BAIN Mod Installation Projects
Comprehensive instructions for people who like to read
Mod Installing and Mod Management
Why this thread?
Mod Installation introduction
Why use a mod installer?
More links regarding installer tools
The Basics of BAIN and Mod Archiving
Bash Installer (BAIN) tab functions
Navigating the Installers Tab
Installing and Updating Packages
Mod Packaging
Repackaging Mods for BAIN
Mod management and your own mod catalog
Complex BAIN archives
Examining BAIN archives
Pros and cons of combining mods into complex archive packages
Repackaging a complex archive example
Managing Installer Packages
Install Order
Naming Conventions
Updating best practices
Creating Your Own Complex BAIN Packages
Planning Your Mod Archive
Rationale for Complex Custom Packages
Examples of Very Complex Custom BAIN Packages
BAIN Wizards, OMODS, and BAIN Conversion Files
BAIN Wizards concept and use
OMOD reading feature
BAIN Conversion Files: arguments for and against
Examples and links
BAIN for Other Games
Fallout3 and New Vegas
The Fallout Mod Manager
Morrowind and Wrye Mash
Managing BAIN with Multiple Installs
Best use practices of mTES4Manager
Setting up multiple BAIN archives
Setting up multiple installs to use the same BAIN archive
Notes on updating
An open letter appealing to the use of BAIN and Wrye Bash by mod makers
Related Topics
The Bashed Patch
Other Bethesda Game Interests of Mine
=================Mod Installing and Mod Management=================
The focus of the first post of this thread is to attempt to explain the need for using an installer and BAIN in particular. In the following posts will be explanations of BAIN functions and related topics.Why this thread?
My original thread on this subject has long since reached its end. My intentions at that time were to mostly have a place to post about how I was using the then new installer created by Wrye and part of the Wrye Bash program. I tend to not like to create threads and usually try to post whatever questions or statements in existing threads. I know when I find something I like I can get a bit zealous about it and, at the time, didn't want to overwhelm other threads with my extremely self-indulgent uses of this new installer. Having it be instructional was really an after-thought. Having gotten the zealous part mostly out of my system I now return to this and hope that this thread, or at least the opening posts will be more instructional and I will do my best to collect and/or link all the best material related to this subject.
I'd like to point out that I am primarily what most would consider a mod-user. [I do not like that term and will explain why below, but for now let me play along.] While I've altered many esp files and even created my own house mod (that will remain unreleased), all the rest I've learned I've picked up from the perspective of a person who uses other, 'real modders', work. Because of this most of what I will attempt to write will be for those who are new to mod using and are trying to get a handle on how to best apply already made mods to their install. Primarily this is being written with TES4: Oblivion in mind, but most of it will and can also apply to TES3: Morrowind and Fallout 3.
Mod Installation introduction
Let's just start with - "well here we are wanting to mod these Bethesda games." Asking 'How best can I do this?' is not usually where most people start. The way I take it most people start with a game they like then play it for a while maybe do some internet searches and read or hear about these 'unofficial add-ons' called mods and then maybe find a link somewhere to download and then the first learning curve hits with the question 'what is the fastest way I can get this in my game without straining my brain too hard?' Perhaps there is also the thought that 'wow this is complicated', or 'only computer tech people could do this.' If a person is reading this to really learn how to do use mods then they may have an inkling that many consider Bethesda to make some of the most moddable games, promotes modding, and has three of the most modded games on the market.
From this then a person may just dive right in and install these user made mods the old fashion way: manual installing. That means finding out what file needs to go where and then installing it there by copying or cutting from the downloaded content and pasting into the appropriate folder directory of the game install. Doing this, in my opinion, is the most educational way of learning how to add mods. It is by this method that one really has to read the readme and get familiar with all the file directories and the general directory layout and functioning of the game in question.
So with this we learn that the game exe calls upon information from the data directory for the material of what is presented in-game and that where the presented material presents is stored in the save game files often found in another directory. Most modding has to do with adding user made mods to the Data directory. Most of what it takes to do manual installing can be read in the pinned thread called ***OBLIVION MODS FAQ*** He does describe the use of installers. This thread will be about the use of installers and specifically BAIN.
So the next phase of most mod users learning curve is after they get in over their head. This is the result of shiny new mods and the very, very deep catalog of mods created for these games. So a user begins by installing some mods to improve graphics, then game settings, then an overhaul is isntalled, but wait that is not the right one ... err maybe that one. Then the game crashes begin - the dreaded ctds: crash to desktops. Then thinking that 'well I guess I should uninstall my game and start over, but next time I will get it right!' Then we are at the original question of how best to do this. Unfortunately, that really is just the beginning because using programs to automate installation means that they are subject to the same rules as all software programs: Junk in = Junk out.
Why use an installer?
So from this frustration of losing track of all that is installed the need for an automated way to do things is born. Mod Managers are not exclusive to bethesda games and doing a quick google search of the words and you will see many games have mod managers available. Mod Managers automate the installation of user-made-mods (from now on called 'mods'). They are tools whereby the data from a user made mod can be installed and better yet removed with the click of a few buttons. For Oblivion the standard has been Oblivion Mod Manager or OBMM for short. the OBMM download page.
OBMM is a great mod installer. There are a few older ones but as far as a straight away mod installer it is rich with features and by the standards of most light to moderate mod users it will serve the purpose of installing mods very well. It can automate mod installation so that very little thought about what is happening and where things go can blissfully be ignored. All the better that many mods come as either OMODS (packaged to be used by OBMM) or OMOD ready (able to be made into OMODS). There is also a Morrowind Mod Manager, which is primitive, and a very highly developed Fallout Mod Manager, which is starting to make the Oblivion Mod Manager look as primitive as the Morrowind Mod Manager looks when compared to OBMM. The author, Timeslip, continues to develop the FOMM with the help of Kaburke. Recent Thread found here. And with OBMM scenttree is making additions with Oblivion Mod Manager Extended, which includes more control in installing loose files.
The issues or problems with OBMM (or the other varieties) is really a matter of perspective. From a mod makers point of view these programs may indeed be heaven sent because with just some tinkering and packaging a very complex mod can be made available for instant download and installation. This cuts down on the number of complaints and inquiries about how to install the uber-mod-to-end-all-mods (... ohh shiny). And for users who only want to use a moderate amount of mods and not think about what is happening under the hood then it is great. On the other hand, those who do wish to see what is happening under the hood or want to use many mods then the Mod Managers start to show their weaknesses and shortcomings.
My critique of the mod manager is not meant to be unfair to it and I will own that it is my own viewpoint. The Morrowind Mod Manager is not nearly developed enough to warrant using as an installer and the FOMM in its current editions includes many features that attempt to address the shortcomings of the OBMM. To summarize my points:
- The OBMM does not encourage users to think about file directory or about how a manual install of the same mod would work. This has a net effect of reducing a person who is 'modding their game' down to a mere mod-user. To me that further creates a rift between mod makers as the real modders and mod-users as their customers. The caveat being that yes one can script the OMOD files to install in any fashion whatsoever, but again the effect I've seen this have is encouraging sloppy and confusing packaging of mods.
- The OBMM does not offer a comprehensive solution to managing install order, particularly of replacer files. i.e. if one were to want to make sure that a certain replacer was always installing last and was part of larger mod then one would have to uninstall and reinstall said mod. As a caveat there is an option to be notified of conflicts and will even tell you what other OMOD the file comes from and whether you want to overwrite the file in question. This can be very tedious with lots of files to individually click yes/no to.
- The OBMM conflict detector is near useless. Unless you've trained yourself to make sense of what it is telling you mostly it is a confusing report.
- The OBMM can crash and when it does it will lose records of all installed OMODS and require a reinstall of all of them. The unfortunate part of this is the more OMODS you have installed the more likely that this is to happen. This, ultimately, is what made me want to move onto another installer. After several crashes in a short span of time I was about ready to give up on a modded Oblivon.
The last portion of Wrye Bash that Wrye worked on before passing the project on to others to manage in his absence is what is known as BAIN which is short for BAsh INstaller. The BAIN component aptly handles the shortcomings of the Oblivion Mod Manager and in my opinion offers features that greatly expand upon the functions of mod installer programs to date. The features that I'd like to point out are:
- An advanced load order tool (adjust and manage load ordering of mods).
- A save game managing tool (create profiles, remove same game bloat, etc).
- Allow automating of INI edits.
- Manage screenshots and archive PM messages from boards such as this one.
- Bashed Patch creation (which includes):
- Merge leveled list altering mods to reduce conflicts.
- Further merge mods and reduce active mods thereby increasing max mods useable.
- Import only specific records within mods and further control load order via Bash Tags.
- Library of game settings that can be adjusted with each bashed patch building.
Most of what this thread will be about is the general uses of the BAIN tab, formatting of BAIN ready packages, and the creation of custom BAIN packages.
- BAIN encourages thinking about what a manual install is and how things work 'under the hood.'
- BAIN offers minute control of files and gives sensible conflict reports and control options of resolving those conflicts.
- BAIN gives us the ability to manage install order - a term analogous to load order with regard to esm/esp files.
- BAIN Provides detailed reports of what it installs and can tell you if what was installed has changed, been overwritten, is missing, or even if a file was not installed.
- BAIN requires no special OMOD files and can work with 7zip, rar and other common archiving methods (7zip being the recommended though), as well as, regular file folders (projects).
- BAIN offers the ability to create your own packages that can include any number of mods with the limit being only what you can manage to create with file directory juggling.
Many took my last thread as if I were bashing on OBMM. Not true and the point is that really they each have their strengths. There are things that OBMM can do that Wrye Bash cannot. Some of these include:
More about comparing BAIN and OBMM (though a bit outdated).
- The installation and merging of Shaders. installation of shaders is possible with Bash 291, but not shader merging or editing.
- OBMM Will install anything you put into an OMOD and create any directory you create as well. Including other archives and executable files.
- Scripted installs that edit the ini automatically and change the name of plugins on install. There are plans to create scripted BAIN wizards - keep checking new bash versions.
- BSA management including extraction and the packaging of BSA files.
- OBMM handles foriegn language characters on file names (unicode) much better than BAIN can.
In short I use both with about 96% of my install managed through BAIN and the rest via OBMM. So for most replacers, large projects, loose random files, mainstream regularly formatted mods and so on I use BAIN. For OBSE extensions, Shader mods (Night eye shaders), and heavily and elegantly scripted OMODs such as those made by theNiceOne or ABO it is OBMM. The main feature I use on OBMM is drag and drop load ordering.
The advantages I've experienced in moving to BAIN include:
- It has kept me grounded in thinking about manual installing and what that implies which has in turn kept me thinking of the this process as modding instead of mod-using.
- It has made it so that I never really have to think about uninstalling and reinstalling the game again. In other words I've never again felt overwhelmed by the amount of material installed and never felt as though I could not manage this material.
- It has allowed me to manage and catalog an enormous mod collection where I could change my load order in very dramatic and comprehensive ways within a very short time.
- It gave me a hobby, some might say an addiction.
=================More links regarding installer tools=================
I'm often told that I'm too wordy, so if you prefer pictures then check out:Pictorial Guide to Wrye Bash and BAIN by Alt3rn1ty's
Perhaps someday these two guides can be merged!
Many a great resource and more Wrye Bash instructions for the mod user:
TESCosi by Tomlong
... soon to be available in Wiki format. Current forum thread.
Wrye Bash Main download
Wrye Bash Manual ** very outdated compared to the readme included with the latest download.
Wrye Bash on UESP
Wrye Bash on CS Wiki
BAIN on the CS Wiki
Wrye Musings Many Things Wrye ... including wrye views.
The latest Wrye Bash thread as of this writing. If not current just search the last day or two and you will likely find it. This is where you go for technical help in operating the tool.
Oblivion Mod Manager Alternate Download
Oblivion Mod Manager Extended ** New improvements in graphic interface and presentation as well as scripting.
OBMM main project page
OBMM instructions - this site contains a lot of information about archive management in general as well.
OMOD creation tutorial
OMOD creation on CS Wiki
Mods general FAQ
Mods FAQ on CS Wiki
Modding Glossary
Tools of mod makers and mod users alike
See Post 7: BAIN for Other Games for information on how to use BAIN for other other games.
And thanks to the modders and utility developers that make playing and modding these games so much fun.
Edited by Psymon, 24 July 2012 - 02:41 PM.
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