Wow, this is getting a bit confusing now. As they say: FCOM chews up your PC and spits it back out in little pieces
I understand but I don't quite see what you mean with "the correct folder structure". I extract the file (e.g. 7z or so) into a temporary folder, that part is clear but why and how do I have to put it in the "correct folder structure"? Sorry for my ignorance.
What I meant was that to have an omod working properly you must make sure the file-hierarchy is correct. For example when you extract a rar-file to a fictitious temp-folder it could be in this format:c:\temp\oblivion\data\meshes\
c:\temp\oblivion\data\sounds\
c:\temp\oblivion\data\
with the files in those folders.
If you would select the temp-folder now in OBMM to create an omod, it wouldn't work properly. This is because when you activate an omod, OBMM actually decompresses files to your oblivion\data folder and with this example you'd end up with:c:\oblivion\data\oblivion\data\meshes\
c:\oblivion\data\oblivion\data\sounds\
c:\oblivion\data\oblivion\data\
and they wouldn't be properly loaded in the game.
The key is that your temp-folder should be parallel to the data-folder, meaning that if there's an oblivion and/or data folder left in temp, you have to move all files respectively two and one stage higher.
What kind of files are .esp and .esm? Should I just look in the cheat sheet for which parts I need? (e.g., only textures etc)
I don't quite understand this part.
Esp's and esm's are the Oblivion's most important files, they are the core of the game and hold most data. Some mods, mainly MMM and FCOM itself hold various plugins or esp's that are not required to play. But they can add certain stuff, or disable it. Mostly it's to your own liking which you nuse, though certain plugins are either incompatible with FCOM or are already incorporated in FCOM itself.
I spent some time installing OOO 1.33 already, can't I just do what you described? As in: extract it to a temp folder, apply the patch to it then omod the temp folder via obmm. I might have to redo it once new stuff comes out but that's fine with me.
I'm not sure I understood the beta part, do I really download the latest beta and make an own omod out of it (as in: omod the 1.33+patch as above and then omod the 1.34 beta 5 as well [both individually])?
So the 1.33+patch and the 1.34 beta 5 will be "different omods" in obmm? Does the same apply to MMM (see below)? 3.5.5+3.5.5 beta 5 = one omod; 3.6 beta 3 = another omod?
So that means I just install 3.5.5, then 3.5.5 beta 5 on top of it (replacing files if necessary) all in the same temporary folder? Next I make an omod out of the whole package via obmm as described above?
Then I ignore 3.6 beta 2 (=don't use it at all) and just install beta3 into yet another temporary folder and turn it into an omod via obmm?
I think I understood, just making sure.
This all more or less depends on personal preference. Either omod the entire mods, or in parts to make future upgrades easier.
But perhaps as a novice it's easier to just omod the entire thing.
For that just install everything in a temp-folder (make sure when applying patches you write over everything if askes) making sure the file-structure is correct (no data or oblivion folder inside temp)
PS: another question - the latest main FCOM convergence file I need to download is 0.9.9, right? On the download site here:
http://www.tesnexus.com/downloads/file.php?id=12249 it is the most recent one therefore I assume that it is the one I need.
PPS: Do I need any other files aside from wrye bash, OBMM, the main FCOM convergence file (right above), OOO+patches+beta etc, MMM+patches/beta etc, WarCry+patch and Bob's armory? Any needed further patches hotfixes, bug stuff etc? I'm asking mainly because many sites tell me different things, some say you need this, some say you need that and I'm not sure what's just even more extra stuff and what's really necessary. Thanks in advance.
9.9 is indeed the latest but there's been 2 hotfixes out as explained on dev_akm's site
FCOM provides compatibility (that's where most of the optional plugins come in) for many popular mods, but I'd suggest skipping that for the moment
Anyone?
By the way, how do I install those things? I downloaded and extracted OOO and put it into a temporary folder but I don't know what to do with it. There aren't any "install.exe" or similar files and I don't know what to do with it... Also, how do I apply the 1.34 beta3 patch for OOO? I just put it into my temporary OOO folder but it doesn't seem to do anything.
As described above, I want to convert OOO+the patch into one omod but I have no idea which of the files I need, how to install the thing beforehand etc.
Thanks in advance.
By making them an omod all you have to do to install them is enable them in OBMM.
If not using omods it's either by using an exe of the mod, or by merely extracting to the data-folder
Originally Posted by
Turkeys!
Oh and you can either take the contents of the patch and dump them in your OOO folder or wait until after the omod is done and activated and then dump the patch contents into the data folder, it doesn't matter either way though the first may be a little easier.
I'd refrain from using omods and standard extractions together. It's gonna be a to track down a problem this way later on.
Oh and to answer your last question in the post above the one you just made , Yes you also need Francescos mod, it can't be put into a OMOD
It can be made an omod, merely install it to a temp-folder instead of your oblivion folder, and then omod it.
Astaroth again
1) Download 1.33 OOO and the 1.34 patch and extracted (via winrar) them both into ...bethesda\oblivion\obmm\mods.
Don't extract to a OBMM-folder! Way too confusing since this obmm\mod-folder is where OBMM stores it's OMODS.
I personally extract everything to c:\temp\modname. That way you're sure you're not messing up.
2) Started OBMM, clicked "add folder", searched for ...bethesda\oblivion\obmm\mods\OOO+patch etc and then "create omod". Mind you, I took the whole part I downloaded, everything of it, 100%, didn't add nor remove any files.
Make sure the patch overwrote everything correctly, with OOO itself there aren't any optional plugins. (that's mainly MMM and FCOM)
Interestingly enough I have already downloaded MMM 3.5.5 as omod. What do I do with MMM, put it into ...bethesda\oblivion\obmm\mods as well (same place where I put OOO before), then put MMM3.6 beta3 in the exact same place, then open obmm, add folder, add the whole thing and create omod? Correct? In the exact same way as I did with OOO?
MMM 3.5.5 as an omod can be copied to obbmm\mods
But merely putting the omod and the patch in the same folder and then omod'ing won't work, you'd be omod'ing an omod .
If you use 3.5.5 as an omod, you'll have to make a seperate omod of the patches and activate it after the original MMM-omod in OBMM, that way it will overwrite the correct files.
Yeah, I figured that out... but why are these things so hard to install? There are massive overhauls for the Total War games as well with many scripts etc yet they are all WAY easier to install. You just download the thing, start the installer and put it in the right place. Why is this so complicated? Why don't they just combine the whole Fran+OOO+WarCry+MMM package into one without 20 plugins etc needed?
Because practically all FCOM installations are all unique due to it's modular nature. It all depends on what mods and plugins you use, what version of those mods you use,...
But there used to be some talk about making a barebones FCOM-installation when 1.0 comes out.
No, I didn't... I don't even know how, I extracted the OOO 1.34 patch files to the OOO 1.33 folder but it didn't ask me to overwrite anything... please explain it in more detail, I have no idea what to do whatsover.
Thanks. :original:
if using OOO 1.33 as an exe, install everything to a temp\OOO folder instead of the oblivion folder, then extract the patch to the same folder.
If using a rarred version, just extract both to the same location.