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The downside to invoking a third program from MO to handle fomods.
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Question
GrantSP
As MO becomes more and more popular, mod users are probably going to face the issue of installing fomods that use C# as the installation script, and the resultant error from no suitable plugin in MO.
I have seen mentioned here in S.T.E.P. the method of invoking FOMM from within MO and creating a new mod package that is then installed.
While I understand the rationale behind doing so, and in fact I laud those that have written installation guides to assist mod users, I feel this is in fact making the task of assistance harder.
Let me see if I can elaborate on that idea.
Forum members that write these guides or answer questions about installation probably have a great deal of knowledge about what mods are and how they work, perhaps even creating a number of mods themselves. They know the easy way to do things and can cut through the hardship of installation and provide a quick fix.
Therein lies the problem. They know these things because they had to figure it out for themselves and are now aware of what is needed. The vast majority of posts in forums like this or other sites where mods are hosted are from users that have little understanding of what a mod is or how they work. Without wanting to sound patronizing a great deal of mod users see that a mod does such-and-such and they go all: "oohh, shiny. must have it", thinking that it will magically transform their game by some strange method. That's fine if all they are wanting is to do something simple. How many times though have you read posts from users that haven't even read the description or readme and are expecting the mod to just work wonders? Have you not seen the pain in the mod author's comments as they handhold them through it or perhaps dismiss them entirely?
The problem is the majority of mod users just don't know what mods are and how they work. Most of the installation/setup issues could be solved by themselves IF they knew how the mod operates.
Now I'm not decrying tools that are used to manage mods, far from it. I have used Wrye Bash and its derivatives for ages and am now a MO advocate. I know their worth. These tools are great because they speed up or automate repetitive or tedious tasks or give access to areas previously hard to reach.
Which brings me back to topic: FOmods.
Your average user has no idea what these files are that they just downloaded. To them they could be little armies of robots that somehow construct a new world in their game.
*.rar, *.zip, *.7z mean very little to them, let alone what *.OMOD, *.FOMOD or for that matter *.esp/esm or *.bsa are.
They should!
So, asking them to use another tool to handle a file they have no, or little, understanding of only obfuscates the reality for them. They need to know what are inside those files. It helps in so many ways.
Those sort of questions become much, much easier to understand if we show users how to look at what these packaged mods contain. That means encouraging users with FOmod issues to unpack them and either remove the fomod folder or check if it can be tweaked in some way. Quite a lot of the problematic mods are actually very easy to install in MO since there is no chance of overwriting anything. This alone makes MO a fantastic tool.
If the user then opens the archive and sees it is just a collection of folders and a few files they will start to see where it all fits in the game's file structure. Some are even easier since they are just an *esp/esm and a *.bsa. Two files to place! What is hard about that?
Doing this gives the mod user, not only a working mod but, a sounding in what to check for in maintaining a good load order or even in taking the first steps towards merging files or making bashed patches! The extra couple of steps they do with just one tricky mod may mean less steps in the future.
Just in case it wasn't made clear in the preceding paragraphs:
I am not criticising the knowledgeable forum members that have posted guides here, they are to be lauded for all the work they do.
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