Please check out my bain folders

Post » Wed Jul 13, 2011 8:41 pm

Could somone please tell me which is right ?

00 core - MMM bsa. MMM for OOO esm, and MMM esm.

01 main MMM - MMM esp.

01 main MMM+Fran - MMM for Fran esp.

01 main MMM+OOO - MMM for OOO esp.


OR,

00 core - MMM bsa.

01 main MMM - MMM esp, and MMM esm.

01 main MMM + Fran - MMM for Fran esp.

01 main MMM + OOO - MMM for OOO esp and MMM for OOO esm.

Or is either way ok ?

Thanks.
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Samantha Wood
 
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Post » Wed Jul 13, 2011 1:16 pm

You can group ESMs and ESPs how you like. It doesn't matter because you can choose to install, or not, any of them, irrespective of their placement in this folder or that.

See the UL compatibility patch archive, for example: the lot, all in one folder, no matter that they are for a hundred different mods or so.

edit: But placing loose files (e.g., meshes, textures, sounds, etc.) and/or BSAs in a given folder dictates that they be installed, whenever that folder is selected in the BAIN installation process.
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Ludivine Dupuy
 
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Post » Wed Jul 13, 2011 1:07 pm

You can group ESMs and ESPs how you like. It doesn't matter because you can choose to install, or not, any of them, irrespective of their placement in this folder or that.

See the UL compatibility patch archive, for example: the lot, all in one folder, no matter that they are for a hundred different mods or so.

edit: But placing loose files (e.g., meshes, textures, sounds, etc.) and/or BSAs in a given folder dictates that they be installed, whenever that folder is selected in the BAIN installation process.



Thanks, that makes MMM a lot easier then, cause it's just a BSA and some esms and lots of esps.
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Jeffrey Lawson
 
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Post » Wed Jul 13, 2011 12:10 pm

Thanks, that makes MMM a lot easier then, cause it's just a BSA and some esms and lots of esps.

Yes, you could even get away with a simple BAIN package (i.e., Data as the assumed top level, a bunch of files below that, either "as is", or in traditiional Oblivion sub-Data folders, like Meshes and Sound, etc.)

Some people insist on using complex BAIN packages (e.g., 00 Core, 01 SI Plugin, 02 Non-SI Plugin, 03 [...], etc.) for everything. I fall somewhere in the middle, now I think about it. BAIN is, thankfully, flexible enough to cater to us all.


(edited for clarity, I hope)
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marie breen
 
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Post » Wed Jul 13, 2011 6:03 pm

I am just learning this Bain installation method. I been a Manual installer and creating my own omods type of person

To keep on top of esp's
I have found that if a mod has 2,3,4 or more esps , but only one can be installed depending on the options eg mmm,ooo,fcom, I will put them both or how many there are in the one folder, And name that folder
eg 02 Choose one

Just a thought
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Travis
 
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Post » Wed Jul 13, 2011 8:42 pm

Actually yes, if you are not intimately familiar with a given complex mod (like MMM), it is better to hang signposts through the archive (e.g., "Choose Only One", "Requires Mart's Monster Mod.esp" or the like).
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Heather Kush
 
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Post » Wed Jul 13, 2011 11:04 am

I went through alt3rn1tys great guide for DarkUId Darn, bain package this morning.

I decided if i can get that working, i really should make bain installs, for all my mods.

MMM wouldn't work for me tho, i renamed the bsa, mart's monster mod for OOO.bsa.bsa , what a fool, soon found my error tho.

I must admit, i like the idea of bain packages, because it's so much simpler to swap / try out different mods with less chance of errors.

Obmm would often leave you scratching your head after removing a mod, cause you had purple/yellow patches all over the place.
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Samantha Mitchell
 
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Post » Wed Jul 13, 2011 8:26 am

http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ if you haven't seen it yet.
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Sista Sila
 
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Post » Wed Jul 13, 2011 1:04 pm

You can group ESMs and ESPs how you like. It doesn't matter because you can choose to install, or not, any of them, irrespective of their placement in this folder or that.

See the UL compatibility patch archive, for example: the lot, all in one folder, no matter that they are for a hundred different mods or so.

edit: But placing loose files (e.g., meshes, textures, sounds, etc.) and/or BSAs in a given folder dictates that they be installed, whenever that folder is selected in the BAIN installation process.

I have a BCF for MMM 3.7 on my site, if that would be of interest?

The BCF link is here - http://tescosi.com/wiki/Oblivion:MMM%2BOOO_Installation_Guide/BAIN#Conversion <-- Pay attention to the required files, of which there are three.

The manual repackage steps are in the next tab, and if you are missing any of the three required files, they're linked here: http://tescosi.com/wiki/Oblivion:MMM%2BOOO_Installation_Guide#Download_Components

Repackaging MMM was a pain, but I only did it about three times...


--Tomlong75210
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Beulah Bell
 
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Post » Wed Jul 13, 2011 1:30 pm

I have a BCF for MMM 3.7 on my site, if that would be of interest?

The BCF link is here - http://tescosi.com/wiki/Oblivion:MMM%2BOOO_Installation_Guide/BAIN#Conversion <-- Pay attention to the required files, of which there are three.

The manual repackage steps are in the next tab, and if you are missing any of the three required files, they're linked here: http://tescosi.com/wiki/Oblivion:MMM%2BOOO_Installation_Guide#Download_Components

Repackaging MMM was a pain, but I only did it about three times...


--Tomlong75210


Ha Ha , i just used it , it's working great thanks.

Thanks Psymon, ill check it out.
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emily grieve
 
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Post » Wed Jul 13, 2011 6:20 pm

I have my bain package of OOO 133 , would it be ok to just copy the 134 beta patch into it, and overwrite, or not ?
If not why not.

Sorry if my questions sound stupid, but i want to make sure i get this bain packaging right, save everyone agro later down the line.hehe
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Jenna Fields
 
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Post » Wed Jul 13, 2011 12:13 pm

Some people insist on using complex BAIN packages (e.g., 00 Core, 01 SI Plugin, 02 Non-SI Plugin, 03 [...], etc.) for everything. I fall somewhere in the middle, now I think about it. BAIN is, thankfully, flexible enough to cater to us all.

I tend to fall into the COMPLEX camp, including some sub-divisions that aren't absolutely required. Then too, I use my Packages as combo install-packets / archives. If a mod's esp needs cleaning I generally make both it and the original esp separate selectable sub-folders thusly:

00 esp - original
00 esp - TES4edit cleaned

This makes much sense to me. Not only does it insure the original is not lost, but gives me a quick and easy way to convert back should the edited esp prove defective. For this same reason I keep both original and PyFFi meshes as selectable options:

01 meshes - original
01 meshes - PyFFI 219

A fairly basic BAIN package thus looks something like this:

00 esp - original
00 esp - TES4edit cleaned
01 meshes - original
01 meshes - PyFFI 219
02 textures and sound
10 DistantLOD - ARCHIVE ONLY
[loose documentation]

10 DistantLOD - ARCHIVE ONLY could easily be dispensed with since TES4LODgen renders it unnecessary and in any case few modern mods include DistantLOD (not be be confused with RAEVWD or distant Landscape LOD). If present I prefer to keep the files for completeness only, not for use.

-Decrepit-
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Siidney
 
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Post » Wed Jul 13, 2011 8:00 am

I tend to fall into the COMPLEX camp, including some sub-divisions that aren't absolutely required. Then too, I use my Packages as combo install-packets / archives. If a mod's esp needs cleaning I generally make both it and the original esp separate selectable sub-folders thusly:

00 esp - original
00 esp - TES4edit cleaned

This makes much sense to me. Not only does it insure the original is not lost, but gives me a quick and easy way to convert back should the edited esp prove defective. For this same reason I keep both original and PyFFi meshes as selectable options:

01 meshes - original
01 meshes - PyFFI 219

That looks sensible. What I do with backups created when cleaning plugins (and I have a lot of these) is store them all in a subdirectory under my mods storage directory. My BAIN packages only include the cleaned version. But I can see the point of your method. Just haven't had to use an "unclean" version, so far, so I suppose any advantage is moot anyway.

As for PyFFI, I am not quite certain I trust it. I would rather not sacrifice any image quality, when I do not need to. Or does it not affect IQ at all? I very much dislike ugly and overly simple meshes in particular, you see. But if I did use PyFFI, I might consider your approach, for that.


10 DistantLOD - ARCHIVE ONLY could easily be dispensed with since TES4LODgen renders it unnecessary and in any case few modern mods include DistantLOD (not be be confused with RAEVWD or distant Landscape LOD). If present I prefer to keep the files for completeness only, not for use.

I have simply selected "Skip DistantLOD" (along with a few other things) in Wrye Bash's installer tab. So I also keep them, even though I never install them. It seems we share the preference, to keep all files, regardless. I even keep old versions of mods, just in case!
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Jessica Lloyd
 
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Post » Wed Jul 13, 2011 7:33 pm

After reading some great posts here, i need to ask, can i pyffi then copy over , then make a bain pack?

By copy i mean replace.




PS can i overwrite with a patch
?
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Hayley Bristow
 
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Post » Wed Jul 13, 2011 11:57 am

Just plain install OOO 1.34b5 right on top of 1.33. If you're asking about merging the packages. You could. I wouldn't...and usually I'd recommend against it, but I think the next OOO update is going to be complete, so you won't need the old versions. That's just a guess though. The safest route is probably to not combine updates...unless you know the mod will not be updated anymore. With BAIN, it's still a waste of time I think...


Happy gaming!
--Tomlong75210
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Umpyre Records
 
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