TESIV:POSItive Installation Guides

Post » Tue Feb 01, 2011 2:22 pm

Those are the docs. That is all I meant. If you look at the HTML, that is the ReadMe... You can copy whichever of those docs you want or none at all. The guides would become unreasonably long if I included every exactly file name. ReadMes and documentation, its all the same to me. They server the same purpose. Did you try clicking on any of those?


Edit: The HTM (not HTML) is the ReadMe file.

Edit: I will change the Fran step to say docs. It has been forever since I have installed Francesco's mod. I knew that the docs were in a folder though... Oh, well. I'll make the change anyway. With BAIN, it would probably be best to stick that Fran folder in an additional folder, Docs, so that BAIN places the entire folder there, instead of either slopping all of it loose into the Docs folder or installing Fran's folder in the Data folder.



I had a look at the HTML Doc.I didn't realise that also counted as a readme file.I thought they were just .txt files. :blush:

It looks as though I finally cracked it.

I have to ask.Theres at least four other .exe files I need to convert.Do i follow the same instructions to convert them please?

Looking in The FCOM Installation Guide Mentions converting MMM.The Version I have is the Complete BSA version.Does this still need converting for bain or just renaming?

With OOO Complete.I converted the version I was using into an OMOD Archive,with the conversion data file.It still contains the .EXE inside.Should I unpack this for Bain or will the OMOD coversion data file sort it out when it comes to installing?

Thank you again.

James.
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Ana Torrecilla Cabeza
 
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Post » Tue Feb 01, 2011 2:58 pm

ReadMe files can be HTML, HTM, DOC, RTF, TXT and who knows what else. If it can be read, I guess it can count as a ReadMe.

What are the four other EXE files you need to convert? The guide only covers the BSA version. MMM is not a complete BSA. BSAs only contain data files. MMM has plugins. Just read the instructions. It goes through the conversion of all of the FCOM components. The guide says what to do with the BSA and the rest of MMM.

Wait. Are you doing a BAIN install or an OMOD install? The guide specifically says to get the OOO 1.33 Complete archive version anyway. There is no mention of doing anything with an executable for OOO. Also, OMOD Conversion Data has nothing to do with BAIN or executables. It cannot sort out anything. All that would happen when you activate that OMOD is that the EXE would be dropped into the Data folder. That would be useless.
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Sylvia Luciani
 
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Post » Tue Feb 01, 2011 9:31 pm

Good morning!

Well, things have been a little crazy lately... been really struggling to work in some playing time along with fixing various problems. Oh, and then there's "real life"... ugh!

Anyway, things w/ my build have been so-so. I had things really solid, but just could not leave well enough alone! I've installed some mods, taken some back out, even put a couple back in. The good news is I've used BAIN for pretty much all of it. The less-than-good-news is that I have introduced some instability. It's not terrible, but it's also not as good as it was.

So I am thinking that a rebuild is looming closer and closer on the horizon...

Before I do that this time though, I want to have a better plan in mind, and I would like to enlist your help when I put that plan together. There are some things I definitely would like to have, and your expertise would really come in handy when the new mod list is compiled. Plus, you know a good deal about hardware and what kind of expectations are realistic given specs.

I will get back with you when I think I'm closer to starting this process over again. In the meantime, thanks a million for helping me learn so much in the past few months! I wouldn't be able to approach this capably without your input.

veg
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Darlene DIllow
 
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Post » Tue Feb 01, 2011 9:01 pm

Good morning!

Well, things have been a little crazy lately... been really struggling to work in some playing time along with fixing various problems. Oh, and then there's "real life"... ugh!

Anyway, things w/ my build have been so-so. I had things really solid, but just could not leave well enough alone! I've installed some mods, taken some back out, even put a couple back in. The good news is I've used BAIN for pretty much all of it. The less-than-good-news is that I have introduced some instability. It's not terrible, but it's also not as good as it was.

So I am thinking that a rebuild is looming closer and closer on the horizon...

Before I do that this time though, I want to have a better plan in mind, and I would like to enlist your help when I put that plan together. There are some things I definitely would like to have, and your expertise would really come in handy when the new mod list is compiled. Plus, you know a good deal about hardware and what kind of expectations are realistic given specs.

I will get back with you when I think I'm closer to starting this process over again. In the meantime, thanks a million for helping me learn so much in the past few months! I wouldn't be able to approach this capably without your input.

veg

Okay, you know where to find me. ;)


Happy gaming!
- Tomlong75210
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Madison Poo
 
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Post » Wed Feb 02, 2011 1:25 am

ReadMe files can be HTML, HTM, DOC, RTF, TXT and who knows what else. If it can be read, I guess it can count as a ReadMe.

What are the four other EXE files you need to convert? The guide only covers the BSA version. MMM is not a complete BSA. BSAs only contain data files. MMM has plugins. Just read the instructions. It goes through the conversion of all of the FCOM components. The guide says what to do with the BSA and the rest of MMM.

Wait. Are you doing a BAIN install or an OMOD install? The guide specifically says to get the OOO 1.33 Complete archive version anyway. There is no mention of doing anything with an executable for OOO. Also, OMOD Conversion Data has nothing to do with BAIN or executables. It cannot sort out anything. All that would happen when you activate that OMOD is that the EXE would be dropped into the Data folder. That would be useless.


Hi Tomlong.

Thank you very much for your reply.

Sorry for my late reply.PC acting up.Taken all day to get it started. :brokencomputer:

I misread the instructions a while back when converting all the mods I was using in OBMM.I missed the part about Convert to Archive and Ignore adding the Conversion Data File.So Noe I've almost 100 Archives with OMOD conversion files.It took hours.Now I'll have to remove them all lol :facepalm:

Thank you for putting me right with OOO.I have All Versions of Mods of Mods from .exe,omod and manual just in case I forget something lol :whistling:

My Other EXE's. GATES TO AESGAARD Both versions and patch,Cyrodiil Upgrade Resource Pack V1.4.8 & Cyrodiil Upgrade Overhaul. Both ,EXE but initial install Package is a Simple manual install.Need these for Kvatch Aftermath and Origins of the Mages Guild. Bank of Cyrodiil.

I was planning to use OBMM for all Texture mods like,Vibrant textures, RAEVWD SI Edition - Bomret Texture Pack, Qarl's Texture Pack 3 Redimized and Further Reduced etc

I've read your thread about using Optimized meshes. I have a couple downloaded.One for OOO.133 and Quarls.Would it be better or safer for me to not use these,and try Optimising Oblivion.esm?

Once again thank you for your time and help.

With total respect.

James.
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Tai Scott
 
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Post » Tue Feb 01, 2011 9:43 pm

What is Optimizing Oblivion.esm? What would it have to do with using mesh replacers, which is what the PyFFI-optimized files you downloaded are?

You can leave the OMOD conversion data. BAIN skips it. Just do not pack the OMODs.

GTA 1&2 are simple packages. You can just put their contents into a folder. Remember to run the patch updated for GTA1 before packing it. I think CUO is the same way. Before installing them, rename your Data folder (i.e., to DataO) and create a new Data folder. Install the executables into that. If they complain about Oblivion.esm not being there, copy it into the new "fake" Data folder. Pack up whatever is installed there (excluding the Oblivion.esm if you have had to copy it.)

It make sense to use BAIN for the texture replacers. That is probably OBMM's biggest weak point, installing and uninstalling mods with lots of overlapping files (i.e., many textures replacers or many cosmetic mods.) Prioritized installation of texture replacers is how we push BAIN into the spotlight...

What in the world is this Optimizing Oblivion thing? It is the second time I have seen a reference to it this week, and I have no clue what it is. Could someone please give me a link to it or something?
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Franko AlVarado
 
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Post » Tue Feb 01, 2011 9:54 pm

What is Optimizing Oblivion.esm? What would it have to do with using mesh replacers, which is what the PyFFI-optimized files you downloaded are?

You can leave the OMOD conversion data. BAIN skips it. Just do not pack the OMODs.

GTA 1&2 are simple packages. You can just put their contents into a folder. Remember to run the patch updated for GTA1 before packing it. I think CUO is the same way. Before installing them, rename your Data folder (i.e., to DataO) and create a new Data folder. Install the executables into that. If they complain about Oblivion.esm not being there, copy it into the new "fake" Data folder. Pack up whatever is installed there (excluding the Oblivion.esm if you have had to copy it.)

It make sense to use BAIN for the texture re-placers. That is probably OBMM's biggest weak point, installing and uninstalling mods with lots of overlapping files (i.e., many textures replacers or many cosmetic mods.) Prioritized installation of texture replacers is how we push BAIN into the spotlight...

What in the world is this Optimizing Oblivion thing? It is the second time I have seen a reference to it this week, and I have no clue what it is. Could someone please give me a link to it or something?


Hi Tomlong.

Once again a very big thank you for replying and your information.

I might be getting confused with the optimizing Oblivion after reading this,

5. I unpacked Oblivion - Meshes.BSA, pyffied the 8 folders named Architecture, clutter, dungeons, furniture, landscape, plants, rocks and sky, then omoded them and activated. Others used Optimized Pyffyied Vanilla Meshes Patch. If you want to PYFFI other mesh groups, it is possible but be sure you know what you're doing, i.e. RTFM first. PYFFIing the meshes in your game is maybe the most useful step for improving your performance.

From the 50 steps for a FCOM install. Reading a lot of stuff on TES Download main site.More optimized Mods are appearing.Such as Optimized Oscuro Oblivion Overhaul 1.33 Beta Patched Meshes,Operation_Optimization_1_1_1-BAIN,and Optimized QTP3 meshes.

Would it be easier to do your own or use these?

I've read working with BAIN+Certain OMOD's Make for a more stable build. I'm adding links to show which Mods I've Downloaded.If you have the time Could you possibly check which would be better loaded in OBMM please? If you can't No Problem,I know your busy with other Projects. :)

[IMG]http://i667.photobucket.com/albums/vv32/Nilms09/FCOMMods1.jpg[/IMG]

[IMG]http://i667.photobucket.com/albums/vv32/Nilms09/FCOMMods2.jpg[/IMG]

[IMG]http://i667.photobucket.com/albums/vv32/Nilms09/FCOMMods3.jpg[/IMG]

Once again thank you very much for taking so much time trying to help.Very much Appreciated :tops:

with my up most respect.

James. :foodndrink:
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Liv Staff
 
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Post » Tue Feb 01, 2011 12:56 pm

Hi Tomlong.

Once again a very big thank you for replying and your information.

I might be getting confused with the optimizing Oblivion after reading this,

5. I unpacked Oblivion - Meshes.BSA, pyffied the 8 folders named Architecture, clutter, dungeons, furniture, landscape, plants, rocks and sky, then omoded them and activated. Others used Optimized Pyffyied Vanilla Meshes Patch. If you want to PYFFI other mesh groups, it is possible but be sure you know what you're doing, i.e. RTFM first. PYFFIing the meshes in your game is maybe the most useful step for improving your performance.

From the 50 steps for a FCOM install. Reading a lot of stuff on TES Download main site.More optimized Mods are appearing.Such as Optimized Oscuro Oblivion Overhaul 1.33 Beta Patched Meshes,Operation_Optimization_1_1_1-BAIN,and Optimized QTP3 meshes.

Would it be easier to do your own or use these?

I've read working with BAIN+Certain OMOD's Make for a more stable build. I'm adding links to show which Mods I've Downloaded.If you have the time Could you possibly check which would be better loaded in OBMM please? If you can't No Problem,I know your busy with other Projects. :)

[IMG]http://i667.photobucket.com/albums/vv32/Nilms09/FCOMMods1.jpg[/IMG]

[IMG]http://i667.photobucket.com/albums/vv32/Nilms09/FCOMMods2.jpg[/IMG]

[IMG]http://i667.photobucket.com/albums/vv32/Nilms09/FCOMMods3.jpg[/IMG]

Once again thank you very much for taking so much time trying to help.Very much Appreciated :tops:

with my up most respect.

James. :foodndrink:

Please, do not follow that guide and mine. I think we went through this already. You can find the steps to PyFFI the Oblivion meshes BSA in the opening post of the site's thread or on the PyFFI page of the site. Please, ignore that. There is no reason to pack anything into an OMOD.

Get your BAIN setup together before you worry about PyFFI-optimization. You can find links to those downloads on the Stabilization and Optimization Mods page at TESIV:POSItive. Operation Optimization is not necessary with PyFFI. It would certainly be easier to download those patches than to take hours and hours PyFFI-optimizing those mods yourself.

Whatever you read about BAIN+OMODs is bogus. How you go about installing mods has nothing to do with the stability of your setup. The only thing that matters is how thorough the user is. I highly recommend sticking to one method of installation, unless you really know your mod setup. The only mods BAIN users must install with OBMM for now are shader editors. For you, that means the only mods you should pack into OMODs are Detailed Terrain and any other shader editors you intend to use.
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NO suckers In Here
 
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Post » Tue Feb 01, 2011 11:28 pm

Good morning,

I am now in the midst of my new build, and reading that last post brought up a question (sort of)...

WRT PyFFI-optimized mods, you really can add them at any time, right? For example: If I have installed LowTriPolyGrass, but then later PyFFI the meshes, I can always add the PyFFI'd version later as long as it has a higher order (eg: higher number in the BAIN Order column), right? And if I leave the old version there, I'll not only have optimized meshes, but also the originals as backup. Sound about right?

And by the way, I am finally using groups in BAIN. It makes so much sense now...
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Helen Quill
 
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Post » Tue Feb 01, 2011 11:48 pm

You can add any data files at any time, as far as I know. That information is not saved in save files, so those changes are not permanent.
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Lyndsey Bird
 
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Post » Wed Feb 02, 2011 1:56 am

Thanks for the assist Tomlong

My status is that I'm using OBMM and I'm at this http://sites.google.com/site/oblivionpoinfo/walkthroughs/fcomguide/obmminstallfcom in the guide and I'm trying to install MMM. The problem is its not giving me the options for the 'MMM for OOO' versions of the plug ins when installing it.
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Emily Graham
 
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Post » Tue Feb 01, 2011 4:50 pm

Thanks for the assist Tomlong

My status is that I'm using OBMM and I'm at this http://sites.google.com/site/oblivionpoinfo/walkthroughs/fcomguide/obmminstallfcom in the guide and I'm trying to install MMM. The problem is its not giving me the options for the 'MMM for OOO' versions of the plug ins when installing it.

Ooohhh, gotcha. The warnings in the guide are only missing one thing, and that is that if you want to use Diverse Runeskulls, you should use the Loot OOO version. I forgot to add that, and I meant to update those steps across all of the guides with MMM's setup. I will do that now.
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jenny goodwin
 
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Post » Wed Feb 02, 2011 1:09 am

Hi Tomlong.

Again tyvm for your reply and information.

A couple of final questions I hope.

The only mods BAIN users must install with OBMM for now are shader editors. For you, that means the only mods you should pack into OMODs are Detailed Terrain and any other shader editors you intend to use.

What are shader editors please?

Mods that are detailed Terrain.

Will those be Any Qarls Mods, Corepcs Vibrant texture Mods,Koldron textures, Mtgr textures? http://www.tesnexus.com/downloads/file.php?id=30368 Link for you to take a look.

Thank you again,

James.
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sophie
 
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Post » Tue Feb 01, 2011 9:11 pm

Hi Tomlong.

Again tyvm for your reply and information.

A couple of final questions I hope.

The only mods BAIN users must install with OBMM for now are shader editors. For you, that means the only mods you should pack into OMODs are Detailed Terrain and any other shader editors you intend to use.

What are shader editors please?

Mods that are detailed Terrain.

Will those be Any Qarls Mods, Corepcs Vibrant texture Mods,Koldron textures, Mtgr textures? http://www.tesnexus.com/downloads/file.php?id=30368 Link for you to take a look.

Thank you again,

James.

Texture replacers are not Shader editors. Textures and Shaders are two very, very different file type groups. Shader editors edit the Oblivion shaders. That's it. Just read the mod's description. It will say. If you look at a mod's contents in BAIN and it contains a Shaders folder (files starting with "Shaders" in their file paths), do not install it with BAIN.


Edit: Personally, I've only used two. Read the descriptions. Shaders are mentioned in both.

QTDoF - http://www.tesnexus.com/downloads/file.php?id=8773
Detailed Terrain - http://www.tesnexus.com/downloads/file.php?id=15245
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Hilm Music
 
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Post » Tue Feb 01, 2011 4:56 pm

Good evening,

I just made a BAIN package out of HGEC 1.21. It's not the prettiest thing I've ever done, but it should work, which is what matters.

First off, do you happen to know if I just wasted my time? (Wouldn't be the first time, Ha ha!) It was a good exercise, but perhaps a BAIN package of this thing has already been made?

Second, I'm including the structure of the package below. If you have a sec, see how it looks to you. And if it's OK, do you think this is something anyone else might benefit from?

Spoiler
Package Structure:00 Common (Textures and Feet)\  Meshes\    characters\      _male\        femalefoot.nif  Textures\    characters\      argonian\        female\          footfemale.dds          footfemale_n.dds          handfemale.dds          handfemale_n.dds      darkelf\        female\          footfemale.dds          footfemale_n.dds          handfemale.dds          handfemaleorig.dds      dremora\        female\          footfemale.dds          footfemale_n.dds          handfemale.dds      imperial\        female\          footfemale.dds          footfemale_n.dds          handfemale.dds          handfemale_n.dds        headhuman.dds      khajiit\        female\          footfemale.dds          footfemale_n.dds          handfemale.dds          handfemale_n.dds        male\          footmale.dds          footmale_n.dds      orc\        female\          footfemale.dds          footfemale_n.dds          handfemale.dds01 Hands - Fighter\  Meshes\    characters\      _male\        femalehand.nif01 Hands - Normal\  Meshes\    characters\      _male\        femalehand.nif02 nvde - Upper Body - EBE\  meshes\    characters\      _male\        femalelowerbody.nif        femaleupperbody.nif02 nvde - Upper Body - Fighter (A Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Fighter (B Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Fighter (C Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Fighter (D Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Fighter (E Cup)\  Meshes\    characters\      _male\        femalehand.nif        femalelowerbody.nif        femaleupperbody.nif02 nvde - Upper Body - Fighter (HA Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Fighter (HB Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - GUTS\  Meshes\    characters\      _male\        femalelowerbody.nif        femaleupperbody.nif02 nvde - Upper Body - Normal (A Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Normal (AA Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Normal (B Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Normal (C Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Normal (D Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Normal (E Cup)\  Meshes\    characters\      _male\        femalehand.nif        femalelowerbody.nif        femaleupperbody.nif02 nvde - Upper Body - Normal (HA Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif02 nvde - Upper Body - Normal (HB Cup)\  Meshes\    characters\      _male\        femaleupperbody.nif03 nvde - Lower Body (L)\  Meshes\    characters\      _male\        femalelowerbody.nif03 nvde - Lower Body (LL)\  Meshes\    characters\      _male\        femalelowerbody.nif03 nvde - Lower Body (M)\  Meshes\    characters\      _male\        femalelowerbody.nif03 nvde - Lower Body (S)\  Meshes\    characters\      _male\        femalelowerbody.nif04 Underwear - EBE\  meshes\    characters\      _male\        femalelowerbody.nif        femaleupperbody.nif04 Underwear - Fighter\  Meshes\    characters\      _male\        femalelowerbody.nif        femaleupperbody.nif  Textures\    characters\      imperial\        underwearlower.dds        underwearlower_n.dds        underweartop.dds        underweartop_n.dds04 Underwear - Normal\  Meshes\    characters\      _male\        femalelowerbody.nif        femaleupperbody.nif  Textures\    characters\      imperial\        underwearlower.dds        underwearlower_n.dds        underweartop.dds        underweartop_n.dds10 MGEC (Modder Resource)\  MGEC readme.txt  meshes\    characters\      _male\        femalefoot.nif        femalehand.nif        femalelowerbody.nif        femalelowerbodyF.nif        femaleupperbody.nif        femaleupperbodyF.nif


TIA,
veg

EDIT: forgot the package structure! :facepalm:
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mollypop
 
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Post » Tue Feb 01, 2011 4:02 pm

Nice. That is how I would have repackaged it. How did you generate the structure, by the way? Unfortunately, no, there is nothing close to BAIN structure for that. The only other ways I can think of for shortcutting the repackaging process are to use OMOD scripts to create the structure. You can do that explicitly, or install the mod, rename the Data folder (or move the installed contents into a rename Data-level folder), and repeat the process.


Edit: *disappeared to finish the first version of the new "Complete" installation guide*
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Anna Beattie
 
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Post » Tue Feb 01, 2011 1:48 pm

Nice. That is how I would have repackaged it. How did you generate the structure, by the way? Unfortunately, no, there is nothing close to BAIN structure for that. The only other ways I can think of for shortcutting the repackaging process are to use OMOD scripts to create the structure. You can do that explicitly, or install the mod, rename the Data folder (or move the installed contents into a rename Data-level folder), and repeat the process.


Edit: *disappeared to finish the first version of the new "Complete" installation guide*

Thanks! That's quite a compliment! I arranged the package manually, but used WB to generate the codebox above (I didn't know it did that... very handy, just like "list mods")

But if I may, could I get you to look at http://www.gamesas.com/index.php?/topic/1103554-help-wanted-trying-to-get-a-stable-build-together/page__st__20__p__16164408__fromsearch__1&#entry16164408? That texture pack is a beast to BAIN-ify...

veg
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Isabella X
 
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Post » Tue Feb 01, 2011 1:53 pm

hey tomlong,

i read this on your site: "Where OBMM uses OMODs to install, Wrye Bash's mod installer can use 7z, RAR and ZIP archives. It even allows you to explore 7-zip files. It inherently supports prioritized installation. No longer is there a need to completely uninstall big mods such as QTP when find that you installed it on top of the UOP."


what do you mean by the last statement re: installing QTP "on top of the UOP" ? i am creating my oblivion install, which will eventually be an fcom install. i installed QTP3 (and the 1_3 patch) via the .exe in the archive/winrar file. i did already have the UOP installed and therefore wonder if i did anything wrong by installing this way/in this order. i read qarl's install instructions here file:///C:/Users/ben/AppData/Local/Temp/Rar$EX50.733/readme_QTP3.html and didn't see any mention of any issue installing into an oblivion build that has UOP. i followed his instructions verbatim and so far, the game appears to be using his textures correctly.

here's what i have so far:
Oblivion.esm
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
DLCThievesDen - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
Streamline 3.1.esp
FormID Finder4.esp
kuerteeActorDetails.esp
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Kahli St Dennis
 
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Post » Tue Feb 01, 2011 11:35 am

"on top of" = "after" That statement is referring to where a user makes the mistake of installing QTP3 on top of the UOP, when the correct way to install the two is the other way around. Have you looked at my BAIN package list? QTP3 is older than UOP 3.2.0. Just follow the instructions on the site.

Your load order has nothing to do with world textures being displayed properly... Dude, don't use the EXE installer. What method are you using to install your mods? OMODs? Pack QTP3 into an OMOD. Do the same for the patch.


MMM 3.7 Repackage

Spoiler
Package Structure:00 Core Data Files (BSA)\  MMM.bsa00 Core Plugin (MMM ESM)\  Mart's Monster Mod.esm00 Core Plugin - MMM+Fran\  Mart's Monster Mod for Fran.esp00 Core Plugin - not using FCOM, Fran or OOO\  Mart's Monster Mod.esp00 Core Plugins - MMMforOOO\  Mart's Monster Mod for OOO.esm  Mart's Monster Mod for OOO.esp00 Docs\  mmm.html01 Optional Add-ons - Fran's Leveled Quests only\  Mart's Monster Mod - Fran's leveled quests.esp01 Optional Add-ons - MMM or MMM+Fran only\  Mart's Monster Mod - Friendlier Factions MMM+Fran.esp01 Optional Add-ons - MMMforOOO only\  Mart's Monster Mod - Friendlier Factions OOO.esp  Mart's Monster Mod for OOO - Knights .esp  Mart's Monster Mod for OOO - LessReaversInGates.esp  Mart's Monster Mod for OOO - NoReaversInGates.esp01 Optional Add-ons - any\  Mart's Monster Mod - Additional Enemy NPC Vars.esp  Mart's Monster Mod - City Defences.esp  Mart's Monster Mod - Diverse Imperial Armor.esp  Mart's Monster Mod - Diverse WaterLife.esp  Mart's Monster Mod - Dungeons of MMM.esp  Mart's Monster Mod - Durability & Damage.esp  Mart's Monster Mod - Extra Wounding.esp  Mart's Monster Mod - Farm Animals.esp  Mart's Monster Mod - Gems & Gem Dust.esp  Mart's Monster Mod - Hunting & Crafting.esp  Mart's Monster Mod - Looting NPCs & Creatures.esp  Mart's Monster Mod - More Passive Wildlife.esp  Mart's Monster Mod - Resized Races.esp  Mart's Monster Mod - Shivering Isles.esp  Mart's Monster Mod - Slof Horses Complete.esp01 Optional Add-ons - not using FCOM or OOO\  Mart's Monster Mod - Knights.esp01 Optional Add-ons - not using FCOM, OOO or MMM G&GD\  Mart's Monster Mod - Diverse Runeskulls Loot.esp01 Optional Add-ons - using MMM G&GD\  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp01 Optional Add-ons - using OOO, not using MMM G&GD\  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp02 Spawn Rate Modifiers - General (choose one)\  Mart's Monster Mod - Spawn Rates - Increased.esp  Mart's Monster Mod - Spawn Rates - Moderate Increased.esp  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp  Mart's Monster Mod - Spawn Rates - Reduced.esp02 Spawn Rate Modifiers - Less Specific Type (do not use 'less' and 'no' version of same type)\  Mart's Monster Mod - Less Bone Loot.esp  Mart's Monster Mod - Less Rats.esp  Mart's Monster Mod - Less Reavers.esp02 Spawn Rate Modifiers - Remove Specific Type (do not use 'less' and 'no' version of same type)\  Mart's Monster Mod - No Adventurers.esp  Mart's Monster Mod - No Balrogs.esp  Mart's Monster Mod - No Beholdens.esp  Mart's Monster Mod - No Blood.esp  Mart's Monster Mod - No Bone Loot.esp  Mart's Monster Mod - No Carrion Rats.esp  Mart's Monster Mod - No Fiends.esp  Mart's Monster Mod - No Giants.esp  Mart's Monster Mod - No Lanterns.esp  Mart's Monster Mod - No Pests.esp  Mart's Monster Mod - No Reavers.esp  Mart's Monster Mod - No Skeep.esp  Mart's Monster Mod - No Slimes.esp  Mart's Monster Mod - No Spiders.esp  Mart's Monster Mod - No Swarms.esp  Mart's Monster Mod - No Uberhulks.esp  Mart's Monster Mod - No Undead Rise.esp  Mart's Monster Mod - No Werewolves.esp  Mart's Monster Mod - No Wyvern.esp03 Spawn Point Modifiers - Safer Specific Locations\  Mart's Monster Mod - Safer Quest Locations.esp  Mart's Monster Mod - Safer Roads.esp04 Spawn Point Modifiers - More Wilderness Life (choose one)\  Mart's Monster Mod - More Wilderness Life No Gates.esp  Mart's Monster Mod - More Wilderness Life.esp05 Compatibility Fixes\  Mart's Monster Mod - Zombies for Body Meshes.esp



Edit: Renamed subpackages version

Spoiler
Package Structure:00 Core Data Files (BSA)\  MMM.bsa00 Core Plugin (MMM ESM)\  Mart's Monster Mod.esm00 Core Plugin - MMM+Fran\  Mart's Monster Mod for Fran.esp00 Core Plugin - not using FCOM, Fran or OOO\  Mart's Monster Mod.esp00 Core Plugins - MMMforOOO\  Mart's Monster Mod for OOO.esm  Mart's Monster Mod for OOO.esp00 Docs\  mmm.html01 Optional Add-ons - any\  Mart's Monster Mod - Additional Enemy NPC Vars.esp  Mart's Monster Mod - City Defences.esp  Mart's Monster Mod - Diverse Imperial Armor.esp  Mart's Monster Mod - Diverse WaterLife.esp  Mart's Monster Mod - Dungeons of MMM.esp  Mart's Monster Mod - Durability & Damage.esp  Mart's Monster Mod - Extra Wounding.esp  Mart's Monster Mod - Farm Animals.esp  Mart's Monster Mod - Gems & Gem Dust.esp  Mart's Monster Mod - Hunting & Crafting.esp  Mart's Monster Mod - Looting NPCs & Creatures.esp  Mart's Monster Mod - More Passive Wildlife.esp  Mart's Monster Mod - Resized Races.esp  Mart's Monster Mod - Shivering Isles.esp  Mart's Monster Mod - Slof Horses Complete.esp01 Optional Add-ons - Fran's Leveled Quests only\  Mart's Monster Mod - Fran's leveled quests.esp01 Optional Add-ons - MMM or MMM+Fran only\  Mart's Monster Mod - Friendlier Factions MMM+Fran.esp01 Optional Add-ons - MMMforOOO only\  Mart's Monster Mod - Friendlier Factions OOO.esp  Mart's Monster Mod for OOO - Knights .esp  Mart's Monster Mod for OOO - LessReaversInGates.esp  Mart's Monster Mod for OOO - NoReaversInGates.esp01 Optional Add-ons - not using FCOM or OOO\  Mart's Monster Mod - Knights.esp01 Optional Add-ons - not using FCOM, OOO or MMM G&GD\  Mart's Monster Mod - Diverse Runeskulls Loot.esp01 Optional Add-ons - using MMM G&GD\  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp01 Optional Add-ons - using OOO, not using MMM G&GD\  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp02 Spawn Rate - General (choose one)\  Mart's Monster Mod - Spawn Rates - Increased.esp  Mart's Monster Mod - Spawn Rates - Moderate Increased.esp  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp  Mart's Monster Mod - Spawn Rates - Reduced.esp02 Spawn Rate - Less Specific Type\  Mart's Monster Mod - Less Bone Loot.esp  Mart's Monster Mod - Less Rats.esp  Mart's Monster Mod - Less Reavers.esp02 Spawn Rate - Remove Specific Type\  Mart's Monster Mod - No Adventurers.esp  Mart's Monster Mod - No Balrogs.esp  Mart's Monster Mod - No Beholdens.esp  Mart's Monster Mod - No Blood.esp  Mart's Monster Mod - No Bone Loot.esp  Mart's Monster Mod - No Carrion Rats.esp  Mart's Monster Mod - No Fiends.esp  Mart's Monster Mod - No Giants.esp  Mart's Monster Mod - No Lanterns.esp  Mart's Monster Mod - No Pests.esp  Mart's Monster Mod - No Reavers.esp  Mart's Monster Mod - No Skeep.esp  Mart's Monster Mod - No Slimes.esp  Mart's Monster Mod - No Spiders.esp  Mart's Monster Mod - No Swarms.esp  Mart's Monster Mod - No Uberhulks.esp  Mart's Monster Mod - No Undead Rise.esp  Mart's Monster Mod - No Werewolves.esp  Mart's Monster Mod - No Wyvern.esp03 Spawn Point - Safer Specific Locations\  Mart's Monster Mod - Safer Quest Locations.esp  Mart's Monster Mod - Safer Roads.esp04 Spawn Point - MWL (choose one)\  Mart's Monster Mod - More Wilderness Life No Gates.esp  Mart's Monster Mod - More Wilderness Life.esp05 Compatibility Fixes\  Mart's Monster Mod - Zombies for Body Meshes.esp

User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Tue Feb 01, 2011 10:34 am

"on top of" = "after" That statement is referring to where a user makes the mistake of installing QTP3 on top of the UOP, when the correct way to install the two is the other way around. Have you looked at my BAIN package list? QTP3 is older than UOP 3.2.0. Just follow the instructions on the site.

Your load order has nothing to do with world textures being displayed properly... Dude, don't use the EXE installer. What method are you using to install your mods? OMODs? Pack QTP3 into an OMOD. Do the same for the patch.



sigh. i can't seem to get this install process right. i used the exe installer for qtp, and installed it after i installed the unofficial oblivion patch esp and DLC esp and unofficial patch esps into OMOD. the UOP 3.2.0 is in my OMOD as an .esp, right after my oblivion.esm. now i see on your site the correct order, with UOP after QTP
http://tesivpositive.animolious.com/index.php?page=installing_mods#InstallOrder.

should i uninstall UOP.esp from OMOD and reinstall it?

re: using OMOD for the qtp install instead of the .exe. that qarl provides, i have to say that it is frustrating to follow the install instructions in QTP and then have another person tell me something different. note that i did follow the instructions qarl posts for using the OMOD for the QTP3 install:

# Start OBMM.
# Click Utilities.
# Select Archive invalidation.
# Click Directly Edit BSAs.
# Check Textures.
# Check Generate archiveinvalidation entries on hash collision.
# Click the checkbox for autoupdate on exit and/or click Update Now.
# Close the Archive invalidation popup (click the red X in the upper-left corner).
# Quit OBMM or click Launch Oblivion.

so, can i expect problems now as a result of installing QTP from the .exe over/after UOP?


yes, when possible, i do make OMOD mods out of mods by using the mod manager's create>add archive>create omod function
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Tue Feb 01, 2011 10:47 pm

sigh. i can't seem to get this install process right. i used the exe installer for qtp, and installed it after i installed the unofficial oblivion patch esp and DLC esp and unofficial patch esps into OMOD. the UOP 3.2.0 is in my OMOD as an .esp, right after my oblivion.esm. now i see on your site the correct order, with UOP after QTP
http://tesivpositive.animolious.com/index.php?page=installing_mods#InstallOrder.

should i uninstall UOP.esp from OMOD and reinstall it?

i have to say that it is frustrating to follow the install instructions in QTP and then have another person tell me something different. note that i did follow the instructions qarl posts for using the OMOD for the QTP3 install:

# Start OBMM.
# Click Utilities.
# Select Archive invalidation.
# Click Directly Edit BSAs.
# Check Textures.
# Check Generate archiveinvalidation entries on hash collision.
# Click the checkbox for autoupdate on exit and/or click Update Now.
# Close the Archive invalidation popup (click the red X in the upper-left corner).
# Quit OBMM or click Launch Oblivion.

so, can i expect problems now as a result of installing QTP from the .exe over/after UOP?


yes, when possible, i do make OMOD mods out of mods by using the mod manager's create>add archive>create omod function

The lesson here is to follow the more current instructions. I hope you didn't switch archive invalidation from BSA Redirection to whatever you did here. Switch it back, and remove "Archive Invalidation.txt" from the Data folder. Do not use those two together. The text file method is not as reliable, and it requires more work to maintain. Pack QTP3 into an OMOD and be done with it. Go ahead an reinstall the UOP.

Those instructions are so old...


Edit: BSAs and Archive Invalidation - http://tesivpositive.animolious.com/index.php?page=bsas_and_archive_invalidation
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Tue Feb 01, 2011 6:34 pm

ugh.

the BSA mode on Archive Invalidation in OMOD is set to default- BSA alteration. I didn't change it to BSA redirection when i installed QTP3.

so, if i underxtand you correctly, here's what i should do:

1) delete "archive invalidation_txt from my oblivion data folder
2) create QTP3 as an OMOD
3) do the same for the QTP patch 1_3
4)uninstall and then reinstall ALL the unofficial oblivion patches and DLCs


is this correct?
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Tue Feb 01, 2011 9:53 am

Between steps #3 and #4, you should then install the two newly-created OMODs for QTP3. Also, after you install the UOP, remember to install the QTP3+UOP patch. Select BSA Redirection and be done with the whole archive invalidation mess. There should be no reason for you to switch away from BSA Redirection.
User avatar
Rachel Briere
 
Posts: 3438
Joined: Thu Dec 28, 2006 9:09 am

Post » Tue Feb 01, 2011 5:04 pm

i'm getting a warning that QTP omod "conflicts with an already active mod" but i have disabled and deleted all the DLCs and UOP. only thing i have active in OMOD is Oblivion.esm.

ditto the QTP patch 1.3- same message from OMOD.

i went ahead and created them both though.



edit- things seem to be running fine after following all of your suggested steps
User avatar
xxLindsAffec
 
Posts: 3604
Joined: Sun Jan 14, 2007 10:39 pm

Post » Tue Feb 01, 2011 6:44 pm

That message is talking about overlapping data files, which you would expect if you have already activated the UOP. Deleting the plugins and uninstalling the mod itself is very different. You'll have to reinstall the UOP anyway, fortunately.
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

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