Jump to content

Photo

[REL] mTES4 Manager


  • Please log in to reply
197 replies to this topic

#1
Gaticus

Gaticus
  • Members
  • Pip
  • Curate
  • Joined: 30-June 06
  • 535 posts
  • Location:In Your PC
-------------------------------------------------------------------------------
Title: mTES4 Manager
Author: Gaticus Archimedes Windrider

Official Download Page: TESNexus
Direct Downloads:
Stable Version: mTES4 v0.5.1b rev76
Latest Version: mTES4 v0.6.1b rev93

Previous Thread: [WIPz] mTES4 Manager
-------------------------------------------------------------------------------
(Not just) Oblivion has multiplied!
mTES4 Manager lets you create complete copies of your game and helps you to manage them.

Supported Games:
- Oblivion
- Fallout3
- *NEW* Fallout:New Vegas
Support for Morrowind coming soon.

If you are a modder, this means you can have a completely separate copy of the game just for development and easily switch between your play and mod copies.
If you are not a modder, you can have a separate copy of the game just for trying new mods, tools and total conversions!

Making a mod and you need to test against multiple versions of the game or another mod? No problem.
Playing FCOM and you want to try out TIE by itself but you don't want to lose your game? No sweat.
Want to play Nehrim, but also want to keep your current Oblivion game? Couldn't be easier.

Never again do you need to reinstall your whole game because you tried to add something that just didn't work out as you planned.

For help getting started, read...
A Guide to Setting Up Multiple Copies of Oblivion using mTES4
.
I suggest everyone reads the guide. There is some very useful advice concerning best practices that will benefit you regardless if you need orientation.

-------------------------------------------------------------------------------
Overview:

Please note that this documentation generally refers to Oblivion, but it is the same for all of the supported games unless stated otherwise.
Just replace references to 'Oblivion' with 'Fallout3' or 'FalloutNV'.


mTES4 Manager is a tool that helps you to create and manage multiple copies of Oblivion.
Essentially, it takes care of swapping the game, profile and appdata folders for you so that every
instance of Oblivion you have installed will have it's own unique working environment.

You can import existing game folders as new clones, copy clones, rename or delete and of course switch between them.

*NEW* mTES4 now supports Fallout:New Vegas in addition to Oblivion and Fallout3!
It will automatically detect if you have any of the supported games installed and provide you the option to switch between managing
each of them from the GUI.

Nehrim will also work, but it is not considered a supported game, it is considered a copy of oblivion.
So you can just import your Nehrim copy to your Oblivion clones in mTES4 and it will be treated the same as any other.
*NEW* You can now import clones from any folder or drive! You do not have to move your Nehrim folder any more.
(You will need to move your Nehrim folder from Bethesda Softwork\SureAI\Nehrim\ to Bethesda Softworks\Nehrim to be able to import it.)

mTES4 also supports Wrye Bash.
If you have Bash installed in the clone you are copying from, each time you create a clone, mTES4 will ask you to select the BAIN mods folder
that will be used for the new clone. You can choose to use the same BAIN Mods folder for every clone, or you can have a
separate folder for each. It's up to you.
There is currently some issues with Wrye bash if you try to use the same Oblivion Mods folder for multiple clones.
For now, it's strongly advised to use a separate Oblivion Mods folder for each clone.

Most all other 3rd party tools should work without issues.
If you find a tool that you do have problems using in conjunction with installation swapping, please report it and I'll do
my best to ensure that it is addressed.

-------------------------------------------------------------------------------
Installing:

There is no formal installation required. Just unzip and run mTES4.exe

When you first run mTES4, it will automatically detect your installed game and tag it with a unique name (that you provide).
Once your game has been tagged, mTES4 will recognize it as a valid copy of Oblivion (what mTES4 refers to as a 'clone').

If you have multiple copies of Oblivion already, you can import them so that mTES4 will detect them.
You can also create new clones by copying an existing clone.

Once you have setup your clones, you can use mTES4 to switch between them at the click of a button.

-------------------------------------------------------------------------------
Uninstalling:

Just delete the mTES4 folder.

mTES4 also creates two special folders, which contain the savegames and game settings for all the clones.
You can delete them as well if you don't want to save them.

(The following paths are defaults for Windows XP)
mTES4's clone profile folder is at C:\Documents and Settings\USER\My Documents\My Games\Oblivion-mTES4
mTES4's clone appdata folder is at C:\Documents and Settings\USER\Local Settings\Application Data\Oblivion-mTES4


-------------------------------------------------------------------------------
Usage:

Importing a New Clone:
If you have an existing copy of Oblivion installed that has not been configured for mTES4 already, you can import it so that it will be detected.
When you import a new clone, mTES4 will automatically create a separate profile and appdata folder for it (see the sections below about Oblivion and mTES4 Folders).
The profile and appdata folders will be empty so if you have existing savegames, an oblivion.ini, bash settings, etc
and/or plugins lists for your existing copy, you will want to manually copy or move those files into the appropriate folders.
Otherwise, Oblivion will automatically create what it needs.

Copying Clones:
If you have already setup a clone for mTES4, you can copy it to create a new clone.
The profile and appdata folders will be copied for you as well so both clones will be identical copies.

Renaming a Clone:
Because the oblivion game is spread over multiple places, mTES4 provides a way for you to rename a clone if you wish.
All relevant file and folder names will be updated for you.

Deleting a Clone:
Like renaming, if you wish to delete a clone, mTES4 provides a way for you to do so.
All relevant files and folders will be deleted if you choose.

Switching Between Clones:
When you wish to change to a different copy of Oblivion, you can simply select it from the Detected Clones List then click the Switch button.
mTES4 takes care of the rest.

Minimize To System Tray:
Enabling this option will hide mTES4 so you will not see it on your taskbar.
Instead the mTES4 icon will appear in your system tray.
When mTES4 is minimized to the tray, you can point your mouse at the icon for a description of the active game and clone.
You can also right-click the icon for a menu that will allow you to switch games and clones even more conveniently!


-------------------------------------------------------------------------------
mTES4 AutoLaunch:

When you switch to a new clone, if an autolaunch setting is defined, mTES4 will ask you if you want to launch the configured tool.
You can define autolaunch settings for each clone.

To configure the autolaunch settings, select the clone you want and click the Settings button.
You can specify the Title that will be displayed, the path to execute and any arguments that might be needed.
If you enable Always Launch, the AutoLaunch tool will be executed immediately after switching without asking you.


-------------------------------------------------------------------------------
Launch Tools:

When you click the launch button, you will be presented with a list of tools to execute that you can choose from.
Double-click any tool, mTES4 will be minimized and the selected tool will be launched.

By default, mTES4 will try to detect some of the most common tools and offer them to you.
You can however customize the launch tools to your preference, either adding, removing, or reordering them.

OBSE and FOSE are special cases and cannot be customized.


-------------------------------------------------------------------------------
Customizing the Launch Tools:

There are a few slightly different ways you can add new tools so they will be presented to you in the Launch dialog.
1. Common tools can be defined that will be available with any game and with any clone selected.
2. Game tools can be defined that will be available with only a specific game, but with any clone selected
3. Clone tools can be defined that will only be available for a specific clone.

Each tool has it's own section in the ini file.
The name of the section depends on how you want the tool to be available.

In the clone tag file, you can only define one type of tool.
The tools defined in a clone's tag file will only be available when that clone is active.
Every custom tool in the tag file will have the section name of [Custom Tool].
You can define multiple custom tools by having multiple [Custom Tool] sections with different settings.

In the mTES4.ini file, you can define two other types of tools.
The tools defined in the mTES4.ini file will either be available to all clones for a specific game, or all clones for all games.

To define a tool for a specific game, the tools section name will be [%GAME NAME% Tool].
EG. A tool that is only available when Oblivion is active will be in a section named [Oblivion Tool].

In mTES4.ini, the [Custom Tool] section is used to define a tool that is always available,
regardless of what game or clone is active.


The settings for any custom tool are:
sFilePath ; Required, The path to the executable. This can be relative to the game folder or it can be a full path.
sArguments ; Optional, If any extra arguments are needed, you can define them here.
sIconPath ; Optional, The path to the icon that should be displayed in the launch dialog for this tool.
sTitle ; Optional, The name of the tool displayed in the launch dialog.

If sFilePath or sIconPath is relative, it should not begin with a \
If no icon is configured, mTES4 will try to extract the icon from sFilePath.
If no title is defined, mTES4 will use the file name.


-------------------------------------------------------------------------------
mTES4 Folders:
(NOTE: the paths used for Oblivion, Fallout3 and Fallout:New Vegas are nearly identical. Just replace all references to Oblivion with Fallout3 or FalloutNV)

As you may or may not already know, Oblivion has files in 3 different places that mTES4 keeps track of for you.
1. The game folder
This is the folder where your game is installed (contains Oblivion.exe)
By default, on winXP this folder is "C:\Program Files\Bethesda Softworks\Oblivion"

2. The profile folder
This is the folder where your savegames and oblivion.ini are.
By default, on winXP this folder is "C:\Documents and Settings\USER\My Documents\My Games\Oblivion"

3. The appdata folder
This is the folder where oblivion keeps the list of plugins that are installed.
By default, on winXP this is "C:\Documents and Settings\USER\Local Settings\Application Data\Oblivion"

mTES4 creates two additional folders to store the profiles and appdata for your clones.
4. The clone profile folder
This is the folder where mTES4 will store the profile folders for your inactive clones.
When you switch clones, mTES4 will swap your active profile folder with the appropriate folder stored in the clone profile folder
By default, on winXP this folder is "C:\Documents and Settings\USER\My Documents\My Games\Oblivion-mTES4"
Eg. Assuming your active copy is named Oblivion1 and you have a 2nd clone named Oblivion2
The profile folder for Oblivion1 will be "...\My Games\Oblivion" (it uses the real oblivion folder)
Because Oblivion2 is an inactive clone, the profile folder will be "...\My Games\Oblivion-mTES4\Oblivion2" (it is stored in the mTES4 folder using its actual clone name)

5. The clone appdata folder
This is the folder where mTES4 will store the appdata folders for your inactive clones.
When you switch clones, mTES4 will swap your active appdata folder with the appropriate folder stored in the clone appdata folder.
By default, on winXP this is "C:\Documents and Settings\USER\Local Settings\Application Data\Oblivion-mTES4"
See the example for The clone profile folder. The clone appdata folder works similarly.

For instance, if your windows XP login name is Joe and you have both Oblivion and Fallout3 installed in their default locations, you will have ALL of these folders:

C:\Program Files\Bethesda Softworks\Fallout3
C:\Program Files\Bethesda Softworks\Oblivion

C:\Documents and Settings\Joe\My Documents\My Games\Fallout3
C:\Documents and Settings\Joe\My Documents\My Games\Oblivion

C:\Documents and Settings\Joe\Local Settings\Application Data\Fallout3
C:\Documents and Settings\Joe\Local Settings\Application Data\Oblivion

mTES4 adds the following folders:

C:\Documents and Settings\Joe\My Documents\My Games\Fallout3-mTES4
C:\Documents and Settings\Joe\My Documents\My Games\Oblivion-mTES4

C:\Documents and Settings\Joe\Local Settings\Application Data\Fallout3-mTES4
C:\Documents and Settings\Joe\Local Settings\Application Data\Oblivion-mTES4


-------------------------------------------------------------------------------
Appendix:

Clones:
A clone is what mTES4 calls any copy of your game that has been tagged as a valid copy of Oblivion.

Tags:
A tag is a specially name ini file that is placed inside the game folder of each clone.
A tag file looks like this: "_mTES4 (NAME OF CLONE).ini"
Part of the purpose of these tags is simply so that you can easily see which copy you have currently active from windows explorer without having to run mTES4.
The tags are also used to determine which folders to display in the mTES4 Detected Clones List.
You can also define custom tools for mTES4 launch dialog which will only be displayed for this clone.

mTES4.ini:
This file is used to keep track of which game and clone you have selected.
You can find the mTES4.ini file in the same folder as mTES4.exe.
You can also define custom tools for mTES4 launch dialog that will be displayed for all games and clones or just for the clones of a specific game.


-------------------------------------------------------------------------------
Planned Features:
- [v0.1] Clone new copies of Oblivion
- [v0.1] Switch between clone copies of Oblivion
- [v0.2] Import existing game copies
- [v0.2] Rename clones
- [v0.2] Delete clones
- [v0.2] Nehrim Support
- [v0.3] Fallout3 Support
- [v0.4] Remove requirement for mTES4.exe to be in any particular folder
- [v0.4] Improve Delete functionality to provide checkbox options for game, profile/appdata and/or just tag
- [v0.4] Support for Wrye Flash
- [v0.5] 3rd party app launch buttons
- [v0.5] Per-clone auto launch options
- [v0.5] Option to minimize to system tray
- [v0.5] System tray r-click menu
- [v0.6] *NEW* Support for Fallout:New Vegas
- [v0.6] *NEW* Allow users to import profile and appdata folders as well as game folders
- [v0.6] *NEW* Import from alternate locations
- [v0.X] Support for Morrowind

Considerations:
- Function to open folder(s) for the selected clone
- Complete functionality from system tray context menu
- Customize tools from the GUI
- Make windows resizable
- Optimize storage of inactive clones

-------------------------------------------------------------------------------
Known Bugs/Workarounds:

-------------------------------------------------------------------------------
Credits:
Psymon: For feedback and assistance, bug reports and specifics for nehrim and fallout3 support


-------------------------------------------------------------------------------
Change Log:

----------------------------------------
Version 0.6.1b
- added a missing application config file.

----------------------------------------
Version 0.6.0b
- added: Support for Fallout:New Vegas
- added: ability to import clones from alternate locations
- added: ability to copy profile and appdata folders when cloning or importing
- bug fix: tray icon hint text updates incorrectly if switching clones fails
- bug fix: Launch dialog does not remember the list view preference after closing
- bug fix: incorrect hint text for Launch button
- bug fix: incorrect (obsolete) hint text for Detected Clones list
- bug fix: missing hint text for Settings button
- bug fix: missing hint text for Minimize to System Tray option
- bug fix: missing hint text for Launch dialog
- bug fix: missing hint text for Settings dialog

----------------------------------------
Version 0.5.1b
- bug fix for importing, copying or renaming clones fails in v0.5b

----------------------------------------
Version 0.5.0b
- New minimize to tray option. Hovering over the tray icon will show the currently active game and clone.
- New r-click menu for the tray icon allows you to conveniently switch games or clones.
- New custom autolaunch tools settings for each clone.
- New Launch Tools dialog. Allows you to choose what tool you want to launch.
- New Custom Tool settings can be configured in mTES4.ini and the _mTES4 (*).ini tag files.
- bug fix for possible duplicate named clones if you have more than one supported game installed.
Affected Import, Copy and Rename features

----------------------------------------
Version 0.4.0a
- Support for Wrye Flash
- Added ability to use existing profile and appdata folders when importing.
- New Delete Clone dialog, provides options to keep or delete various clone files and folders.
- Removed requirement for mTES4.exe to be in any particular folder
- 'New Clone' button renamed to 'Copy Clone' to better reflect it's functionality.
- bug fix for attempting to rename the active clone crashes mTES4.
- bug fix for incorrectly assuming that if Bash is installed then bash.ini must exist.
Will now create a new bash.ini from the bash_default.ini if it needs to.
- bug fix for incorrectly parsing bash.ini
- bug fix for no warning when importing or copying a clone, bash is detected but you cancel the BAIN folder selection.
- bug fix for falsely detecting supported games when only placeholder registry keys exist

----------------------------------------
Version 0.3.3a
- reverted fix for querying fallout reg key.
- bug fix for potentially creating two clones with identical names.
- improved the behaviour of popup msgboxes.

----------------------------------------
Version 0.3.2a
- bug fix for mTES4 querying the wrong registry key path on x64 systems.
- bug fix for querying fallout reg key using "Fallout3" instead of "Fallout 3".

----------------------------------------
Version 0.3.1a
- bug fix for mTES4 not running on Vista and Windows 7.

----------------------------------------
Version 0.3.0a
Should be backward compatible with v0.2
- Integrated support for Fallout3.
- New ini and tag settings to track supported Bethesda games.
- Various minor cosmetic and non-critical bug fixes.

----------------------------------------
Version 0.2.0a
NOTE: v0.2 is NOT backward compatible with v0.1!
- Eliminated the use of the MasterCopy clone. mTES4 is much simpler to use now.
- Added ability to copy from any existing clone.
- Added Import Clone feature.
- Added Rename Clone feature.
- Added Delete Clone feature.
- Moved inactive clone profiles and appdata into mTES4 folders so they don't clutter My Games\ and Application Data\

----------------------------------------
Version 0.1.0a
- Initial alpha release.

----------------------------------------
Terms of Use:
mTES4 is distributed as free software released under a copyleft agreement.
Do whatever you like, just don't sell or otherwise take credit for my work.

Conversely, I do not want credit for your work either.
If you redistribute this software with any modifications whatsoever, you must clearly indicate such and provide the user with access to the original release either accompanied directly with your distribution or by linking to the official download.

Enough said :)

Edited by Gaticus, 17 November 2010 - 06:18 PM.


#2
Cheeka

Cheeka
  • Members
  • Adept
  • Joined: 11-June 08
  • 354 posts
This mod is great thank you so much, it makes it so much easier to have multiple installs. I really can't thank you enough :clap:

#3
speedyg869

speedyg869
  • Members
  • Pip
  • Curate
  • Joined: 09-November 07
  • 791 posts

Posted Yesterday, 01:45 PM
Actually I'm finding that I end up using the same omods for all installations anyway - the problem with having them share the same external folder is that unlike BAIN opening another instance of OBMM does not reflect an update to an OMOD. So best to keep separate.

Ok, thanks for the heads up.

#4
Leonardo

Leonardo
  • Members
  • PipPipPipPip
  • Master
  • Joined: 17-May 10
  • 6268 posts
  • Location:Somewhere...

<snip>

Support for Morrowind coming soon.

<snip>

This is indeed interesting and instantly my question should be written. When can we expect a Morrowind version of mTES4 Manager?


Thanks Gaticus for sharing tihs. :celebration:

Edited by Leonardo2, 18 November 2010 - 09:26 PM.


#5
speedyg869

speedyg869
  • Members
  • Pip
  • Curate
  • Joined: 09-November 07
  • 791 posts
I looked at the OBMM.chm file and now I'm a little confused. The only thing I saw about changing folders was:
Move omod folder
This option lets you move your omod directory to a location away from the default 'obmm\mods'. This is most useful for storing mods on a separate drive if space on your main drive is limited.

If mTES4 is doing its thing, this is not necessary.
Is OBMM storing its config info outside the OBMM folder like Bash? If so, It's not documented.
Am I missing something?

Edited by speedyg869, 18 November 2010 - 10:02 PM.


#6
Psymon

Psymon
  • Members
  • PipPipPipPipPip
  • Patriarch
  • Joined: 11-November 08
  • 12448 posts
  • Location:California
The default location is inside the Oblivion folder so they would be separate anyway, but if you did want to move that out of the Oblivion folder then open OBMM click on settings then click the button that says 'move OMOD directory.' If you do move then I would recommend having a separate location for each install/instance of OBMM because then otherwise you may confuse yourself or OBMM (anthropomorphically) into thinking that the omods were set for both or neither or only one and so on - mostly because the OBMM does not give as much information about the install status of OMODs.

If you are ok with the default location of OMOD directory (in the Oblivion folder next tothe data and mopy folders) then no adjusting really necessary and mTES4 Manager will swap them out without problems.

Edited by Psymon, 18 November 2010 - 11:59 PM.


#7
Gaticus

Gaticus
  • Members
  • Pip
  • Curate
  • Joined: 30-June 06
  • 535 posts
  • Location:In Your PC

This is indeed interesting and instantly my question should be written. When can we expect a Morrowind version of mTES4 Manager?

Before v1.0 :)
As for a date, I couldn't really say. Not likely within the next couple of weeks.

The main thing keeping me from doing this right now is the motivation to install Morrowind.

Also Morrowind is not actually TES4, it's TES3 which means there is quite alot of differences for Morrowind that I have been able to avoid for the other supported games.
So far it has literally been as easy as replacing some names in the code depending if it's Oblivion, Fallout3 or FalloutNV.

To be technical, I would be adding support for TES3, not particularly Morrowind although I don't know of any other games that use the TES3 engine.
Does Fallout2 use it?

I looked at the OBMM.chm file and now I'm a little confused. The only thing I saw about changing folders was:
Move omod folder
This option lets you move your omod directory to a location away from the default 'obmm\mods'. This is most useful for storing mods on a separate drive if space on your main drive is limited.

If mTES4 is doing its thing, this is not necessary.

Is OBMM storing its config info outside the OBMM folder like Bash? If so, It's not documented.
Am I missing something?

It's never necessary to move your omods folder, but some people choose to.
If you do move it mTES4 will not swap it for you, but as long as obmm itself is installed within the Oblivion game folder then obmm will be swapped along with it's config info that points to your external omods folder.
Make more sense?

mTES4 really doesn't pay any attention to any of the third party tools, to be clear.
Whatever is within the three folders used by the game will be swapped by mTES4:
My Documents\My Games\Oblivion
Local Settings\Application Data\Oblivion
Bethesda Softworks\Oblivion

Nothing more.

#8
Ysne58

Ysne58
  • Members
  • PipPipPip
  • Diviner
  • Joined: 28-June 06
  • 2296 posts
What if I have Oblivion installed somewhere other than inside the Bethesda Softworks folder?

#9
Gaticus

Gaticus
  • Members
  • Pip
  • Curate
  • Joined: 30-June 06
  • 535 posts
  • Location:In Your PC
You can have Oblivion installed wherever you like. Any mention of the Bethesda Softworks folder is merely for reference, so you can understand which folder is being discussed.

EG.
Bethesda Softworks\Oblivion is the game folder.
My Games\Oblivion is the profile (savegame) folder
Local Settings\Application Data\Oblivion is the appdata folder

The actual locations of these folders depends on what version of Windows you have, if you have a 32 or 64 bit OS and where you have chosen to install Oblivion to.

#10
speedyg869

speedyg869
  • Members
  • Pip
  • Curate
  • Joined: 09-November 07
  • 791 posts

The default location is inside the Oblivion folder so they would be separate anyway, but if you did want to move that out of the Oblivion folder then open OBMM click on settings then click the button that says 'move OMOD directory.' If you do move then I would recommend having a separate location for each install/instance of OBMM because then otherwise you may confuse yourself or OBMM (anthropomorphically) into thinking that the omods were set for both or neither or only one and so on - mostly because the OBMM does not give as much information about the install status of OMODs.

If you are ok with the default location of OMOD directory (in the Oblivion folder next tothe data and mopy folders) then no adjusting really necessary and mTES4 Manager will swap them out without problems.

Ok, That was my thinking too. Thanks for a detailed clarification, especially since you are not the author of OBMM. :)

@Gaticus: You may want to add this to the fact because its probably a common question and Psymon explains it quite well. Otherwise, it will get lost in the shuffle of things.

#11
speedyg869

speedyg869
  • Members
  • Pip
  • Curate
  • Joined: 09-November 07
  • 791 posts

It's never necessary to move your omods folder, but some people choose to.
If you do move it mTES4 will not swap it for you, but as long as obmm itself is installed within the Oblivion game folder then obmm will be swapped along with it's config info that points to your external omods folder.
Make more sense?

mTES4 really doesn't pay any attention to any of the third party tools, to be clear.
Whatever is within the three folders used by the game will be swapped by mTES4:
My Documents\My Games\Oblivion
Local Settings\Application Data\Oblivion
Bethesda Softworks\Oblivion

Nothing more.

Understood. Soory, Maybe I didn't explain myself well. My concern came from wondering whether OBMM stored its config in some strange location not covered in those folders you listed. Since the documentation didn't seem to say. So I figured between you and Psymon, there was enough experience to clarify the issue.
Thanks!

Edited by speedyg869, 19 November 2010 - 09:12 PM.


#12
Psymon

Psymon
  • Members
  • PipPipPipPipPip
  • Patriarch
  • Joined: 11-November 08
  • 12448 posts
  • Location:California
Think I found a new little issue - not really related to this but tangential to its use.

So in my TIE-WAC load order (which runs much lighter than my FCOM load order and yields higher fps and stability even though there is about equal plugins both over 300) I'v been looking for luxury install things to put in and one of them was Side's EAX control - when combined with the new BOK Depth of Field really helps create a 3D kind of experience - it does to sound what the shader does with visuals. yay. I tried running it in my FCOM install and it just set things over the top and much less stable.

I digress, sorry.

EAX control requires the game be ALchemy active (yes the creative gizmo that allows users of Vista & Win7 to get their 3D sound back).

I installed it knowing that I had it active once ... no 3D sound. Checked ALchemy - nope not active. Thought it was due to switching game profiles - so switched Oblivion profiles and still active afterward. Switched to Nehrim and it stopped being active. It is basically a click add thing to do, but I thought it worth mentioning.

#13
Cheeka

Cheeka
  • Members
  • Adept
  • Joined: 11-June 08
  • 354 posts
Using 0.61b r93 I got this when deleating a clone

Spoiler


I have no idea what this says but it has happened to me twice, I thought you would like to know.

#14
Gaticus

Gaticus
  • Members
  • Pip
  • Curate
  • Joined: 30-June 06
  • 535 posts
  • Location:In Your PC

Think I found a new little issue - not really related to this but tangential to its use.

Not sure I follow what the problem is. The EAX doesn't work when you switch clones?

Using 0.61b r93 I got this when deleating a clone

I have no idea what this says but it has happened to me twice, I thought you would like to know.

Thank you. It looks like it's running into a problem with long file paths. It's cut off at 128 characters. Grr, Visual Basic's fault.
System.IO.IOException: Access to the path 'C:\Games\Bethesda Softworks\_DELETINGTIE 2 Clone\Data\Sound\Voice\Weapon Expansion Pack for Oblivion Nthusiasts.esp\High Elf\F' is denied.
For now, if you manually delete the data folder before you delete the clone, it should work ok. For your case anyway.

PS. You probably have leftover _DELETING folders. You should delete them. In all three places.

My Games\Oblivion-mTES4\_DELETING*
AppData\Oblivion-mTES4\_DELETING*
Bethesda Softworks\_DELETING*

#15
Cheeka

Cheeka
  • Members
  • Adept
  • Joined: 11-June 08
  • 354 posts
I checked as soon as I had the problem and deleted them. The reason I was deleting them in the first place was because the box stays and sometimes the pop-up asking if you want to copy the other stuff gets stuck behind it so I cant finish the wasy I'd like.

#16
Gaticus

Gaticus
  • Members
  • Pip
  • Curate
  • Joined: 30-June 06
  • 535 posts
  • Location:In Your PC
Are you not able to move the mTES4 window over so you can get at the popup?
A somewhat annoying problem anyway, I know :/

#17
Cheeka

Cheeka
  • Members
  • Adept
  • Joined: 11-June 08
  • 354 posts
No I'm not if I forget to move it before it starts then I just have to hope the pop-up come up over the large window which it nornally does.

#18
Psymon

Psymon
  • Members
  • PipPipPipPipPip
  • Patriarch
  • Joined: 11-November 08
  • 12448 posts
  • Location:California

Not sure I follow what the problem is. The EAX doesn't work when you switch clones?

EAX which is normally a set once through the ALchemy program and forget turns off (becomes dissociated) when switching to the Nehrim clone but not from one Oblivion clone to another.

I'm sorry but I don't have it in me to release the Nehrim clone and redo all the tweaks necessary for Nehrim to run alongside Oblivion just to test whether this association is lost because of how Nehrim works or because of how this works - especially since the fix is but a few clicks in ALchemy.

I suspect it is Nehrim that causes this - even if this were not used.

#19
Gaticus

Gaticus
  • Members
  • Pip
  • Curate
  • Joined: 30-June 06
  • 535 posts
  • Location:In Your PC
This sounds like it may be a side effect of using the dummy clones. If so, I don't think there is any easy fix.
When you switch back to an Oblivion clone from Nehrim, does EAX resume working, or do you need to configure it again?

#20
Ysne58

Ysne58
  • Members
  • PipPipPip
  • Diviner
  • Joined: 28-June 06
  • 2296 posts
There is something wrong. I get it to work the first time. But after that it will not open, I click on the application and nothing happens.

#21
Ysne58

Ysne58
  • Members
  • PipPipPip
  • Diviner
  • Joined: 28-June 06
  • 2296 posts
I cannot get it to work after the first time I launch a game. It does not start up after the installation.

#22
Psymon

Psymon
  • Members
  • PipPipPipPipPip
  • Patriarch
  • Joined: 11-November 08
  • 12448 posts
  • Location:California

This sounds like it may be a side effect of using the dummy clones. If so, I don't think there is any easy fix.
When you switch back to an Oblivion clone from Nehrim, does EAX resume working, or do you need to configure it again?

Yes I do but it really simple to do - open ALchemy click on Oblivion then click add. then close ALchemy. Not major and only when switching to Nehrim not between Oblivon clones.

Mostly Oblivion does not make use of EAX unless using that or an older less reliable mod - so chances of this being a big deal are pretty slim - only the most mod hungry nerds would catch it ... :wave:

Ysne58-

One thing I've learned is that it is best not to have windows explorer open to any folder of an active clone while switching - this can cause mTES4 Manager to not switch. The same goes for having any tools like Bash or OBMM - no switching until all windows in a clone being called on and all tools associated with that clone. You should get a message though saying it can't switch.

Try closing all windows. Make sure you have the config file in the same area.

Tell Gaticus if you installed it in the same area/drive as Oblivion clones and/or if the clones are on the same drive or not.

Are you using Win 7 or Vista and have this installed in an area UAC would care about?

that is all the questions I can t think of - I now turn the floor over to the author ...

#23
Ysne58

Ysne58
  • Members
  • PipPipPip
  • Diviner
  • Joined: 28-June 06
  • 2296 posts
I have Win 7. I tried intstalling to the default and had the problem. Uninstalled and installed to desktop and still same issue. I also noticed there is no shortcut installed when I installed it. Is this supposed to happen?

I have Oblivion installed to my desktop instead of the default location because I hate dealing with UAC. I avoid that whenever possible.

#24
Psymon

Psymon
  • Members
  • PipPipPipPipPip
  • Patriarch
  • Joined: 11-November 08
  • 12448 posts
  • Location:California
But how isn't your desktop going to illicit UAC? Isn't your desktop under your user account?

I keep all games installed on separate drives from my OS - actually my OS pretty much gets one drive all to itself.

As for shortcuts - do you mean for this or Oblivion?

#25
Ysne58

Ysne58
  • Members
  • PipPipPip
  • Diviner
  • Joined: 28-June 06
  • 2296 posts
The desk top itself is not under user so no it does not activate UAC. I'm talking about a desk top icon for this mod. I may have to go that route as far as having different installs on different drives. I'm just not sure how well that would work for me.

#26
Gaticus

Gaticus
  • Members
  • Pip
  • Curate
  • Joined: 30-June 06
  • 535 posts
  • Location:In Your PC
There is no installation. Unless you just mean the first time you run it.
There are no shortcuts either. If you want a shortcut for mTES4, make one.
mTES4 also is not a mod. It is a 3rd party tool.

I have no idea why it is not working for you Ysne58.
I'll need more detail than 'it doesn't work'.
What is the exact path you are installing mTES4 to?
What is the exact path to your Oblivion game folder?
Did you actually close mTES4 before trying to run it again?

#27
Gaticus

Gaticus
  • Members
  • Pip
  • Curate
  • Joined: 30-June 06
  • 535 posts
  • Location:In Your PC
You have installed software to your desktop? That is not what your desktop is for.
I don't know if that would cause any problem, but it's just plain bad practice.
Your desktop should more-or-less just be for temporarily working with files.

And yes, the desktop is in the user profile. Though UAC shouldn't be an issue unless you are trying to access your profile from a different user account.

How did you get Oblivion on the desktop in the first place? Did you actually install it there? Or did you just move the folder after you installed?

#28
Ysne58

Ysne58
  • Members
  • PipPipPip
  • Diviner
  • Joined: 28-June 06
  • 2296 posts
1. I created the folder on the desktop. Then I installed Oblivion there. Obviously, I have different feelings about how to use the desktop than you do. I also have different needs for this computer than I would if I were actively programming. This is not one of those things that is right or wrong. I do not agree with you that it is bad practice.

2. Until I tried using your mod, I have had not problems accessing or using Oblivion on the desktop. First I tried letting it set up the folders at the default location. I did close it out before trying it again. I went so far as to shut down my computer to make sure it was closed down because I couldn't tell whether it was closed or not. Since it did not work at your default location, I then installed it directly to the desktop. Again it worked that first time. Since I yet again could not tell whether the program had stopped working, I yet again shut the computer down, using the start menu and shutting it down properly (since you seem to think I am an idiot). It did not start up again when I double clicked on the application.

3. I also attempted to create a short-cut which was no more successful in getting your program to work. OBMM, OBSE, the default launcher and the construction set all launch just fine. Your mod only works that first time and then never again.

There is also a difference between the Desktop and the desktop folder. I do not have Oblivion installed in the desktop folder.

Edited by Ysne58, 23 November 2010 - 05:06 PM.


#29
Gaticus

Gaticus
  • Members
  • Pip
  • Curate
  • Joined: 30-June 06
  • 535 posts
  • Location:In Your PC
:facepalm:

Sorry, I do not need to and will not help you. Bug or not.

#30
Ysne58

Ysne58
  • Members
  • PipPipPip
  • Diviner
  • Joined: 28-June 06
  • 2296 posts
I won't be using this tool then. I think cannot help is probably more accurate though.


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users