[WIPz] mTES4 Manager

Post » Sat May 14, 2011 10:09 am

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.

Ouch! OBMM? Well for what it is worth you can assign a different OMODs directory too for each instance (clone of) OBMM. I've done that for the pittance of omods I use. That way OBMM for Nehrim or my main Oblvion game are separate.

BAIN really does allow much better control and with multiple installs that is not a bad thing. If ever it was I dunno.

And you made a clone of your already modded install? No wonder headaches. That is like backwards engineering your install and mods. I highly advise making the root clone a vanilla install http://www.gamesas.com/index.php?/topic/1119357-wipz-mtes4-manager/page__view__findpost__p__16482200 - if you got the space.
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dav
 
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Post » Fri May 13, 2011 7:23 pm

I think there will still be conflicts even if you don't use use BAIN. The Oblivion Mods folder does contain some settings and things relating to plugins and ini tweaks in the Bash Mod Data folder, not just installers.

Currently Wrye Bash is the only tool I know of that doesn't play so nice with mTES4. I suggest you install Wrye Bash separately for each clone and use a separate Oblivion Mods folder for each.
I think this might be why you were having some complications trying to build your Bashed Patches. And I think you will continue to run into complications with Bash's settings getting mixed up between clones.

I'm working on improvements for Wrye bash so this won't be a problem in the future, but for now it's really only safe to have a separate copy of Bash for each clone.
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lolly13
 
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Post » Sat May 14, 2011 5:18 am

Ouch! OBMM? Well for what it is worth you can assign a different OMODs directory too for each instance (clone of) OBMM. I've done that for the pittance of omods I use. That way OBMM for Nehrim or my main Oblvion game are separate.BAIN really does allow much better control and with multiple installs that is not a bad thing. If ever it was I dunno.And you made a clone of your already modded install? No wonder headaches. That is like backwards engineering your install and mods. I highly advise making the root clone a vanilla install http://www.gamesas.com/index.php?/topic/1119357-wipz-mtes4-manager/page__view__findpost__p__16482200 - if you got the space.



I think there will still be conflicts even if you don't use use BAIN. The Oblivion Mods folder does contain some settings and things relating to plugins and ini tweaks in the Bash Mod Data folder, not just installers.Currently Wrye Bash is the only tool I know of that doesn't play so nice with mTES4. I suggest you install Wrye Bash separately for each clone and use a separate Oblivion Mods folder for each.I think this might be why you were having some complications trying to build your Bashed Patches. And I think you will continue to run into complications with Bash's settings getting mixed up between clones.I'm working on improvements for Wrye bash so this won't be a problem in the future, but for now it's really only safe to have a separate copy of Bash for each clone.


Oh, I figured I was doing stuff bass-ackwards! It's my preferred method :) I really didn't want to start with a new install at this point, even with TES4 manager. This is also the reason I haven't tried BAIN again. Tried it once and it was a major headache. I'll probably give it a go again at some point. I really only have a couple of mods that are different between the two installs, so I went with my modded game to start.

Thanks for the warnings though. Just started up the OBSE 18 version of the CS and that seems fine too. So despite my odd setup, mTES4 is working fine. I will keep an eye out for issues, per your warnings.

I also had so much trouble getting WB running under Windows 7, I don't want to touch it! I'm still running 287. Guess I'll have to take the plunge eventually...
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Michelle davies
 
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Post » Sat May 14, 2011 6:31 am

[snip]
Guess I'll have to take the plunge eventually...
Why do you have to?
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Jack Moves
 
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Post » Sat May 14, 2011 5:55 am

@Gaticus




:foodndrink: :foodndrink: :foodndrink: :foodndrink: :foodndrink: :foodndrink: :foodndrink: :foodndrink: :foodndrink:


Cheers bro awesome mod I got Stock and Modded folders that easily switch out now

without manually replacing names and folders

damn good job fellow BLADES MEMBER!
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Sophh
 
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Post » Sat May 14, 2011 3:34 am

Why do you have to?


I was referring to upgrading WB. I've asked for some new import tags to be created and PacificMorrowind has promised that they will be added at some point, so...
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Benji
 
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Post » Sat May 14, 2011 1:20 am

Cheers bro awesome mod I got Stock and Modded folders that easily switch out now

Thnx, enjoy :)

damn good job fellow BLADES MEMBER!

Hehe, I see you read my profile.
Former Blades member, by the way. :meh: B)


Andalaybay:
I think if you have Bash working now, it won't be to hard too install more copies or new versions of Bash. The main issues with Vista/Win 7 has to do with the stupid UAC junk and if you have circumvented that already it's pretty much just copy and paste from there on.
Really all you have to do is copy your existing mopy folder and edit the bash.ini.

You could have all your copies of mopy grouped together if you want. I don't think it's necessary if it's actually in your Oblivion folder, just that you separate the Bash environment for each clone.
edit: actually I do suggest you put the mopy folder within the Oblivion folder, because then you can have a single shortcut for Wrye Bash that points to your current clone. When mTES4 switches your clone, your shortcut always remains valid and pointing to the correct copy. There is quite a few ways to skin that cat though.
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hannaH
 
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Post » Fri May 13, 2011 10:53 pm

I was referring to upgrading WB. I've asked for some new import tags to be created and PacificMorrowind has promised that they will be added at some point, so...
Ah, good to hear!
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Rachel Cafferty
 
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Post » Fri May 13, 2011 11:13 pm

NVM: Done.
Rename function seems to work. Wasn't looking forward to doing it manually.
Ref: "==GAMEPLAY CHANGES & TWEAKS=="
How are the package grouping names stored? Is it a text or binary file? Wanted to avoid having to type all of them over again.

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Lakyn Ellery
 
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Post » Sat May 14, 2011 4:59 am

Rename function seems to work. Wasn't looking forward to doing it manually.
Ref: "==GAMEPLAY CHANGES & TWEAKS=="
How are the package grouping names stored? Is it a text or binary file? Wanted to avoid having to type all of them over again.


You have lost me :)
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Meghan Terry
 
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Post » Fri May 13, 2011 8:25 pm

Sorry. :)
NVM: Done.
In the WB package view markers can be defined, like "==GAMEPLAY CHANGES & TWEAKS==". How are these package grouping markers stored? Is it a text or binary file?
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Eric Hayes
 
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Post » Sat May 14, 2011 3:59 am

I'm trying to migrate packages from my previous install to a new. I've copied the packages to the new BAIN folder and I'm installing them one by one. Some packages like BBC have complex options. Could I run two copies of WB (with separate install drives and BAIN configs/folders) at once?
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Miss K
 
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Post » Fri May 13, 2011 11:22 pm

I'm trying to migrate packages from my previous install to a new. I've copied the packages to the new BAIN folder and I'm installing them one by one. Some packages like BBC have complex options. Could I run two copies of WB (with separate install drives and BAIN configs/folders) at once?

It's not recommended. The two copies will share some settings. Even if they are installed to different drives.

If you are just wanting to duplicate what you have in your old copy of Bash, you can just copy your entire Oblivion Mods\ folder.
That will copy all your installers, and all the installer and converter settings. It will also copy all the settings for your mods and ini tweaks tabs.

If you just stop here it would be fine, but you will lose some of your more general settings.

Bash also stores some more general settings in some files in your My games\Oblivion\ folder. You can copy those also.
BashProfiles.dat (this might not exist if you don't use save profiles)
BashSettings.dat

There may also be some settings and backup saves in your Saves\Bash\ folder. If you use save profiles with Bash, then there is similar settings for every profile in the respective folders.

Finally, Bash may have a couple of settings files in your AppData\Oblivion\ folder.
Profiles.pkl
bash config.pkl
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Jessica Colville
 
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Post » Sat May 14, 2011 2:42 am

It's not recommended. The two copies will share some settings. Even if they are installed to different drives.

If you are just wanting to duplicate what you have in your old copy of Bash, you can just copy your entire Oblivion Mods\ folder.
That will copy all your installers, and all the installer and converter settings. It will also copy all the settings for your mods and ini tweaks tabs.

If you just stop here it would be fine, but you will lose some of your more general settings.

Bash also stores some more general settings in some files in your My games\Oblivion\ folder. You can copy those also.
BashProfiles.dat (this might not exist if you don't use save profiles)
BashSettings.dat

There may also be some settings and backup saves in your Saves\Bash\ folder. If you use save profiles with Bash, then there is similar settings for every profile in the respective folders.

Finally, Bash may have a couple of settings files in your AppData\Oblivion\ folder.
Profiles.pkl
bash config.pkl
Ok. I see at this point it's too complex. I copied over all the packages, but I want to install them one at a time. So I will just have to do it manually. I'm trying to trace a nasty bug that only occurs on my old install. Probably caused by too many packages installed/uninstalled over time. So this is really necessary anyway.
Thanks for your time and suggestions! :)
This would have been much more painful without mTES4! :celebration:
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No Name
 
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Post » Sat May 14, 2011 12:05 pm

Gotta say I love this utility! Best thing since Wrye Bash imo.. it's just one of those things you never knew you needed until you tried it! How long before Fallout:NV is supported?
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TIhIsmc L Griot
 
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Post » Sat May 14, 2011 3:21 am

Gotta say I love this utility! Best thing since Wrye Bash imo.. it's just one of those things you never knew you needed until you tried it! How long before Fallout:NV is supported?

This weekend, I'm hoping. Very soon, in any case. Next release.

PS.
If you have FalloutNV, I could use some confirmations about the exact names of various files and folders. I don't have it, so unless someone can provide me the info, I'm gonna have to make some educated guesses.

FalloutNV.exe
FalloutNVLauncher.exe
My Games\FalloutNV

If you are familiar with RegEdit, I could also use confirmation of the registry key.
Computer\HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\FalloutNV
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amhain
 
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Post » Sat May 14, 2011 6:55 am

v0.6b is ready!

Download: http://gaticus.iwireweb.com/download/mTES4%20v0.6.0b%20r93.zip

Version 0.6.0b Changelog
- added: Support for Fallout:New Vegas- added: ability to import clones from alternate locations- added: ability to copy profile and appdata folders when cloning or importing- bug fix: tray icon hint text updates incorrectly if switching clones fails- bug fix: Launch dialog does not remember the list view preference after closing- bug fix: incorrect hint text for Launch button- bug fix: incorrect (obsolete) hint text for Detected Clones list- bug fix: missing hint text for Settings button- bug fix: missing hint text for Minimize to System Tray option- bug fix: missing hint text for Launch dialog- bug fix: missing hint text for Settings dialog


See the http://www.gamesas.com/index.php?/topic/1119357-wipz-mtes4-manager/page__view__findpost__p__16453179 for info about the new features.
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Javaun Thompson
 
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Post » Sat May 14, 2011 7:46 am

Updating this and the first thing I notice is that the version number at the top is 0.0.0.0

Works though ... since I already have 4 clones I doubt I will be the one to test new features much.

You get around to Morrowind I will probably make a clone of that and give me a reason to delve into Povuholo's threads about best Morrowind mods.

THANKS
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D LOpez
 
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Post » Sat May 14, 2011 11:38 am

ugh, ok. I need to include a certain config file it seems.
Stupid version info is giving me grief :)
But I've automated it now, so no more troubles in the future.

updated: http://gaticus.iwireweb.com/download/mTES4%20v0.6.1b%20r93.zip
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QuinDINGDONGcey
 
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Post » Sat May 14, 2011 4:11 am

Gaticus:

Just downloaded the stable version of this mod, installed it, tested it and I love it. This is the most useful tool since Wrye Bash.

Thanks for making this.

~ Dani ~ :)
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Tania Bunic
 
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Post » Sat May 14, 2011 1:49 pm

Since Fallout New Vegas is the booming mod center of the bethesda universe right now - might it be worthwhile to open a thread for this there, so that it could be seen?

I posted concerns about the new Fallout NV Mod Manager potentially not working with this http://www.gamesas.com/index.php?/topic/1138765-relz-fallout-mod-manager/page__view__findpost__p__16656485.
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James Rhead
 
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Post » Sat May 14, 2011 5:41 am

This sounds pretty awesome, indeed! But a few quick questions!

1. How will this go about when you use TES4LODGen?

2. Is this program compatible with 32 bit Windows Vista?

3. How will it treat Oblivion Mod Manager?
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sunny lovett
 
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Post » Fri May 13, 2011 10:55 pm

I'm testing things again and I was wondering if OBMM keeps its config within its tree. Looking threw this thread again, I didn't any problems but wanted to be sure.

Also, when upgrading mTES4, do I need to save the old config file?
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CxvIII
 
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Post » Sat May 14, 2011 4:04 am

This sounds pretty awesome, indeed! But a few quick questions!

1. How will this go about when you use TES4LODGen?

2. Is this program compatible with 32 bit Windows Vista?

3. How will it treat Oblivion Mod Manager?

1. As long as the tools are installed into the oblivion folder (as far as I know, all will allow you to, most default that way), all the various oblivion tools should work. But only for the currently active clone. Some tools may work for inactive clones.

2. Yes. It should be compatible with 32 and 64bit systems running XP, Vista or Windows 7.

3. As long as obmm and your omod folder is installed into the oblivion folder, it will work fine. IE. The default setup works, but if you install obmm outside of the Oblivion folder, or you reconfigure the omods folder to be outside of Oblivion, then mTES4 will not swap them for you. (not good)

There is basically no special treatment for any tools whatsoever. Just remember than your oblivion game and all of its tools must be contained in the Oblivion folder, then there shouldn't be any issue.

Bash is the only tool that needs special configuration to work properly with mTES4, so the Oblivion Mods folder for each clone can be separate.

I'm testing things again and I was wondering if OBMM keeps its config within its tree. Looking threw this thread again, I didn't any problems but wanted to be sure.

Also, when upgrading mTES4, do I need to save the old config file?

See my response to The Duke of Spook.

When upgrading, just copy the extracted files into your mTES4 folder. IOW, you should keep your config file, unless you want mTES4 to create a new one.
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Rob Davidson
 
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Post » Sat May 14, 2011 3:39 am

Actually I have the set the omods folder for each clone I have to point to a folder right next to the bash installers folder I set up for each version of bash.

So having the omods folder point elsewhere as long as you track where with as much care as you would for bash installers then it is not a bad thing at all.
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carly mcdonough
 
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