What MODS shoud still be installed with OBBM

Post » Wed Dec 14, 2011 5:37 pm

I am giving Oblivion another go, like some others posting lately, a fresh install.

I used to do everything using OBMM but now I have learned enough about Wrye Bash to install most of my mods that way, however,

quite a few major mods still have OBMM scripts and not wizards, even a mod as basic as the UOP has a OBMM script question about installing body meshes, maybe not all that important, but still could be a 'miss', installing with Wrye.

I would like to use Wrye all-the-way for my mods but I still find myself adding some mods with OBMM that have scripts, so

What mods should still be or are better advised to still be installed with OBBM?

Also, one or two mods, like All Natural and Better Cities, the wizards, for me, are not allowing me to finalize or finish the selection process (some other wizards work fine) and I have to more or less write down what my selections were and then tick them off manually? Is AUTO-WIZARD advisable? how can an AUTO-WIZARD make some choices that are just completely optional like color schemes for AWLS, for example. I thought it could be UAC (Vista) but some Wizards work fine for me and most mods install ok without this Wizard-won't-Finish problem I have.

Thank you for any advice.

Another question is can some overall effort be made to CLEAN those 'good' mods that just need a cleaning and repost them? for the kind of average player to use? Or everybody just has to do cleaning by themselves?
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Katharine Newton
 
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Post » Wed Dec 14, 2011 10:46 am

I know that Sensual Walks for Female NPCs requires OBMM. Its installation options are pretty complex, and I don't know if it can be done as a BAIN wizard.

The actual animations can be installed using BAIN though.
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Facebook me
 
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Post » Wed Dec 14, 2011 8:34 pm

Is AUTO-WIZARD advisable? how can an AUTO-WIZARD make some choices that are just completely optional like color schemes for AWLS, for example.

Auto-Wizard just means that the wizard will not show you an selection dialog if there is a default answer specified. It will use the default answer instead, and just skip the question. Default answers are setup by the modder who wrote the wizard. So for easiest install, sure. If you want more control, do a regular wizard, and specify your answers.

I thought it could be UAC (Vista) but some Wizards work fine for me and most mods install ok without this Wizard-won't-Finish problem I have.

Probably, the "Apply these selections" check box is hidden for you. Try resizing the wizard dialog to be taller. The check box should be right below the "Notes:" section.

Another question is can some overall effort be made to CLEAN those 'good' mods that just need a cleaning and repost them? for the kind of average player to use? Or everybody just has to do cleaning by themselves?

For most everything, you'll have to clean it yourself. It's about the modder's rights. If they specify that you're allowed to edit and reupload the mod, then it's find, but most likely they haven't given permission, so that's why you have to clean it yourself.
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Averielle Garcia
 
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Post » Wed Dec 14, 2011 11:35 am

Technically speaking the only thing that REQUIRES OBMM at this point is a mod that needs to edit the vanilla graphic shaders. BAIN can take all others. The wizard language has surpasses OBMM scripting in terms of ability so the only hurdle in cases like that are the authors, not the tools.
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Everardo Montano
 
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Post » Wed Dec 14, 2011 6:17 am

What the others said is true, but I know there is three things left that OBMM does.

1. Insert an edit in Oblivion.ini
2. Register a BSA file (activate a BSA file) in Oblivion.ini
3. Allows you to either browse a BSA file or view a Nif file
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Roy Harris
 
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Post » Wed Dec 14, 2011 11:36 am

What the others said is true, but I know there is three things left that OBMM does.

1. Insert an edit in Oblivion.ini
2. Register a BSA file (activate a BSA file) in Oblivion.ini
3. Allows you to either browse a BSA file or view a Nif file

Actually Wrye Bash can do the .ini edits, but it can be a bit of a hassle.

I still use OBMM for browsing/extracting BSAs though.
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Sam Parker
 
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Post » Wed Dec 14, 2011 7:54 pm

Actually Wrye Bash can do the .ini edits, but it can be a bit of a hassle.

Bash can edit existing entries, not add new entries.
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michael flanigan
 
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Post » Wed Dec 14, 2011 8:21 am

I stand corrected :)
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lexy
 
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Post » Wed Dec 14, 2011 10:54 am

I didn't mention BSA management on purpose. It has nothing to do with actual mod installations. It is not a requirement for any mod I'm aware of to unpack a BSA and do whatever needs doing to it.

Bash can edit existing entries, not add new entries.

Actually I'm 99% certain the wizards can add new entries just fine as well. You'd have to check the wizard docs though to be sure.
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helen buchan
 
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Post » Wed Dec 14, 2011 6:38 pm

Well I'm going of what Lojack communicated to me in the Wrye Smash thread.

I pointed out that with Skyrim there are a bunch of ini edits that can be added to the Skyrim.ini and he replied that bash cannot add them only edit them via INI tweaks.

But that is the ini tab - I'm not sure at all about the wizards ability to do this.
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Amber Hubbard
 
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Post » Wed Dec 14, 2011 6:12 am

Yes, and he was responding in the context of the ini tab. Wizards have nothing to do with that, and OBMM doesn't have any editing capabilities for that at all. So for installation purposes, yes, both programs can insert entries into an ini file. And so far as I can recall it doesn't even have to be Oblivion.ini.
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jessica breen
 
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Post » Wed Dec 14, 2011 11:50 am

Mod ini edits on the fly changed by the BAIN Wizard?

http://www.tesnexus.com/downloads/file.php?id=18305 is one example, that section of the Wizard is huge ....
Spoiler
     ; ==========================================     ; All Natural.ini tweaks for Wrye Bash v292+     ; ==========================================    If CompareWBVersion('292') >= 0    ; User has 292+, this If statement goes to nearly the end of this script.    ; Set options to 0 in .ini in preparation for next question    EditINI('ini\\All Natural.ini', 'set', 'ANVars.UseNW', 0)    EditINI('ini\\All Natural.ini', 'set', 'ANVars.UseAWS', 0)    EditINI('ini\\All Natural.ini', 'set', 'ANVars.UseEW', 0)        SelectMany "Please select which weathers you wish to use. All Natural will always use the default weathers built into the game, but you can also select none, multiple, or all the options below. Pick all the options if you want the maximum amount of weather diversity.",\        "|Natural Weather", "This will add all the weather types from Natural Environments by Max Tael.","",\        "|Atmospheric Weather System", "This will add all the weather types from AWS by HTF.","",\        "|Enhanced Weather", "This will add all the weather types from EW by HTF.",""        Case "Natural Weather"            EditINI('ini\\All Natural.ini', 'set', 'ANVars.UseNW', 1)            Break        Case "Atmospheric Weather System"            EditINI('ini\\All Natural.ini', 'set', 'ANVars.UseAWS', 1)            Break        Case "Enhanced Weather"            EditINI('ini\\All Natural.ini', 'set', 'ANVars.UseEW', 1)            Break    EndSelect    EditINI('ini\\All Natural.ini', 'set', 'ANVars.CTEnabled', '1')    EditINI('ini\\All Natural.ini', 'set', 'ANVars.CTSIEnabled', '1')    SelectOne "Select which color tinting you want to use.",\        "|Default - No Tinting","Most users will want to pick this option. Pick this if you want to use the standard weather colors.","-- Screenshots\\Color Tints\\AN-Tints-IC-Comparison-ANDefault.jpg",\        "Natural Weather Yellow","This will apply a yellow/green tint to clear, cloudy, and overcast weathers to match the original feel of Natural Weather by Max Tael.","-- Screenshots\\Color Tints\\AN-Tints-IC-Comparison-ANYellow.jpg",\        "Rose Red Tint","This will apply a red/orange tint to clear, cloudy, and overcast weathers for those who want a warmer feel.","-- Screenshots\\Color Tints\\AN-Tints-IC-Comparison-ANRed.jpg",\        "Darker Bad Weather","This will lower the overall brightness of foggy, overcast, and stormy weathers.","-- Screenshots\\Color Tints\\AN-Tints-DarkerBadWeather.jpg",\        "Natural Weather Yellow and Darker Bad Weather","Combines the yellow/green tint for clear, cloudy, and overcast weathers with the lowered brightness for foggy, overcast, and stormy weathers.","-- Screenshots\\Color Tints\\AN-Tints-DarkerBadWeather-ANYellow.jpg",\        "Rose Red Tint and Darker Bad Weather","Combines the red/orange tint for clear, cloudy, and overcast weathers with the lowered brightness for foggy, overcast, and stormy weathers.","-- Screenshots\\Color Tints\\AN-Tints-DarkerBadWeather-ANRed.jpg"        Case "Default - No Tinting"            EditINI('ini\\All Natural.ini', 'set', 'ANVars.ClearR', '1.00')            EditINI('ini\\All Natural.ini', 'set', 'ANVars.ClearG', '1.00')            EditINI('ini\\All Natural.ini', 'set', 'ANVars.ClearB', '1.00')            EditINI('ini\\All Natural.ini', 'set', 'ANVars.CloudyR', '1.00')            EditINI('ini\\All Natural.ini', 'set', 'ANVars.CloudyG', '1.00')            EditINI('ini\\All Natural.ini', 'set', 'ANVars.CloudyB', '1.00')            EditINI('ini\\All Natural.ini', 'set', 'ANVars.FogR', '1.00')            EditINI('ini\\All Natural.ini', 'set', 'ANVars.FogG', '1.00')~snip~

Metallicows http://www.tesnexus.com/downloads/file.php?id=38857 too.

The only thing left which needs OBMM as far as mod installations go is shader editing, shader installing Wrye Bash can also do, but shader editing is the only thing OBMM has which Wrye Bash doesn't, so if you use mods which need to Edit shaders at installation time you need OBMM .. Probably one or two out there (idk I dont use anything that needs to change shaders in any way).

As Arthmoor says BSA extraction is not really in the realm of installing mods, but theres a much better tool for doing that than OBMM now anyway - http://www.tesnexus.com/downloads/file.php?id=41042
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His Bella
 
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