MMM and FCOM omod Installers

Post » Tue Mar 29, 2011 10:43 pm

thanks- got a good install this time

what's the purpose of the omod conversion data subfolder in the main MMM_OMOD_Installer_1_6_1.rar file? anything i need to do wtih it?

That is the folder that contains the OMOD conversion info. That is the information needed for an archive to be OMOD-Ready. Did you add that archive to the OMOD before you installed it? If you did, there is nothing more to worry about. All OMODs and OMOD-Ready archives contain that data.
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Maria Leon
 
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Post » Wed Mar 30, 2011 6:30 am

hello,

Thank you for making these OMODs. It really makes things easier for those of us who do not have too much experience with installing mods etc.

I need help with the following - I got this message when installing the MMM OMOD:

FCOM warning

Frans and OOO, but not FCOM detected. FCOM must be installed for this setup to work. Continue installation?


The instruction state to install MMM before FCOM though so why is it telling me this?

Doh - just read above posts on this page and got my answer :facepalm:
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Marie
 
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Post » Wed Mar 30, 2011 2:14 pm

Maybe I am doing something wrong but this link doesn't appear to be working:
http://devnull.sweetdanger.com/mods/FCOM_EntropicOrderRebalance.7z
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Becky Palmer
 
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Post » Wed Mar 30, 2011 1:06 pm

Maybe I am doing something wrong but this link doesn't appear to be working:
http://devnull.sweetdanger.com/mods/FCOM_EntropicOrderRebalance.7z


Use the link in the opening post in the FCOM thread: http://devnull.sweetdanger.net/mods/FCOM_EntropicOrderRebalance.7z. All the links in the FCOM opening post should be working AFAIK - and it has the most up to date info, links, versions etc., so should be the first stop regarding FCOM related matters.
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LijLuva
 
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Post » Wed Mar 30, 2011 2:33 am

um..got a wierd problem, i've made omods from using the installation scripts, except that now when i want to activate MMM, it says FCOM should be installed for the script to work, but FCOM installation process states that FCOM should be installed after all the overhauls...which is obvious, but i don't know if i should just click the continue installation to install MMM or something. Conversely if i try to install FCOM first it'll say that it requires all 4 overhauls to be installed, it also has the option to just continue installation even without them installed. So now i'm stuck because i can't install MMM or FCOM, well i can...but i don't know if it'll cause any problems...

edit: never mind this post someone above already stated the same problem
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Megan Stabler
 
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Post » Wed Mar 30, 2011 7:04 am

um..got a wierd problem, i've made omods from using the installation scripts, except that now when i want to activate MMM, it says FCOM should be installed for the script to work, but FCOM installation process states that FCOM should be installed after all the overhauls...which is obvious, but i don't know if i should just click the continue installation to install MMM or something. Conversely if i try to install FCOM first it'll say that it requires all 4 overhauls to be installed, it also has the option to just continue installation even without them installed. So now i'm stuck because i can't install MMM or FCOM, well i can...but i don't know if it'll cause any problems...
What it (means to) say isn't that FCOM should be installed first, but that FCOM must be installed too (afterwards) for the setup to work.

I will change/clarify the text when the next version of MMM (and my installer) comes.

edit: never mind this post someone above already stated the same problem
OK :)
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Alyce Argabright
 
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Post » Wed Mar 30, 2011 9:29 am

ok now i've run into another problem, with the FCOM installation script. While installing FCOM, it tells me that i should uninstall Cobl tweaks, which is fine because FCOM says it shouldn't be installed, so i delete that esp, but then in the end, it tells me that FCOM might not have been enabled properly because it could not find Cobl tweaks.esp in my data dir...wut? :|
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john page
 
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Post » Wed Mar 30, 2011 12:55 am

ok now i've run into another problem, with the FCOM installation script. While installing FCOM, it tells me that i should uninstall Cobl tweaks, which is fine because FCOM says it shouldn't be installed, so i delete that esp,
So far so good. The installation script checks if you have cobl installed, and if so installs FCOM_Cobl.esp, and also checks and give warning if Cobl Tweaks.esp is installed.

but then in the end, it tells me that FCOM might not have been enabled properly because it could not find Cobl tweaks.esp in my data dir...wut? :|
Who/what is telling you that? Not the FCOM installation script, or what?

Or do you mean to say that the installation script complains that it couldn't find FCOM_Cobl.esp?
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rae.x
 
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Post » Wed Mar 30, 2011 2:12 pm

no no, i mean exactly what i wrote. so basically, i activate uFCOM omod, and it starts installing, letting me choose options etc. so somewhere close to the beginning it tells me that it detected cobl tweaks.esp, and says that i should uninstall that, aka delete the esp. I think what i did wrong was that i deleted the esp, before i finished installing the omod, so basically at the end of the installation, it will say that cobl tweaks.esp is not found, so the omod might not have been properly enabled. so now basically i *think* it installed all the esps but it's just not a blue square in obmm. anyway, so what i did in the end was that i restored cobl tweaks.esp, it gave me the warning, i let it install anyway, and after the end of the installation i deleted cobl tweaks.esp.

and in fact, i think if this installation is for FCOM, fcom_cobl shouldn't be installed at all, as stated in the fcom thread. so maybe it needs to be updated? (mmm_cobl supercedes fcom_cobl).
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Megan Stabler
 
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Post » Wed Mar 30, 2011 7:08 am

On a tip from Arkngt in the MMM Relz thread i am posting my questions here as well. :)



Ok i downloaded the Public Release archive...the BSA and the Omod installer from TheNiceOne. The only archive that Hat a folder structure was the Omod installer, the other two do not. Now i am uncertain if it makes a difference for a Omod installer, but i assume i have to place them in correct folders before i pack it with 7z and then make an Omod out of it?

This screenshot shows how i have it at the moment:

http://i176.photobucket.com/albums/w172/Illius_photos/Diversen/MMMOmodConversion.jpg

*The Data folder contains all the ESP/ESM from the PR Archive and the BSA.
*The Omod conversion data contains just that. Can i keep it where it is or do i have to place it in the Data folder as well?
*In the Data folder there already is a Mart's Monster Mod.esp that is newer then the MMM.esp that comes with the Omod installer. I assume that i can delete the one that comes with the Omod Installer?
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Hazel Sian ogden
 
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Post » Wed Mar 30, 2011 12:32 pm

On a tip from Arkngt in the MMM Relz thread i am posting my questions here as well. :)
Good, I only read the MMM when I'm not too busy...

Ok i downloaded the Public Release archive...the BSA and the Omod installer from TheNiceOne. The only archive that Hat a folder structure was the Omod installer, the other two do not. Now i am uncertain if it makes a difference for a Omod installer, but i assume i have to place them in correct folders before i pack it with 7z and then make an Omod out of it?
No, you're doing it all wrong :)

You shall NOT unpack or pack anything at all.

You shall simply download the archives (.7z or .rar files), then start OBMM, and add those downloaded archives to one and same omod, as described in the instructions.

Hope that helps :)
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dav
 
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Post » Wed Mar 30, 2011 4:53 am

I see, i never thought a Omod could be made from severall seperate archives together without unpacking them first? Man i got to learn how to read a little better, either way thanks TheNiceOne. :) :foodndrink:
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Love iz not
 
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Post » Wed Mar 30, 2011 12:19 am

Just so you know, the entropic order download link is broken, has a .com instead of a .net for me at least
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SEXY QUEEN
 
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Post » Wed Mar 30, 2011 6:40 am

edit: wrong thread
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amhain
 
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Post » Wed Mar 30, 2011 6:44 am

I've been away for a while, so I've forgotten the answer to this question: which OMOD do you use if you intend to have OOO and MMM installed, but not all of FCOM? I didn't see it in the OP. I think I'm supposed to use the FCOM version for this, but wanted to be sure before continuing. :)

Gah, ignore that; I had a major brain lapse. :facepalm: I figured it out. Man, I take two years away from this game, and look what happens. :P
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Vickey Martinez
 
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Post » Wed Mar 30, 2011 8:19 am

is it possible to delete the resources of FCOM and replace it with the BSA file ( you can find the BSA in the FCOM convergence and UFCOM thread)?
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c.o.s.m.o
 
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Post » Wed Mar 30, 2011 10:56 am

is it possible to delete the resources of FCOM and replace it with the BSA file ( you can find the BSA in the FCOM convergence and UFCOM thread)?
You can just remove the resources from the FCOM archive (and repack it), alternatively, remove them from the omod before clicking on the final "create". The omod installer will then probably complain a few times about missing resources, but install the esp/esm files as normal. You must then manuall install/rename the bsa file.

This should work, but I of course plan to update the installers when a new version of FCOM is released.
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evelina c
 
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Post » Wed Mar 30, 2011 5:41 am

Thanks for the very professional work which makes using MARTS MONSTER MOD such a joy to install with plenty of comforting hand holding :icecream:
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Kayla Bee
 
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Post » Wed Mar 30, 2011 8:44 am

So far so good. The installation script checks if you have cobl installed, and if so installs FCOM_Cobl.esp


Is this right? On the FCOM thread, it states the following:

Quick Cobl for UFCOM Guide

1. Download and install Cobl 172.
2. Download and install Loot-Drop-Merchant changes Proposal.
3. Download and install the MMM 3.7b3 Cobl Update.
4. Don't use FCOM_Cobl.esp or Cobl Tweaks.esp. Use OOO Cobl 1.32 if you want its ingame menu for OOO options.


Step 4 says not to use FCOM_Cobl.esp, but your install script adds this esp if it detects Cobl. Is your script incorrect or do I want to use FCOM_Cobl.esp?


EDIT 2: EDIT: Also, is your FCOM OMOD installer compatible with the FCOM bsa? Meaning if I were to make another FCOM Convergence archive identical to the original, except replace the meshes and textures folders with the .bsa file, will your script be able to handle it? You answered this question a few posts above mine :P
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Natalie J Webster
 
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Post » Wed Mar 30, 2011 11:15 am

Is this right? On the FCOM thread, it states the following:



Step 4 says not to use FCOM_Cobl.esp, but your install script adds this esp if it detects Cobl. Is your script incorrect or do I want to use FCOM_Cobl.esp?


FCOM_Cobl should be used for a "normal" Cobl install with the current "official" releases. The guide in the FCOM thread is for the "beta" release of Loot-Drop-Merchant changes Proposal. So both are valid.
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Tracey Duncan
 
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