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Mod Installers


gandalf91

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A mod converted into an OMOD is very easy to uninstall, you just hit "deactivate" with OBMM and it is uninstalled. I like auto-installation for programs like Wrye Bash, if you have no cluse where to place all of the files, it does it automatically for you.If I decide to upgrade to a newer version, I just look where the auto installer placed a file,I know exactly where I can place the upgrades. You can (usually) choose the path an auto installed program uses,just place it into a folder by changing the install path then convert the folder into an OMOD. Example The defualt path is C:Program Files\Bethesda Softworks\Oblivion\Data I would change this to C:Users\"your name"\Documents\"name of mod".
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Just a quick question before I go grab some mods to install. What are the advantages/disadvantages of going with an OMOD plug-in versus a .exe installer?

Preparing for Mods - http://tesivpositive.animolious.com/index.php?page=preparing_for_mods <-- There is a huge advantage to using OMODs. EXE only has advantages (or at least does not have disadvantages) if it does not conflict with other mods you are using. Otherwise, you have no control over the installation process, and that is the main issue right there. EXEs usually install and uninstall and/or can be uninstalled through Add/Remove Program Files, but it is easier to keep track of all mods with one utility (i.e., OBMM with OMODs.)

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  • 4 weeks later...
Thanks for all the replies. Yeah, it took me awhile to get back here, because the emails all ended up in my spam folder. -_- So another problem I encountered with installing Mods manually. sometimes it will ask me if I want to overwrite files in certain folders if there are files of the same name. I'm not sure which to overwrite and which not to. Last time I went ahead and tried "yes to all" because I figured if that particular mesh, script, whatever it was with the mod, etc. was created for that mod it wouldn't conflict with what was already there, and if it didn't conflict there was nothing to overwrite. Well, I tried that method..and my game would no longer even launch... So I cleaned up the installation and am thinking about retrying using .OMODs (converting all the mods I downloaded so that this is all I use, except maybe a couple big ones like the patches and OOO). Anyone think thi smight work a bit better?
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Thanks for all the replies. Yeah, it took me awhile to get back here, because the emails all ended up in my spam folder. -_- So another problem I encountered with installing Mods manually. sometimes it will ask me if I want to overwrite files in certain folders if there are files of the same name. I'm not sure which to overwrite and which not to. Last time I went ahead and tried "yes to all" because I figured if that particular mesh, script, whatever it was with the mod, etc. was created for that mod it wouldn't conflict with what was already there, and if it didn't conflict there was nothing to overwrite. Well, I tried that method..and my game would no longer even launch... So I cleaned up the installation and am thinking about retrying using .OMODs (converting all the mods I downloaded so that this is all I use, except maybe a couple big ones like the patches and OOO). Anyone think thi smight work a bit better?

Utilities are cleaner, period. They can keep track of thousands of records, and you can't. The uninstallation is more tedious for manual users, as compared to utility users, than the installation, but since many complex mods (i.e., OOO) offer scripted installation through OBMM, utility users have benefits on the installation side as well.

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