EasiestBest way to install mods

Post » Tue May 08, 2012 4:21 am

Just did a clean install of Oblivion and grabbed updates to all the mods I use. I am used to using OBMM to install the mods and BOSS to order them and was curious if things have changed in the past few months where there is a better method. I have heard of BAIN but it seems like I need to repack all the mods I have and want to use for that format for it to work correctly. Is there someway to automate th eprocess or is it fine to just stick with OBMM, maybe switching to OBMM Extended?
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Ice Fire
 
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Post » Tue May 08, 2012 5:49 am

Yes, drag and drop your OMODs into the BAIN window. You may need to rearrange some, but you'll thank yourself in the end for getting rid of OBMM.
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Maddy Paul
 
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Post » Tue May 08, 2012 6:00 am

So BAIN can handle OMODs if I have them? So I can make the OMOD with OBMM and then install them using BAIN correct?
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Jonathan Egan
 
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Post » Tue May 08, 2012 1:01 pm

No, it converts them back to an archive. OBMM shouldn't be used except for BSA creation and extraction. You may need to reorder the archives, but it is honestly a lot better than sticking with OBMM.
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Dustin Brown
 
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Post » Tue May 08, 2012 4:05 pm

If I have the archives is there an easy way to get BAIn to install themw ithout having to deal with writing a bunch of installer files? I am a bit out of the loop when it comes to Oblivion modding as I haven't touched it in months.
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Roisan Sweeney
 
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Post » Tue May 08, 2012 5:00 pm

If you have the archives and not the OMODs, BAIN deals with those just fine.
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Lauren Denman
 
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Post » Tue May 08, 2012 7:39 am

A guide I was reading suggested BAIN wants the archive in a special way which is what the concern is since most are not designed for BAIN.
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Kat Stewart
 
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Post » Tue May 08, 2012 6:13 am

If I have the archives is there an easy way to get BAIn to install them without having to deal with writing a bunch of installer files? I am a bit out of the loop when it comes to Oblivion modding as I haven't touched it in months.
If you mean scripts, no, BAIN doesn't need them. It uses them when available to simplify otherwise complicated install packages, but even then you can usually skip the 'wizard' and make your selections manually if you so choose. OMODs offer scripting too, and if I recall correctly did so before BAIN.

BAIN packages are no harder to create than OMODs. They can be more time consuming since you can do so much more with them. Almost all my self-created BAIN packages tend to be "complex", meaning I set them up to offer selectable choices between, say, original meshes and PyFFI treated meshes. That's done via file structure, not scripts. Becomes second nature once you get the hang of it.

-Decrepit-
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jessica breen
 
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Post » Tue May 08, 2012 9:59 am

If you mean scripts, no, BAIN doesn't need them. It uses them when available to simplify otherwise complicated install packages, but even then you can usually skip the 'wizard' and make your selections manually if you so choose. OMODs offer scripting too, and if I recall correctly did so before BAIN.

BAIN packages are no harder to create than OMODs. They can be more time consuming since you can do so much more with them. Almost all my self-created BAIN packages tend to be "complex", meaning I set them up to offer selectable choices between, say, original meshes and PyFFI treated meshes. That's done via file structure, not scripts. Becomes second nature once you get the hang of it.

-Decrepit-
But if it is for very simple mods or some packaged to be OMOD ready I should have no issue getting it to work with BAIN as my installer?
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Gemma Flanagan
 
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Post » Tue May 08, 2012 1:32 pm

Best = BAIN

Easiest = OBMM

The issue is that if you want to be able to use BAIN's conflict detector then the more you use OBMM the less useful BAIN is.

so best and easiest don't mix - choose one.

http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ has more about this in the first post.
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DeeD
 
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