...but if that comes at the cost of another unique file format (FOMODS on top of OMODS), that's not worth it IMHO. OMODS are, I find, a right pain in the ass, as they're only readable by OBMM, and for seemingly no good reason - you could just have easily supported plain .7z/.zip archives with an "omod data" folder (with the contents being equivalent to the contents of "omod conversion data" folders), but for some reason this wasn't chosen. I can't stand it when programs introduce new file formats when they're not necessary, it just complicates everything so much more, and that's part of the reason BAIN is so great IMHO. No having to re-compress archives when you've downloaded them. I am dismayed that FOMM decided to go the same route...
To begin, the port wouldn't force a new file format onto Oblivion users. Part of the port would be to make FOMM able to use OMODs, as they currently are. With respect to file formats, there seems to be some misunderstanding. FOMods aren't another file format, they are exactly what you describe: a simple compressed archive (any format you want) that contains a well-known info folder whose contents are roughly equivalent to "omod conversion data," so no need to be dismayed
Apologies if this came across as a bash-OBMM/FOMM-in-favour-of-WB post,
No worries, the whole point of this thread is to see if this is how people feel.
Learning a bit more about FOMM was nice - so to be clear, I can make individual files take precedence from different mods?
For e.g., if I have QTP3 and Vibrabnt Textures, and I want particular textures from QTP3, and particular ones from Vibrant Textures, I can do that with FOMM? I guess I can't do that with BAIN, can I?
Yes, FOMM allows that sort of file customization.
As an aside, I'm not trying to convince anyone that FOMM (or OBMM) is better than any other manager. I'm simply trying to guage the level of interest in the possible port of FOMM to Oblivion. So, if you don't think it's a good idea let me know; I shan't take it personally.