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Quick Question about Omods + respective patches to their resources?


runlvlzero

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I have a mod which I downloaded and turned into an OMOD. The mod is fairly complex with OMOD conversion data and an install script. The mod is OOO 1.3

 

It has a beta 5, 1.34 patch which contains 2 esps, and some mesh/texture updates.

 

Now what is your preferred method of installing the patch to OOO or a similarly complex mod through OMM?

 

Do you copy the patch archive into the pre-OMOD OOO 1.3 archive data and merge the mesh/textures files and replaces esps then recreate a brand new OMOD for 1.34 OOO? This latter method seems prone to error to me, specifically if there's OMOD scripting that needs to change.

 

I plan on using a few other pretty complex mods with patches.

 

Right now I'm just creating an OMOD per OOO's instructions and then creating an additional OMOD for the patch and I think OMM will override the 1.3 OMOD's data with the 1.34 Beta 5 patch OMOD data.

 

Please correct me if I'm mistaken.

 

I think at least the way I am doing it you can revert back to OOO 1.3 without the patch through OMM easily by deactivating the 1.34 patch data =)

 

All my previous modding experience has been without a management utility and OMM is looking pretty awesome... like you will be able to easily swap between different mods without having to deal with massive messes of files in the DATA folder =) I had to do all the picking and choosing of conflicting mesh files manually and backup/restore the hard way =/

 

Thanks for any input.

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1) make a copy of your data folder.

2) make an omod of the patch and or update

3) Let it overide the original because thats what a patch or update does!

4) if something borks the game...you have a folder saved with all your installations before adding the update and or patch

5) always check your load order and keep it in line especially with big mods or game play changing mods like OOO.

6)never do a re-install until you've exhausted all possibilities of a fix.

7) disableing a mod still leaves meshes and textures in place...so if you have a problem only a total removal lets you know if a mod did an overwrite( doesn't really overwrite anything) or not!

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I apply the patch to the archive and create an entirely new OMOD.

 

I then deactivate the old OMOD and tuck it away to a safe place in case the new version does not work or causes compatibility issues or savegame problems.

 

I then activate the new OMOD and make sure everything works correctly. I also convert the OMOD back into an archive with the omod conversion data and move it into my mod collection. I usually only have the latest version in my mod collection but my OMOD area usually has an "outdated" sub-folder where I store old versions of OMODs for a period of time...and eventually purge once they are old enough...proving that the current version is stable)

 

I have not tested this but if you have a primary OMOD installed, then activate a patcher OMOD that overwrites some textures that the primary mod installed, you might have to deactivate and reactivate the primary OMOD if you deactivate a patcher. I'm not sure if deactivating a patcher OMOD will restore a file from another OMOD that it replaced. It also becomes harder for OBMM to tell what is an actual "conflict" between mods if multiple OMODs contain the same files.

 

LHammonds

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