sedenion Posted May 26 Author Posted May 26 (edited) 1 hour ago, OhNoMyHookBroke said: Hello! In OvGME, it gives you a prompt when you enable a mod that overwrites files of another enabled mod. In OMM, it doesn't do this. Instead, I can only have one or the other selected. I was wondering if it'd be possible to let it do that in OMM like OvGME does it. Yes, in "Channel properties", go to tab "Backup storage" and enable "Allow Mods install overlap (advanced backup process)". Notice this option is per-channel, if you want it to be enable for all channel, you must explicitely enable it for each. Edited May 26 by sedenion
OhNoMyHookBroke Posted May 26 Posted May 26 11 hours ago, sedenion said: Yes, in "Channel properties", go to tab "Backup storage" and enable "Allow Mods install overlap (advanced backup process)". Notice this option is per-channel, if you want it to be enable for all channel, you must explicitely enable it for each. Thank you!
OhNoMyHookBroke Posted May 27 Posted May 27 I'm also now having a different problem. Every time I close OMM, it seems to completely lose all of my channels. I'm not quite sure what I did wrong, or if I did anything wrong to begin with. It also doesn't have the administrator badge like OvGME automatically does, so I need to manually give it those permissions.
sedenion Posted May 28 Author Posted May 28 (edited) 9 hours ago, OhNoMyHookBroke said: Every time I close OMM, it seems to completely lose all of my channels. I'm not quite sure what I did wrong, or if I did anything wrong to begin with. They are not "lost", they are simply "not reopened yet", Hubs (what contain channel, folders, etc) still where you created them. OMM Hubs are not centralized and opaque like in OvGME "configurations", they are human-readable set of XML files within folder structure, so they can be moved from there to there, copied, archived, manually edited, etc. and by the way, you have to explictly open them (as file) in OMM. Anyway, you can configure OMM so it opens a set of Hubs you want each time it starts. This is in the Manager Properties, simply browse and add Hubs you want to be automatically opened, check the proper checkbox, and that's it. 9 hours ago, OhNoMyHookBroke said: It also doesn't have the administrator badge like OvGME automatically does, so I need to manually give it those permissions. Yes, this is intentional, because this is a bad practice for a software of such type to automatically request privilege escalation at startup (and you should beware software that did such thing, if they are not explicitly administration tool). If you want to run it as administrator, you have to do it manually, like a "conscient user", either by contextual menu (run as administrator) or by checking the option in the shortcut parameters. (Anyway nowadays Windows gives you a tons of false-positive or irrelevant security alerts to fool user, make him paranoid and give him an illusory sensation of security... so, yes, such advice appear a bit derisory) Edited May 28 by sedenion
OhNoMyHookBroke Posted May 28 Posted May 28 10 hours ago, sedenion said: They are not "lost", they are simply "not reopened yet", Hubs (what contain channel, folders, etc) still where you created them. OMM Hubs are not centralized and opaque like in OvGME "configurations", they are human-readable set of XML files within folder structure, so they can be moved from there to there, copied, archived, manually edited, etc. and by the way, you have to explictly open them (as file) in OMM. Anyway, you can configure OMM so it opens a set of Hubs you want each time it starts. This is in the Manager Properties, simply browse and add Hubs you want to be automatically opened, check the proper checkbox, and that's it. Yes, this is intentional, because this is a bad practice for a software of such type to automatically request privilege escalation at startup (and you should beware software that did such thing, if they are not explicitly administration tool). If you want to run it as administrator, you have to do it manually, like a "conscient user", either by contextual menu (run as administrator) or by checking the option in the shortcut parameters. (Anyway nowadays Windows gives you a tons of false-positive or irrelevant security alerts to fool user, make him paranoid and give him an illusory sensation of security... so, yes, such advice appear a bit derisory) Thank you. I'm making the swap to OMM now. Appreciate your help and the work done!
greyeagle787 Posted Friday at 05:37 AM Posted Friday at 05:37 AM Hello and thanks for this great software. I’m new to modding and only have 3 in my OMM directory and it works great. All 3 are zipped folders. I’m looking at 2 mods now that are unzipped. Can I use OMM for them and , if so, how do I do that? Many Thanks
sedenion Posted Friday at 06:22 AM Author Posted Friday at 06:22 AM (edited) 50 minutes ago, greyeagle787 said: Hello and thanks for this great software. I’m new to modding and only have 3 in my OMM directory and it works great. All 3 are zipped folders. I’m looking at 2 mods now that are unzipped. Can I use OMM for them and , if so, how do I do that? Many Thanks This depend on the mods inside structure (how and where modded files are stored). OMM handles non-zipper (aka 'Directory' or 'Development') Mods without problem, it was designed for that in part. You simply have to put the folder within your Hub's Library folder (using file explorer), and it will appear in the list. What may fail is the Mod itself due to wrong installation. Because OMM is not magical, and will install/apply the Mod by putting (and comparing etc.) its content (content of the Mod's folder) into the target directory. So, you have to look inside the mod folder to verify how modded files are organized, so it can be properly installed in an automated way. To say it quickly, the inside files and directories structure of the Mod' folder, must replicate exactly the target file and directory structure, like a "mirror". The Mod's files are the "modified" reflect of the target folder. Finaly, once you have folder (or "development") Mod properly installable (that copies the files on the right place in the right order), you can even convert it into a zipped Mod using the Mod Pack editor, it is fairly simple since the operation is mainly automated. Edited Friday at 06:27 AM by sedenion
greyeagle787 Posted Friday at 12:44 PM Posted Friday at 12:44 PM Many Thanks for this great Info! I will see today how things work.
greyeagle787 Posted Friday at 04:28 PM Posted Friday at 04:28 PM Thanks for the Help. I had an unzipped mod that I just ensured the folder/file path was identical and it worked great. Thanks Again!
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