[WIPz] mTES4 Manager

Post » Fri May 13, 2011 12:37 pm

Ok, I think I understand.
I will add Nehrim as a supported game instead of a clone of Oblivion.

What I need to know is if Nehrim has any registry entries (and I expect it does if it has an installer).
In particular what I'm looking for is an "Install Path" entry similar to Oblivion and Fallout3.
The easiest way to find this would be to do a search in for your Nehrim game path in regedit. "I:\Games\SureAI\Nehrim" I'd guess.
I need to know the registry key path so mTES4 can detect if it's installed.
I'm not seeing it in the registry - how do I look up that path?

The exe is just for the installation - it then uses the regular oblivion.exe that it imports.

Btw,
The requirement for mTES4 to be in the same directory as one of the game is actually redundant. It's a relic of my original crude tool I made.
So I will be removing that requirement in short order. As it is, if you have Fallout3 and Oblivion in different directories, you would have to have a copy of mTES4 for each.
great news.

I was thinking that for comprehensive - maybe a morrowind swticher too?

Then maybe if your into it a launcher button for each of the games (not each game version - just one for Oblivion and Fallout, maybe Nehrim and Morowind if you add) that way you switch then click run. I'd guess that would need to be a path one can assign to take OBSE into account. Probably getting ahead of things there.
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Fri May 13, 2011 5:55 am

I'm not seeing it in the registry - how do I look up that path?


Try just searching for "Nehrim". If it truly doesn't have anything in the registry, then I would have to assume that it will always be side by side with Oblivion.

I was thinking that for comprehensive - maybe a morrowind swticher too?

Yes, was already considering it. I'll have to dust it off and fire it up so I can remember how the installation works though.
I believe Fallout New Vegas is coming out soon too. Assuming it uses the TES4 engine, it can probably be supported as well.

Then maybe if your into it a launcher button for each of the games (not each game version - just one for Oblivion and Fallout, maybe Nehrim and Morowind if you add) that way you switch then click run. I'd guess that would need to be a path one can assign to take OBSE into account. Probably getting ahead of things there.


Yes, already considering :)
I'm debating if mTES4 will just search for supported tools like Bash does (not nearly as exhaustive), Or just provide a single customizable launch setting for each clone.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Fri May 13, 2011 9:28 am

Searching the work Nehrim only turned up the uninstall info:
Spoiler
[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Windows\CurrentVersion\Uninstall\Nehrim - At Fate's Edge_is1]"Inno Setup: Setup Version"="5.3.10 (a)""Inno Setup: App Path"="I:\\Games\\SureAI\\Nehrim""InstallLocation"="I:\\Games\\SureAI\\Nehrim\\""Inno Setup: Icon Group"="Nehrim - At Fate's Edge""Inno Setup: User"="Metetron11""Inno Setup: Selected Tasks"="gamecopy,desktopicon,bonusmaterial""Inno Setup: Deselected Tasks"="""Inno Setup: Language"="default""DisplayName"="NehrimUninstaller""DisplayIcon"="\\NehrimInstall\\EN\\NehrimExe01Uninstall.ico,1""UninstallString"="\"I:\\Games\\SureAI\\Nehrim\\unins000.exe\"""QuietUninstallString"="\"I:\\Games\\SureAI\\Nehrim\\unins000.exe\" /SILENT""DisplayVersion"="1.0.0""Publisher"="SureAI""URLInfoAbout"="www.sureai.de""HelpLink"="www.sureai.de""URLUpdateInfo"="www.nehrim.de""NoModify"=dword:00000001"NoRepair"=dword:00000001"InstallDate"="20100912""MajorVersion"=dword:00000001"MinorVersion"=dword:00000000
I then go to the control panel uninstal option and only the Nehrim uninstaller is found.

It also found a bunch of temp files it put on my admin account (weird) - well I think .tmp means temp

I then searched SureAI and found this:
I:\Games|SureAI\Nehrim - then an entry for each exe (OBMM, Wrye Bash, OBSE loader, etc)

???
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Fri May 13, 2011 6:09 am

A TIP FOR mTES4 USERS WHO ARE RUNNING VISTA OR WINDOWS 7.

If like me, you are always getting those annoying warnings about the publishers certificate being invalid when you launch mTES4...
You can set mTES4 to run in Windows XP compatibility mode.
This rather surprisingly, bypasses the publisher certificate warning!?

There should be no adverse side effects with mTES4 running in compatibility mode.

To set the compatibility mode, right-click the exe and select Properties.
Change to the Compatibility tab.
In the Compatibility Mode section, tick the box that says 'Run this program in compatibility mode for:".
Then select Windows XP (Service Pack 2 or 3, either one)
Click Apply and then OK.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Fri May 13, 2011 1:13 am

Searching the work Nehrim only turned up the uninstall info:


If need be, I can rely on that registry entry.


It also found a bunch of temp files it put on my admin account (weird) - well I think .tmp means temp


Those are just from the installer unpacking itself I would guess.


I then searched SureAI and found this:
I:\Games|SureAI\Nehrim - then an entry for each exe (OBMM, Wrye Bash, OBSE loader, etc)

???

The registry tracks alot of stuff. Those are likely just MUI entries. (Document history, Command Line history, etc)
If there is a registry entry like we are looking for, it should be somewhere within the "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\" path
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Fri May 13, 2011 4:24 pm

If there is a registry entry like we are looking for, it should be somewhere within the "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\" path
Nope can't find it - with the bethesda games they are all there but under Bethesda Softworks not my created Games folder.

Under that node I'm not seeing any hits for Nehrim or SureAI - and certainly not next to all the other Bethesda games (Morrowind, Fallout 3, Oblivion).

I could just be an idiot though with regard to the registry.

=====================

Also just to test I did move the nehrim game folder up to be next to the Oblivion game folder - and it imported fine. Still though that might be off putting to people and again I'm not certain that it affects updating.

Next when switching from one game (main oblivion game) to another (vanilla base install) I forgot I had Wrye Bash from the main game open and I got a message saying unable to switch please close relevant files. Maybe more of a warning as to what that means?

Because yeah opening Wrye Bash from one install while another one is active means that it initializes off the app data and profile folders that are active.

maybe a message that says:
Be sure to close the applications for one clone before switching clones. Or something.
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Fri May 13, 2011 11:39 am

Nope can't find it - with the bethesda games they are all there but under Bethesda Softworks not my created Games folder.

Under that node I'm not seeing any hits for Nehrim or SureAI - and certainly not next to all the other Bethesda games (Morrowind, Fallout 3, Oblivion).

I could just be an idiot though with regard to the registry.


Don't worry about it. Thanks anyways.
I think I"m going to have to download Nehrim so I can do more thourough testing anyways.

Also just to test I did move the nehrim game folder up to be next to the Oblivion game folder - and it imported fine. Still though that might be off putting to people and again I'm not certain that it affects updating.


On rethinking, if Nehrim works as a clone of Oblivion and there are no complications regarding Nehrim's launcher.
I think I would prefer to keep it that way instead of supporting Nehrim as a seprate game.
There are a lot of extra coding complications involved to treat Nehrim separately.
Plus Nehrim will always conflict with Oblivion regardless, because either one or the other must be deactivated to use the other, so from a user perspective it actually makes more sense if they are displayed in the same list for consistent behavior of mTES4.


Next when switching from one game (main oblivion game) to another (vanilla base install) I forgot I had Wrye Bash from the main game open and I got a message saying unable to switch please close relevant files. Maybe more of a warning as to what that means?

Because yeah opening Wrye Bash from one install while another one is active means that it initializes off the app data and profile folders that are active.

maybe a message that says:
Be sure to close the applications for one clone before switching clones. Or something.

Certainly, I'll try to make it more descriptive. I can't actually determine what application or file needs to be closed though. Not without a much much more elaborate check at least.
User avatar
Adam
 
Posts: 3446
Joined: Sat Jun 02, 2007 2:56 pm

Post » Fri May 13, 2011 4:38 am

Certainly, I'll try to make it more descriptive. I can't actually determine what application or file needs to be closed though. Not without a much much more elaborate check at least.

Ok well from what I see the following tools leave bits in the app data folder:
Plugins.Tes4Viewsettings
Tes4Gecko.properties
SimpleManager.settings ... http://www.fallout3nexus.com/downloads/file.php?id=8678 - a pretty good tool for renumbering saves - same utility handles both Fallout3 and Oblivion. It does throw an error when opening the masters for a save with Oblivion (so I just don't do that) I helped test drive that too, but Lazy Monk has moved on.

OBMM probably reads the plugins.txt. Will test soon.

Ok well then I will just start the work on my end of moving Nehrim to its own clone and if the next update is a problem then just move it back to under SureAI folder for updating.
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Fri May 13, 2011 7:32 am

Ok well from what I see the following tools leave bits in the app data folder:
Plugins.Tes4Viewsettings
Tes4Gecko.properties
SimpleManager.settings ... http://www.fallout3nexus.com/downloads/file.php?id=8678 - a pretty good tool for renumbering saves - same utility handles both Fallout3 and Oblivion. It does throw an error when opening the masters for a save with Oblivion (so I just don't do that) I helped test drive that too, but Lazy Monk has moved on.

OBMM probably reads the plugins.txt. Will test soon.

Ok well then I will just start the work on my end of moving Nehrim to its own clone and if the next update is a problem them just move it back to under SureAI folder for updating.


It's actually (usually) the exe's that are causing the lock, preventing the folder from being renamed.
But it could also be any file you have open for editing, like the Oblivion.ini

I'm gonna do some testing.. If I'm lucky, I might have thought of a way to easily determine what file is causing the lock.

I'm going out for thanksgiving dinner now though, so it will have to wait until later tonight.
Cheers
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Fri May 13, 2011 1:06 pm

It's actually (usually) the exe's that are causing the lock, preventing the folder from being renamed.
But it could also be any file you have open for editing, like the Oblivion.ini

I'm gonna do some testing.. If I'm lucky, I might have thought of a way to easily determine what file is causing the lock.

I'm going out for thanksgiving dinner now though, so it will have to wait until later tonight.
Cheers

Thanksgiving - 2 weeks early!

Just tried to rename the Batikstall clone to Oblivion_Batikstall and I got the unhandled exception again. Wanted to change it because. I want to ultimately have 3 Oblivion versions and Nehrim (I know I know - a lot) so that with the new name less confusion, but no go through the program. Is there a manual way to do that?

Also and until or if Wrye Bash supports tracking BAIN archives more locally allowing a central BAIN archive folder that is read differently by different copies of Wrye Bash I decided to reconfigure the file path of the fallout 3 and various Oblivion installs to point to a folder in the Game directory called BAIN archives and in that then I cut and pasted the Oblivion Mods folders and Fallout 3 mods folders. That worked

Then re-reading your post http://www.gamesas.com/index.php?/topic/1119710-relz-wrye-bash-thread-51/page__view__findpost__p__16460664 and looking over the bash.ini I see there is a setting for app data to be stored locally, but you could not get it to work.

So then did you try and store the save games locally too - by using the sUserPath= or the sPersonalPath= settings? That would really free up needed space on my C drive.

But then how do those work - I don't get it - the game engine/system set up would still look in user profiles and app data - right? Do these then create corresponding Oblivion.ini settings changes?
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Fri May 13, 2011 3:31 am

oops, wrong thread
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Fri May 13, 2011 12:45 pm

Thanksgiving - 2 weeks early!


I'm in Canada. You are two weeks late! :)

Just tried to rename the Batikstall clone to Oblivion_Batikstall and I got the unhandled exception again. Wanted to change it because. I want to ultimately have 3 Oblivion versions and Nehrim (I know I know - a lot) so that with the new name less confusion, but no go through the program. Is there a manual way to do that?


To rename it manually, you need to rename the 3 associated folders for the clone.. the game, profile and appdata folders.
Then rename the tag file. Edit it and change sMTES_Clone
To reduce complications, you probably shouldn't try to rename the active clone. Switch to a different clone first.

I'll look at the code to find and fix that unhandled exception.

Also and until or if Wrye Bash supports tracking BAIN archives more locally allowing a central BAIN archive folder that is read differently by different copies of Wrye Bash I decided to reconfigure the file path of the fallout 3 and various Oblivion installs to point to a folder in the Game directory called BAIN archives and in that then I cut and pasted the Oblivion Mods folders and Fallout 3 mods folders. That worked


That's what I do. I have...
O:\Games\Obvlivion
O:\Games\TES4-Vanilla
O:\Games\BAIN\TES4-Live
O:\Games\BAIN\TES4-Vanilla
etc

Then re-reading your post http://www.gamesas.com/index.php?/topic/1119710-relz-wrye-bash-thread-51/page__view__findpost__p__16460664 and looking over the bash.ini I see there is a setting for app data to be stored locally, but you could not get it to work.

So then did you try and store the save games locally too - by using the sUserPath= or the sPersonalPath= settings? That would really free up needed space on my C drive.

But then how do those work - I don't get it - the game engine/system set up would still look in user profiles and app data - right? Do these then create corresponding Oblivion.ini settings changes?


The bash.ini settings don't have anything to do with localizing oblivion.
Those settings you mentioned are just in case Bash can't automatically detect your profile or appdata paths.

What I could not get to work was the bUseMyGamesDirectory setting in the Oblivion.ini
What this setting is supposed to do, is allow you to specify a local save directory and an alternate Data (where your plugins, bsa's etc are) directory, within the Oblivion folder.

If you set bUseMyGamesDirectory=0, by default Oblivion will look in Oblivion\Saves (in the game folder, not the profile) and Oblivion\Data.
That all works fine and dandy. The underlying issue with this method is that it does not address the appdata folder in any way and there is no way to do so.

Furthermore, even after I setup Oblivion with local directories and still tried to use the appdata folder, Oblivion would not detect any plugins at all, other than what is configured in the Oblivion.ini for the sArchiveList setting. No matter what I tried, I could not get it to detect anything but vanilla oblivion.

If I recall from my Morrowind days, it worked the same. I'm really digging deep here, but I think there was a way to get it to work. I'm thinking it had to do with setting bUseArchives=0. But then Oblivion would not use the bsa's, everything must be unpacked. I could be entirely wrong or confusing things badly though.

Even if it did work, the plugins.txt would still be in the appdata folder. There doesn't seem to be any way to configure that. Still, even if we solve that too, it basically involves something like mTES4 or INIzer. So with all the complications of trying to use that method, my opinion is that the swapping method is a better solution.
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Fri May 13, 2011 3:33 pm

Well I'm liking it so far. Pretty damn cool.

Will try renaming - but probably later.

Right now have set up:
+ Vanilla game as base install.
+ My main uber modded install as the main game.
+ Nehrim as a clone.
+ And now a second Oblivion game to mod called Oblivion_Alt_1 - with this I just got done adding Wrye Bash, OBMM, OBSE, edit, and so on. With each install I set a unique path for BAIN in the Bash.ini, but I did group them into a BAIN parent directory as the swapping of oblivion folders (and potentially other games in he future) could get crowded. So it is like this:

O:\Games\BAIN Archives\Oblivion Main Mods
O:\Games\BAIN Archives\Oblivion_alt_1 Mods
Then each of those have a further folder for OMODs and set OBMM extended for those folders. So it will be a lot of duplicate archives and omods until a centralized solution is available.

I wish there was a way to store save games locally - my C drive is cramped.

and thank you for this - any help you need let me know.

[edit] oh yeah the number one rule I'm learning is Don't open the tools of one install while another install is the active clone. So far though just then opening the right tools with the right clone will fix it all back, but with BAIN that can be a waiting period.
User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Fri May 13, 2011 7:21 am

re: relocating saves.
nothing really to do with mTES4 or multiple oblivion, but just a suggestion..
If you are like me and have hundreds of saves, you could move all but the newest ones to a backup folder wherever you want. Its unlikely you will use them.


re: opening the right/wrong tools
yeah. I know what you mean :)

What I do is I have shortcuts on my start bar that point to the tools in the active directory. Works great even when you swap, those shortcuts will still point to the active one, so no screwing around.
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Fri May 13, 2011 3:16 pm

Just tried to rename the Batikstall clone to Oblivion_Batikstall and I got the unhandled exception again. Wanted to change it because. I want to ultimately have 3 Oblivion versions and Nehrim (I know I know - a lot) so that with the new name less confusion, but no go through the program. Is there a manual way to do that?


Just to confirm. What was the unhandled exception. Are you able to replicate this?

I did some tests and it seems that if you try to rename the active copy, it throws an exception, but the error/cause is different.
Is this the issue you mean, or is it something else?
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Fri May 13, 2011 4:10 am

Just to confirm. What was the unhandled exception. Are you able to replicate this?

I did some tests and it seems that if you try to rename the active copy, it throws an exception, but the error/cause is different.
Is this the issue you mean, or is it something else?

Yeah when active the clone cannot be renamed I get the unhandled exception which states that it cannot find the one I'm trying to rename - I'm guessing because at the time it is not named that - it is named oblivion.
Here is the Log:
Spoiler
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'I:\Games\Batikstall'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.Directory.Move(String sourceDirName, String destDirName)
at mTES4.API.RenameClone()
at mTES4.Main.btnRename_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4206 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
mTES4
Assembly Version: 0.3.3.46
Win32 Version: 0.3.3.46
CodeBase: file:///I:/Games/mTES4.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4205 (VistaSP2GDR.050727-4200)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4016 (NetFxQFE.050727-4000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

And just checked was able to rename when not the active clone. and checked all folders the name carried through.

I think just a message saying make inactive before it can be renamed, but then what if there is only one clone?
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Fri May 13, 2011 5:36 pm

naw, it's an easy fix, you will be able to rename the active clone

PS.
These are the items, I am currently addressing for v0.4
If you have anything to add or requests, now is the time to discuss :)

Fixes:
1. Fix bug for no warning where importing or copying a clone, bash is detected but you cancel the BAIN folder selection.
2. Fix bug where mTES4 incorrectly assumes that if Bash is installed then bash.ini must exist.
3. Fix bug where two clones can be created with the same name.
4. Fix bug where attempting to rename the active clone crashes mTES4.

Improvements:
1. Remove requirement for mTES4.exe to be in any particular folder
2. Improve Delete functionality to provide checkbox options for game, profile/appdata and/or just tag
3. 'New Clone' button renamed to 'Copy Clone' to better reflect it's functionality
4. Support for Wrye Flash

Considerations:
1. 3rd party app launch buttons
2. per-clone auto launch options
- I need to decide what the best way to implement these would be. Suggestions would be appreciated.
Would just a customizable quick launch button be adequate?
Or should there be two different buttons? one to choose a specific tool, one to quick launch the custom auto launch setting?
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Fri May 13, 2011 6:26 pm

I like the less stringent delete - prefering to just remove tracking and delete the rest by hand (if wanted) but then what to do if that is active and you remove tracking as a clone?

I did what you suggested and have shortcuts to launch OBSE loader, OBMM, and Wrye Bash on desktop so whichever clone is active will have that tool active. Anything else I can launch from the local Wrye Bash.

As for app launcher Maybe just those three or add edit at most - so that like the shortcuts on my desktop it will only launch the active clone versions. Why would one want to launch a tool from an inactive clone when that will mean settings and readings go askew. So just choose the active clone then have those tool launchers.

How are you fixing the assumption that Bash.ini exists? By creating it? At this point I'm preferring to set up all that myself case by case.

I can't think of anything else - been a long day geeking out with this. Almost have finished importing the most useful BAIN archives to the the new third install. Only ate about 22 gigs.

thanks again.
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Fri May 13, 2011 6:11 pm

I like the less stringent delete - prefering to just remove tracking and delete the rest by hand (if wanted) but then what to do if that is active and you remove tracking as a clone?

You can't delete the active clone.

As for app launcher Maybe just those three or add edit at most - so that like the shortcuts on my desktop it will only launch the active clone versions. Why would one want to launch a tool from an inactive clone when that will mean settings and readings go askew. So just choose the active clone then have those tool launchers.

What I am considering so far is..
Customizable auto launch settings for each clone. There would be no button for this feature, when you switch clones, it would launch.
If no auto launch is configured, when you switch, it would pop up a dialog listing any auto detected tools within the clone folder. Pretty much like Bash. I know it's duplicating functionality, but it allows you to skip a step.

You would not be able to launch tools for an inactive clone. There wouldn't even be a button to try.

How are you fixing the assumption that Bash.ini exists? By creating it? At this point I'm preferring to set up all that myself case by case.

Yes, if the bash.ini does not exist and you elect to customize the BAIN mods path, it will copy the bash_default.ini

I can't think of anything else - been a long day geeking out with this. Almost have finished importing the most useful BAIN archives to the the new third install. Only ate about 22 gigs.

thanks again.

I'm glad it's working out for you. It's something I use too, so you are very welcome.
User avatar
xxLindsAffec
 
Posts: 3604
Joined: Sun Jan 14, 2007 10:39 pm

Post » Fri May 13, 2011 10:33 am

Busy building a new game - without losing old one.

Meant to post this before - not sure if you're aware but this is the most comprehensive launcher I can think of - if you want to gander at one that does just about everything.
http://www.tesnexus.com/downloads/file.php?id=27672
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Fri May 13, 2011 2:15 pm

I'm busy working on v0.4 ;)

Nearly completed too.
All mentioned bugs and improvements have been implemented.
I just just finished adding the Delete Clone dialog box. Still have to test it.

I wasn't thinking of making the launcher too elaborate, but if you have suggestions or requests, surely let me know. :)
Another possible option, instead of trying to auto-detect all the tools. I could provide a folder where you can put shortcuts that mTES4 will list. then you can put any shortcut you want in there.
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Fri May 13, 2011 7:17 am

I wasn't thinking of making the launcher too elaborate, but if you have suggestions or requests, surely let me know. :)
Another possible option, instead of trying to auto-detect all the tools. I could provide a folder where you can put shortcuts that mTES4 will list. then you can put any shortcut you want in there.

Long as version .4 is compatible with .3 I'm happy.

I just linked that launcher to show how complex it can get.

Well like the method of having shortcuts on the desktop that will then point to whichever is the active Oblivion clone - but in the tool GUI instead. At this point I've been leaving that active to check which clone I'm on at times.

I'd think if an OBSE launcher button is there that a close this application (like bash has) would be a good feature - actually that might be good for all the buttons. you know load bash and close this at the same time - long as it can be toggled.

I'm spending too much time on the forum tonight - need to get back to cleaning and packaging mods for my 3rd clone.
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Fri May 13, 2011 8:44 am

How about an option to put mTES4 in the system tray? I could make it so when you hover over the icon it tells you what game and what clone is active.
I could also add a right-click menu for the icon, to do most of the same tasks as the GUI.
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Fri May 13, 2011 5:35 am

How about an option to put mTES4 in the system tray? I could make it so when you hover over the icon it tells you what game and what clone is active.
I could also add a right-click menu for the icon, to do most of the same tasks as the GUI.

Yeah sounds good to me.

You know - what the heck - this is the coolest tool for Oblivion since Bash or edit and it is like we are talking in a vacuum.

Hey people - you really ought to check this out!
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Fri May 13, 2011 2:33 pm

v0.4a is ready!

Click: http://gaticus.iwireweb.com/download/mTES4%20v0.4.0a%20r60.zip

Version 0.4.0a Changelog
- Support for Wrye Flash- New Delete Clone dialog, provides options to keep or delete various clone files and folders.- Added ability to use existing profile and appdata folders when importing.- Removed requirement for mTES4.exe to be in any particular folder- 'New Clone' button renamed to 'Copy Clone' to better reflect it's functionality.- bug fix for attempting to rename the active clone crashes mTES4.- bug fix for incorrectly assuming that if Bash is installed then bash.ini must exist.  Will now create a new bash.ini from the bash_default.ini if it needs to.- bug fix for incorrectly parsing bash.ini- bug fix for no warning when importing or copying a clone, bash is detected but you cancel the BAIN folder selection.- bug fix for falsely detecting supported games when only placeholder registry keys exist

User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

PreviousNext

Return to IV - Oblivion