran with OBSE 18. I also needed a version that ran with OBSE 19. Now I haven't tested the CS yet, but Oblivion itself is working very well. I was even able to copy my saved games over so that I have a separate set for both scenarios. I have mods that require OBSE 19 and they are running happily under that version. Another batch that need 18 and same deal - completely different mod lists. I even got Wrye Bash to create separate bash patches! I had to rebuild the Bash patch four times before I got it to include everything, so that was a little iffy, but in the end, my bash patches represent the custom mod lists under each version. I was even able to start up OBMM and install mods. I also have multiple profiles in Bash - I will remove those now that I have this working. My next step is to create another clone that doesn't require OBSE at all - it will be very interesting trimming my mod list to only include mods that don't require OBSE, but one of the mods I'm working on doesn't require it and I've got people complaining about odd behaviour when OBSE isn't loaded, so...

Anyway, just wanted to pass along my kudos! :foodndrink: :celebration:
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Elisabete Gaspar
 
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Post » Fri May 13, 2011 7:11 pm

Thanks for the feedback Andalaybay.

I'm not quite sure from what you have said, but it sounds like you might be using the same Oblivion Mods folder for all your clones though?
It's currently problematic if you do.
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Vahpie
 
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Post » Sat May 14, 2011 2:56 am

Thanks for the feedback Andalaybay.

I'm not quite sure from what you have said, but it sounds like you might be using the same Oblivion Mods folder for all your clones though?
It's currently problematic if you do.


Oblivion Mods folder? I don't use BAIN, if that's what you mean. I use OBMM, but the omod directory is outside out of the Oblivion/OBMM folder structure. My Bash install is also separate (i.e. the Mopy directory is at the root of my C: drive). It's seems to be working fine. I just had to build my Bash Patch a few times before I was able to convince it that I really did want to import the settings from those mods :) There are separate copies of the Bash Profiles and Bash Settings for each clone. Each clone also has a separate directory under C:\Games which is where I've installed Oblivion. And each clone also has its own Data folder. So, no, I don't think anything is shared. Just took a bit of fiddling that's all. I also had to copy my Oblivion.ini to the clone. I'll probably have to do the same with the CS.ini when I start that under the clone.

Actually I think the issue with WB was that when I made the clone of my Oblivion install, I wasn't using the default profile. I was using another one. So I had to do a bit of fiddling to copy the saved games over and get the game to recognize them. Basically I just had to go into Bash and switch the game profile back to default. Once I did that, everything was fine. That may have been the reason I had problems building the patch too.

So everything seems good. Just need to start the CS under the clone and I'll declare it a 100% success - just haven't tried it yet ;)
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Sophie Payne
 
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