When an OMOD is Uninstalled Does Its Data Files Go with It?

Post » Wed Mar 30, 2011 4:56 am

If an .omod you install overwrites certain game textures, meshes, etc., when you uninstall it using Oblivion Mod Manager, do those file revert back to vanilla or is the only way to return to vanilla reinstallation of the game?

Thanks,

ELB
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Chloe Lou
 
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Post » Wed Mar 30, 2011 12:47 am

My understanding is that when you uninstall an OMOD all the files associated with the mod are removed returning Oblivion to the state it was before the OMOD was installed.
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Joanne
 
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Post » Wed Mar 30, 2011 7:56 am

If an .omod you install overwrites certain game textures, meshes, etc., when you uninstall it using Oblivion Mod Manager, do those file revert back to vanilla or is the only way to return to vanilla reinstallation of the game?

Thanks,

ELB


When you uninstall an OMOD, all the files get removed. That includes files that were overwritten by one OMOD to the other. So, if mod x installs a mesh, and mod y overwrites that mesh, when you uninstall mod y, that mesh is gone until you install mod x again (or mod y).

This is where Wrye Bash has one (of several) advantages over OBMM. In Bash, if one mod overwrites another, you uninstall one mod, Bash automatically installs the resources from the mod that was overwritten.
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Emma Parkinson
 
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Post » Tue Mar 29, 2011 10:47 pm

reasons stated above were why I stopped using OBMM...but my main problem was .

You have to Close OBMM . it didn't do anything till you closed it. this may have changed, but been years since I used it.

It updated files after closing. Get Wrye BASH. and don't look back.
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Joanne Crump
 
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Post » Wed Mar 30, 2011 4:03 am

When you uninstall an OMOD, all the files get removed. That includes files that were overwritten by one OMOD to the other. So, if mod x installs a mesh, and mod y overwrites that mesh, when you uninstall mod y, that mesh is gone until you install mod x again (or mod y).

This is where Wrye Bash has one (of several) advantages over OBMM. In Bash, if one mod overwrites another, you uninstall one mod, Bash automatically installs the resources from the mod that was overwritten.


Very cool. So, you use the Wrye Bash installer/manager (BAIN?)? I guess I'll have to learn how to convert all of my .omods to BAIN files.

And I see about one mod overwriting the files of another mod — mod X overwrites mod Y, and when you remove mod Y, mod X's files are reloaded (in Wrye Bash) — however, what if you remove a mod that overwrote vanilla Oblivion files? Will those be restored as those of a previously loaded mod would?

- ELB
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candice keenan
 
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Post » Wed Mar 30, 2011 12:47 pm

When you uninstall an OMOD, all the files get removed. That includes files that were overwritten by one OMOD to the other. So, if mod x installs a mesh, and mod y overwrites that mesh, when you uninstall mod y, that mesh is gone until you install mod x again (or mod y).

As far as I know, this is incorrect. Uninstalling an OMOD removes all files except those that overwrote files from another OMOD. So if mod X made Umbra blue, and mod Y made Umbra purple, whichever mod you uninstalled, Umbra would remain purple, because OBMM is not going to remove all mod-installed textures for Umbra, which would otherwise happen. If you had uninstalled mod Y and you wanted Umbra to be blue again, you would have to reinstall the omod of mod X to re-overwrite the purple texture with the blue (whereas Wrye Bash does indeed keep track of what overwrote what, and would reinstall the blue texture of Mod X if you removed mod Y without you having to do the extra step of reinstalling mod Y).

But even though the OBMM is not so smart as to remember which mod the overwritten mod files came from originally and reinstall those files if the overwriting mod is uninstalled, it's not so stupid as to leave you hanging with yellow triangles (missing mesh markers) or invisible items (missing textures).
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ILy- Forver
 
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Post » Wed Mar 30, 2011 5:45 am

If you are using Bsa redirection for Archive Invalidation, this will never be an issue, and since BAIN uses Bsa Redirection by default, you could never lose the data inside of any Bsa file. I do have some older painting and tapestry replacers that recomend altering a Bsa, but I can install the mods using Bain after modifying the Archive, and they will install properly and uninstall without touching my Bsa's.
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Undisclosed Desires
 
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Post » Wed Mar 30, 2011 5:19 am

Just started using Bain for MW(I always use OBMM). In the FNV versions you don't even have to make omods, its just works similar to Bain. Is there any reason to keep using OBMM compared to Wyre, for example if you don't have a lot of mods installed(I rarely have more than 20, 25 tops).
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Tracy Byworth
 
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Post » Wed Mar 30, 2011 8:53 am

Just started using Bain for MW(I always use OBMM). In the FNV versions you don't even have to make omods, its just works similar to Bain. Is there any reason to keep using OBMM compared to Wyre, for example if you don't have a lot of mods installed(I rarely have more than 20, 25 tops).

You want to keep OBMM so you can turn an OMOD into an archive that can be converted into a BAIN archive, and for a few complex or useful mods that come as an OMOD.
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Soku Nyorah
 
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Post » Wed Mar 30, 2011 5:31 am

Is there any reason to keep using OBMM compared to Wyre, for example if you don't have a lot of mods installed(I rarely have more than 20, 25 tops).


- I haven't timed it, but it feels to me like going to the BAIN tab in wrye bash takes a lot longer to process than opening OBMM.

- After going to the BAIN tab, I tend to see wrye bash taking up a lot more memory than OBMM does, even though I'm managing many, many more mods through OBMM than I am through BAIN.

- Taken together, these can be a bit of a catch-22 when you're fiddling with new mods - you don't want to leave bash open after accessing BAIN because it will svck a lot of memory that would be better made available to Oblivion itself, but you don't want to close it because that means having to wait for BAIN to re-scan your Data/ directory before letting you tweak any installation details or install/remove a mod.

- Most mods that have install processes more complex than "unpack the archive into your Data/ directory" tend to have OMOD scripts available to handle the installation and minimize the chance of user error. BAIN scripts (wizards, I think they're called?) are much less common - offhand, I'm not sure if I've ever actually seen one. Granted, the vast majority of mods don't need scripts to manage them, but it seems saner to me to standardize on doing everything through OBMM or everything through BAIN and if there are some mods that install more easily/cleanly through OBMM vs. very few that are easier/cleaner through BAIN, that tips things in OBMM's favor for the one to use.
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Conor Byrne
 
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