Raising BAIN Awareness

Post » Wed Sep 01, 2010 9:25 pm

interesting...
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stevie trent
 
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Post » Wed Sep 01, 2010 9:04 pm

Nilms-

First time users should read ... everything.

Seriously though - I tried in my thread http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ to have each post (of the first 5 or 6) build upon the previous posts. The myth that BAIN is complicated - you will see - is just that: a myth.

Tomlong tends to be more about bullet points while I ramble in prose - read both and the main readme too. Hard to answer which is best.


hi both.

Thank you for the information.

Time to find the reading Glasses and the tweezers for removing the splinters.lol :read: :facepalm:

Cheers.

James. :foodndrink:

P. Sorry for not using the multi quotes thing.I don't know how it works . :blush:
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Isabell Hoffmann
 
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Post » Wed Sep 01, 2010 11:39 pm

Question about the UOP v3.2.5 BCF, has anybody gotten it to work yet? I did as the OP stated, downloaded the UOP v3.2.0 OMOD and converted it to a 7z archive. I also have the UOP_Supplemental archive yet I cannot seem to apply the for mentioned BCF to either of these archives. :(
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Alba Casas
 
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Post » Wed Sep 01, 2010 6:16 pm

Would it be possible to write a script/app that automatically converts OMODs (or OMOD-ready archives, anyway) to BAIN-ready archives?

Another take on this. As someone who has migrated from OBMM to BAIN, one of my key learnings (thanks to Psymon), was combining a number of mods into one BAIN package. This helps ensure that all related content is included in a single package - actually, I now combine related mods (such as quests) into a single BAIN package. Makes the whole process of installation, mod management, etc so much easier and simpler.

So like Psymon, I think that OBMM to BAIN automation is a bad idea because, apart from anything else, it compromises some of the key advantages of BAIN packages.

Edit: snip on quote
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Colton Idonthavealastna
 
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Post » Wed Sep 01, 2010 6:59 pm

Another take on this. As someone who has migrated from OBMM to BAIN, one of my key learnings (thanks to Psymon), was combining a number of mods into one BAIN package. This helps ensure that all related content is included in a single package - actually, I now combine related mods (such as quests) into a single BAIN package. Makes the whole process of installation, mod management, etc so much easier and simpler.

So like Psymon, I think that OBMM to BAIN automation is a bad idea because, apart from anything else, it compromises some of the key advantages of BAIN packages.

I find myself agreeing with (both of) you, actually, now that I've gone ahead and (gasp!) installed a few, and mucked around with creation and modification. ;)

Just thought it was an idea, as an *option* to be used with care, just like any other mod utility. *shrug* Hey, not a request anyway, and I'm not fussed, whatever happens (likely nothing.) :)

edit: In fact, I'll just take the time right now to send some heartfelt thanks out to Wrye, and to Psymon and Tomlong. It's a brilliant installer (naturally, but I had to find out for myself) and all of you have gone to great lengths to make it nowhere near as painful as I had heard / assumed at an earlier stage. I believe I have - even though taking my first steps now - moved from OBMM to BAIN as well. :celebration:
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RaeAnne
 
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Post » Wed Sep 01, 2010 2:49 pm

Question about the UOP v3.2.5 BCF, has anybody gotten it to work yet? I did as the OP stated, downloaded the UOP v3.2.0 OMOD and converted it to a 7z archive. I also have the UOP_Supplemental archive yet I cannot seem to apply the for mentioned BCF to either of these archives. :(

I have not tried it myself. Frankly, I do not understand why the BCF simply does not use the non-OMOD package. Maybe the person posted the wrong package name. If you find out that that is the case, I would like to update the information in the first post. However, the UOP really does not need a BCF. I honestly do not know what it is for. Using BAIN, body replacers and other mods that need to overwrite the UOP simply should be given higher priority. It is easy to see the conflicts in BAIN, so figuring that out should not be all that difficult. The UOP is already a simple package, so put whichever UOP archive you have in your Bash Installers folder, put it in the right position, and install the thing...:)
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Marlo Stanfield
 
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Post » Wed Sep 01, 2010 7:52 pm

Question about the UOP v3.2.5 BCF, has anybody gotten it to work yet? I did as the OP stated, downloaded the UOP v3.2.0 OMOD and converted it to a 7z archive. I also have the UOP_Supplemental archive yet I cannot seem to apply the for mentioned BCF to either of these archives. :(


It doesn't work because the BCF.dat is messed up.

the All Natural BCF.dat looks like this:

€c__builtin__
set
q]q(?ò?]“ ?—??
e…Rq….€(U c__builtin__
set
q]…Rq‰‰‰]q(‰??‰‰‰‰?‰‰?‰‰e]q(?ˉh0è ?—??
UAll Natural Readme.docq?qUAll Natural Readme.docq?qJ1G?zUBCF-Missingq U
wizard.txtq
?qh
?q J?ˉ?—??
U00 Core\All Natural - SI.espq
?qU00 Core\All Natural - SI.espq?qJ?JH0?ò?]“ UAll Natural Base.esmq?qU00 Core\All Natural Base.esmq?qJ·f±L?—??
U00 Core\All Natural.bsaq?qU00 Core\All Natural.bsaq?qJoPx?ò?]“ UAll Natural.espq?qU00 Core\All Natural.espq?q?$r ? ?—??
U00 Core\All Natural.iniq?qU00 Core\All Natural.iniq?q ?M??a ?ò?]“ UQmeshes\allnatural\architecture\chorrol\in


and the UOP bcf.dat like this:

?彣扟極瑬湩彟猊瑥焊崁?訨栄紪詡?騚攻劅???唨挀彟畢汩楴彮?敳??蕝煒褂覉煝?覉覉斉煝??谪?唀???獩楳杮??楷慺摲琮瑸?熆标蜆??侌詄?騚唻唝潮晦捩慩?扏楬楶湯倠瑡档攮灳?熆唊〥‰潃敲啜潮晦捩慩?扏楬楶湯倠瑡档攮灳?熇?衸惒??慽?湕景楦楣污扏楬楶湯慐捴癨??弰敲摡敭爮晴?熆唎?‰潃敲啜潮晦捩慩佬汢癩潩偮瑡档?金?牟慥浤?瑲煦蜏???訟?騚唻唙偏畓灰敬敭瑮污敒摡敭琮瑸?熆唒〡‰潃敲啜偏畓灰敬敭瑮污敒摡敭琮瑸?熇訔?????慽?楄瑳湡??楜瑣浥汰摥獩牴捩浴??浣煰蘕?さ??牯履楄瑳湡??慜癮汩慣瑳敬潣牵祴牡睤牯摬挮灭?熇記?鏧???慽?楄瑳湡??獜楫杮慲睤牯摬挮灭?熆唚?‰潃敲?獩慴瑮佌cvnt捩慴潬灳慬慺楤瑳楲瑣挮灭?熇訜???????牯履楄瑳湡??楜瑣浥汰摥獩牴捩?浣煰蜝????栀唖?‰潃敲?獩慴瑮佌cvnt捩整灭敬楤瑳楲瑣煭?挮灭?熇訠?鏧?????牯履楄瑳湡??楜瑣敨牡慣敮湵癩牥楳祴挮灭ⅱ熇訢?鏧?????牯履楄瑳湡??獜楫杮慲睤牯摬挮灭?熇訤嬅? ????敍桳獥?牡敫彲牅潲??煆蘥????牯履敍桳獥

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Guy Pearce
 
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Post » Wed Sep 01, 2010 11:11 pm

It doesn't work because the BCF.dat is messed up.

the All Natural BCF.dat looks like this:



and the UOP bcf.dat like this:

What does that matter? It is just in Chinese, haha... I cannot pick out anything particularly wrong with the format. Okay, I will just update the first post telling BAIN users to use the manual archive version of the UOP...unless using the Chinese version...?
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Dan Stevens
 
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Post » Wed Sep 01, 2010 10:11 pm

Quoted from http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide/convert
Spoiler
* Immersive Interface (II) - Initial Evaluation (needs repackaging)
o II EXE

==Convert==
>> notes: It would help tremendously if your Data folder was void of mods while doing this

1. Run the EXE (the files are installed to the Oblivion\Data folder)
2. Go into the Menus folder in the Oblivion\Data folder
3. Delete the II backups folder
4. Right-click on the Menus folder and add to "Immersive Interface-4109.7z"
==OR If you want to make multiple configurations==
1. After step #3, create a new folder "" (i.e, "config 1")
2. Move (not copy) the Menus folder into the newly created folder
3. Run the EXE again (you may want to remove the uninstall file placed in the Data folder first)
4. Repeat steps 1 - 3 as many times as you like, stopping at step #2 after making your last configuration
5. Select all of the configuration folder and (7-zip) add them to "Immersive Interface-4109.7z"
>> notes: This packaging method does not require numbers appended to the beginning of the folder names. The numbers used in that method of packaging tell BAIN the order of installation. In those cases, it is important that a certain subpackage is designated as the "base," to be installed first. In this case, each of these subpackages contain the same files and are not used together. This "either-or" type package is basically a package that contains multiple mods. If the subpackages are just various complete setups of the same mod, or none of the files in the various subpackges overlap one another, then you do not need number at the head of the folder for BAIN to be able to install it. The only requirement is that each of the packages start at the same level. In this case they all start at the top level of the Data folder, which is recommended.
5. Move newly created archive up to Bash Installers folder
6. Run the uninstall file to cleanup.
7. Put the EXE in storage somewhere for safe keeping (i.e., Oblivion Mods\Executables) or add a folder "--Extras" in your Bash Installers folder and put the EXE in it.


The best way to prepare Immersive Inteface Bain ready package is to rename the data folders:
Menus to MenusX
Meshes to MeshesX
Textures to TexturesX

Then run II EXE and you will find the following files:

meshes\menus\enemy health bar\II_effect_timer01.nif
menus\prefabs\ui_config\hudmainmenu_config.xml
menus\prefabs\ui_config\hudreticle_config.xml
menus\main\hud_main_menu.xml
menus\main\hud_reticle.xml
menus\II_Backups\Original\hud_main_menu.xml

After packaging, you have just to delete the new created Menus/Meshes folders and rename the old folders MenusX /MeshesX to Menus/Meshes.
And that is it.

I personnaly switched to BTmod + II (I can't stand with any other UI).
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luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Wed Sep 01, 2010 10:35 pm

Quoted from http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide/convert
Spoiler
* Immersive Interface (II) - Initial Evaluation (needs repackaging)
o II EXE

==Convert==
>> notes: It would help tremendously if your Data folder was void of mods while doing this

1. Run the EXE (the files are installed to the Oblivion\Data folder)
2. Go into the Menus folder in the Oblivion\Data folder
3. Delete the II backups folder
4. Right-click on the Menus folder and add to "Immersive Interface-4109.7z"
==OR If you want to make multiple configurations==
1. After step #3, create a new folder "" (i.e, "config 1")
2. Move (not copy) the Menus folder into the newly created folder
3. Run the EXE again (you may want to remove the uninstall file placed in the Data folder first)
4. Repeat steps 1 - 3 as many times as you like, stopping at step #2 after making your last configuration
5. Select all of the configuration folder and (7-zip) add them to "Immersive Interface-4109.7z"
>> notes: This packaging method does not require numbers appended to the beginning of the folder names. The numbers used in that method of packaging tell BAIN the order of installation. In those cases, it is important that a certain subpackage is designated as the "base," to be installed first. In this case, each of these subpackages contain the same files and are not used together. This "either-or" type package is basically a package that contains multiple mods. If the subpackages are just various complete setups of the same mod, or none of the files in the various subpackges overlap one another, then you do not need number at the head of the folder for BAIN to be able to install it. The only requirement is that each of the packages start at the same level. In this case they all start at the top level of the Data folder, which is recommended.
5. Move newly created archive up to Bash Installers folder
6. Run the uninstall file to cleanup.
7. Put the EXE in storage somewhere for safe keeping (i.e., Oblivion Mods\Executables) or add a folder "--Extras" in your Bash Installers folder and put the EXE in it.


The best way to prepare Immersive Inteface Bain ready package is to rename the data folders:
Menus to MenusX
Meshes to MeshesX
Textures to TexturesX

Then run II EXE and you will find the following files:

meshes\menus\enemy health bar\II_effect_timer01.nif
menus\prefabs\ui_config\hudmainmenu_config.xml
menus\prefabs\ui_config\hudreticle_config.xml
menus\main\hud_main_menu.xml
menus\main\hud_reticle.xml
menus\II_Backups\Original\hud_main_menu.xml

After packaging, you have just to delete the new created Menus/Meshes folders and rename the old folders MenusX /MeshesX to Menus/Meshes.
And that is it.

I personnaly switched to BTmod + II (I can't stand with any other UI).

DarkUI (my UI mod) is keep the elements the same size as vanilla. Those two work fine together for me. The method you've described above is true for repackaging many mods, which is why I suggest trying to do the repackaging before installing any mods. That way you have a clean Data folder with which you can perform the same procedure. However, many of us already have mods installed when doing this. I will mention this on one of the BAIN packages in the "Tips" section.


Thanks for the input!
- Tomlong75210
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mike
 
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Post » Wed Sep 01, 2010 9:45 pm

Thanks also for the huge and great TESIV guide sites. Really helpful for many people.
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josie treuberg
 
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