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Using subversion to version control oblivion files


rebelscum

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I use Tortoise Subversion to create a repository of my Oblivion folder so when I add mods I can easily revert if things go wrong.

Also with change control you can see which mods overwrite the files of other mods, and if you don't like one change to a texture/mesh you can always roll the back to the earlier version. This has saved me many a re-install.

At the moment I have about 50 mods running and working together without issue (well almost)

Does anyone do anything similar?

 

 

All you need to do is download Subvesrion from here.

http://tortoisesvn.tigris.org/

 

It integrates with your desktop. Then right click and create a new repository on your local filesystem. Remeber this will take about as much space as your Oblivion directory in the end so make sure you have space.

Once you have done this, then browse to your oblivion folder and right click on it and select import and path to your repository.

 

This will be

file:///C/whateveryoucalledthedirectory/

then the import will run. You will then see a current lsit of files. Checking in and checking out of the repository is then very easy (RTFM) :)

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I use Tortoise Subversion to create a repository of my Oblivion folder so when I add mods I can easily revert if things go wrong.

Also with change control you can see which mods overwrite the files of other mods, and if you don't like one change to a texture/mesh you can always roll the back to the earlier version. This has saved me many a re-install.

At the moment I have about 50 mods running and working together without issue (well almost)

Does anyone do anything similar?

 

 

All you need to do is download Subvesrion from here.

http://tortoisesvn.tigris.org/

 

It integrates with your desktop. Then right click and create a new repository on your local filesystem. Remeber this will take about as much space as your Oblivion directory in the end so make sure you have space.

Once you have done this, then browse to your oblivion folder and right click on it and select import and path to your repository.

 

This will be

file:///C/whateveryoucalledthedirectory/

then the import will run. You will then see a current lsit of files. Checking in and checking out of the repository is then very easy (RTFM) :)

 

Fascinating idea. I had been toying with the idea of using version control for my mods that I'm working on, but not my play build.

 

I think I would go with git rather than subversion though. Once of the nice things I can think of with that is once it's set up, I could create an SI-branch and a non-SI branch (and even a build/test branch for modding) and switch between them very easily depending on which I wanted to play/work on. It would require LOTS of disk space though.

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I use Tortoise Subversion to create a repository of my Oblivion folder so when I add mods I can easily revert if things go wrong.

Also with change control you can see which mods overwrite the files of other mods, and if you don't like one change to a texture/mesh you can always roll the back to the earlier version. This has saved me many a re-install.

At the moment I have about 50 mods running and working together without issue (well almost)

Does anyone do anything similar?

 

 

All you need to do is download Subvesrion from here.

http://tortoisesvn.tigris.org/

 

It integrates with your desktop. Then right click and create a new repository on your local filesystem. Remeber this will take about as much space as your Oblivion directory in the end so make sure you have space.

Once you have done this, then browse to your oblivion folder and right click on it and select import and path to your repository.

 

This will be

file:///C/whateveryoucalledthedirectory/

then the import will run. You will then see a current lsit of files. Checking in and checking out of the repository is then very easy (RTFM) :)

 

Fascinating idea. I had been toying with the idea of using version control for my mods that I'm working on, but not my play build.

 

I think I would go with git rather than subversion though. Once of the nice things I can think of with that is once it's set up, I could create an SI-branch and a non-SI branch (and even a build/test branch for modding) and switch between them very easily depending on which I wanted to play/work on. It would require LOTS of disk space though.

If you are talking about multiple installs of the game, that sounds more useful. I do not get the SI and non-SI version thing. I have SI installed. I think it has been installed since '07 or early '08, and I have yet to go. If you make mods, I can think of reasons why that would be necessary, but I do not make mods.

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If you are talking about multiple installs of the game, that sounds more useful. I do not get the SI and non-SI version thing. I have SI installed. I think it has been installed since '07 or early '08, and I have yet to go. If you make mods, I can think of reasons why that would be necessary, but I do not make mods.

 

That's precisely what I'm talking about. :teehee:

 

I can also see having a Unique Landscapes install and a non-UL for mods that work with one but not the other... or porting or testing a new mod against UL.

 

Hmmm, I might have to try that out. My problem is that my game is installed on a smaller/faster SSD and all of my major storage space is on a slower harddrive. The only drawback to git is that I can't separate the install from the repository. The git repository would be installed inside the Oblivion directory so I'd require a minimum of double the space that I currently use. More would be better.

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If you are talking about multiple installs of the game, that sounds more useful. I do not get the SI and non-SI version thing. I have SI installed. I think it has been installed since '07 or early '08, and I have yet to go. If you make mods, I can think of reasons why that would be necessary, but I do not make mods.

 

That's precisely what I'm talking about. :teehee:

 

I can also see having a Unique Landscapes install and a non-UL for mods that work with one but not the other... or porting or testing a new mod against UL.

 

Hmmm, I might have to try that out. My problem is that my game is installed on a smaller/faster SSD and all of my major storage space is on a slower harddrive. The only drawback to git is that I can't separate the install from the repository. The git repository would be installed inside the Oblivion directory so I'd require a minimum of double the space that I currently use. More would be better.

UL non-UL is easier implemented with Bash's auto-ghosting and save profiles, in my book.

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