Removing an active omod

Post » Fri Nov 05, 2010 2:43 am

I'm in the middle of converting most of my omods to bains, but I can't figure out a way for them to be disabled or deleted without obmm forcing a disable or removing the files on next startup.

This is somewhat of a problem since 1) the omods are fairly large (long time to reinstall them in bash) and 2) some of the files might have been overwritten by mods in bash, without obmm recognizing it. Worst case scenario is that I have to anneal/reinstall quite a few mods in Bash. So I'd rather just make obmm forget about the mods and ignore the leftover files, since I can't remove it (DarnUI and some other scripted omods need obmm)

So far I've tried Delete (it forces a disable), removing the omod manually from the mod folder (obmm removes its data files next startup). Only thing I can think of now is making every file in Data\ readonly... o_O
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Vera Maslar
 
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Post » Thu Nov 04, 2010 8:51 pm

I do not understand this at all. Just deactivate the OMODs. Why do you have to delete them? In OBMM's settings, check the option that says it cannot modify the load order. OBMM does not delete plugins installed outside of it. Just make sure that the relevant OMODs are deactivated and you close OBMM (so that OBMM saves the updated state) before you activate the mod through BAIN. Otherwise, OBMM will think that the plugins should (not) be there and start throwing a fit. You do not need to be dealing with BAIN to experience that. That is for sure...
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Sarah MacLeod
 
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Post » Thu Nov 04, 2010 5:40 pm

I think the OP is asking about deactivating the mods but leaving the meshes, sound and textures behind. I believe you can just remove the checkbox on the esp file in the list of activated mods. It will yell at you about the esp belonging to an omod, but you should be able to uncheck it anyway. Then your residual data files are still all there.


Thaellar
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Alada Vaginah
 
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Post » Thu Nov 04, 2010 6:46 pm

I'm sorry if I was unclear, I'll try to rephrase it:

Right now I have a lot of BAINs, since Bash is my main mod manager. I have a few OMODs installed as well, since I used OBMM at first when I installed Oblivion this time.

Now however, I want to have all but the ones that needs OBMM-scripting (DarNUI and some mods that edit shaders) as BAINs, handled by Bash. Mostly because of much better compatibility and file mismatch checks in Bash than in OBMM.

In the best of worlds I'd just tell OBMM to "forget" about all but a few mods, causing the omods to disappear from OBMM, but the files (all files) the OMODs installed to remain unchanged. This is because some of my mods in Bash have overwritten some of the OMODs, but OBMM have no way of knowing that.

Now that I come to think of it, perhaps reinstalling OBMM and then reinstalling the needed OMODs without overwriting anything would do the trick.
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SaVino GοΜ
 
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Post » Thu Nov 04, 2010 5:21 pm

All you have to do is delete the OMOD then... Also, DarnUI was re-uploaded by Wrye in a BAIN-Ready format. He even included the INI tweaks for it in Bash's pre-made INI tweaks.
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A Dardzz
 
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Post » Fri Nov 05, 2010 7:41 am

All you have to do is delete the OMOD then... Also, DarnUI was re-uploaded by Wrye in a BAIN-Ready format. He even included the INI tweaks for it in Bash's pre-made INI tweaks.

If you mean delete the OMOD when OBMM is still installed, then no, that won't work. If I do it from within OBMM, it forces a disable and removes all installed datafiles. If I remove it manually from obmm\mods\, OBMM will remove the installed data files the next time I start it. Both ways are equal to deactivating them, which I do not want.

I didn't know about the reupload though. I'll need to check that out! (Hope it works with DarkUI'd DarN) :)
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Judy Lynch
 
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Post » Thu Nov 04, 2010 9:37 pm

Why do you not want it to remove all installed data files? There isn't a force disable option in the context menu or something... You can unlink the plugin files (through the plugin context menu in OBMM) and just move all of the loose folders out of the Data folder temporarily while you delete OMODs. OBMM does not really keep track of Data files, so it will not complain if they all happen to go missing, haha... ^____^
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kirsty joanne hines
 
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Post » Thu Nov 04, 2010 10:03 pm

Why do you not want it to remove all installed data files? There isn't a force disable option in the context menu or something... You can unlink the plugin files (through the plugin context menu in OBMM) and just move all of the loose folders out of the Data folder temporarily while you delete OMODs. OBMM does not really keep track of Data files, so it will not complain if they all happen to go missing, haha... ^____^

According to Bash, some of the data files have been replaced since I installed them from the OMODs, and I'm not sure what mods that have replaced them... If I delete them I could get all sorts of trouble :/

Unlink plugin files? I can't find it, only the opposite, activating without installing anything.

EDIT: I went with your suggestion and renamed Data\ while I deactivate the mods. Seems to work perfectly. :)
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naome duncan
 
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Post » Fri Nov 05, 2010 2:14 am

According to Bash, some of the data files have been replaced since I installed them from the OMODs, and I'm not sure what mods that have replaced them... If I delete them I could get all sorts of trouble :/

Unlink plugin files? I can't find it, only the opposite, activating without installing anything.

EDIT: I went with your suggestion and renamed Data\ while I deactivate the mods. Seems to work perfectly. :)

...same thing. If you right-click on a plugin in OBMM's plugin list window, 'Unlink' is in the context menu's options. Unlink means unlink from an OMOD. If the plugin is not associated with an OMOD, that option would not be applicable.
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Auguste Bartholdi
 
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Post » Thu Nov 04, 2010 7:04 pm

...same thing. If you right-click on a plugin in OBMM's plugin list window, 'Unlink' is in the context menu's options. Unlink means unlink from an OMOD. If the plugin is not associated with an OMOD, that option would not be applicable.

Ah, I misunderstood. I thought you meant the omods themselves, not the esps.

Anyway, it works now. Many thanks for the help Tomlong. :)
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Sabrina Schwarz
 
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Post » Fri Nov 05, 2010 3:06 am

Sure. ^____^


Happy gaming!
- Tomlong75210
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matt
 
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