In response to post #15813075. #15813490, #15826570, #15836575, #15837110 are all replies on the same post.
Feel free to do that. Creating mods "requiring" mine never was an issue to me. It wouldn't even be necessary to ask me. But telling me of their existence is always appreciated, as I love to see others make some use of my creations, and in many cases only "I" can help when questions arise from their users about issues related to my work, and if I don't know of these mods then, I cannot provide help in their comments either.
If you're lost how to go about it to begin with, there's a topic inside the discussions of this mod about "create your own anthro dragon companion" by sundina, in which both me and she are explaining different ways to go about it. Honestly, I just think mine's simpler, but that's up to you to decide for yourself.
For what it's worth though, keep in mind this is only a pre-beta by now and things are going to change massively. I think I won't even be re-using the same ESP in potential future releases. So you must know for yourself if you want to make your mod dependent on a test-version release already. But coming to think of it, how long did it take me to get as far as I am right now? There's probably years to come in the worst case before there'll be a real beta release or anything. So it should be rather safe to do just that anyways, for at least some years from now.
Now to the problems.
Yes, actually, installing this mod in its BAIN-ready folder structure through OBMM will not really work to begin with. Maybe the OBMM will place the ESP and all the BAIN subfolders into your data folder, but it's unlikely it will put the mod's meshes and textures into where they belong. Additionally I think to remember there's an invalid "omod conversion data" folder included in this one as well still, a left-over from a previous release with an out-of-date install script and list of files. Using this one when creating an OMOD from this mod can only ever lead to serious trouble or disaster.
That's why I said to separate the "00 Main" folder's contents and create a mod from this one alone. Everything the race will need to function is inside this one single folder already. All other folders only contain variants and optional choices or some assets intended for compatibility to other mods and can safely be ignored unless you really need their contents. In this case though, you can simply merge them with the "00 Main" folder ahead of time and then create a mod manager package/OMOD from this one. If the folder/archive you create an OMOD from contains the ESP and "meshes" and "textures" all on the same level, and no arbitrary numbered BAIN folders anymore, "then" the resources will go where they are meant to go, this is what a true Oblivion mod package has to look like in order for most managers to understand it.
I would recommend getting used to BAIN (the BAsh INstaller), as it's rather simple in way of functioning but more powerful than NMM and OBMM together still. But for some people getting into Wrye Bash is a little overwhelming at times, although it's really only the most basic things one needs to learn about it, and everything else can be neglected until one really needs it one day. BAIN is only a miniscule small part of Wrye Bash and really easy to use. Just a nudge.
And as for the black eyes, yes, this was caused solely by using "both", the Robert's Male plugin for regular games AND the Beautiful People V22 compatibility plugin at the same time, especially when not even using Beautiful People V22 as well to begin with. Which is something that happens when installing a mod through OBMM, all plugins included getting activated at once, and you'll have to disable all the optional and "use-only-one-of" plugins yourself later.