How do you find an OMOD in CS??
#1
Posted 15 September 2008 - 11:23 AM
#2
Posted 15 September 2008 - 01:08 PM
You will need to change it over to an esp and put it in your data directory to open it in the CS. Then reconvert it back to OMOD format when you are through.
I use a testbed version of Oblivion - a stripped down version with only the minimum needed to work. I use vanilla Oblivion and there are no other mods in the data directory. If any other mods or SI are needed, I include them in the testbed. That way, I can easily find all of the changes made to any mesh, texture or any other files in the mod. Then when it is ready to test, I throw it into my main game with all the other mods and see how it behaves (usually not too good the first try). When it is working properly, then convert it into an OMOD or make it OMOD ready for distribution.
LHammonds has a complete site dedicated to working with OMODs. Lots of info and some tutorials.
http://lhammonds.gam...bmm/default.asp
#3
Posted 15 September 2008 - 01:14 PM
Whether you install a new omod using the mod manager, or just install a mod by dropping the folder containing the meshes, textures, and esp file into your data folder... the CS should read all of the esp files located in your Oblivion\Data directory.
At the top left corner of the CS, click on file, and then data. A window should pop up containing all of your esp files (mods), for you to choose from. You then tic the one you want to modify and activate it. If this method still dosen't allow you to open your CS data files, I am not sure what the problem would be.
Good Luck with it!
David
#4
Posted 15 September 2008 - 02:05 PM
#5
Posted 15 September 2008 - 04:00 PM
Sheppard
#6
Posted 15 September 2008 - 04:26 PM
Edit: maybe the issue is already solved by now, anyway these answers may help a newbie looking at the thread.
Edit2: What some may not know is deactivating an omod in OBMM actually removes all the files the "activate" (that follows a script, default or added by the modder) placed in the /data structure, even with the mod yet showing up at the right window. Reason is easier uninstalling "omod" mods. Indeed it's worth knowing this, mainly if such mod have files in common with another mod.
#7
Posted 15 September 2008 - 04:29 PM
It's like DavidWhitefang said and Tyreil recalled correctly. Once Installed (not just placed in the /obmm/mods or wherever else) the result is exactly the same if placed by hand all the files and folder. Note the game cares not for the omod file in anyway. Either the mod causing you troubles don't have an ESP or you forgot to "activate" it in OBMM.
Yes, it could have been one of those, I guess. I put a different (non-omod) version of one in, so I can't check now. The other one I think I may have just had a tough time finding in all the 250 mods in there.
#8
Posted 15 September 2008 - 04:49 PM
It's like DavidWhitefang said and Tyreil recalled correctly. Once Installed (not just placed in the /obmm/mods or wherever else) the result is exactly the same if placed by hand all the files and folder. Note the game cares not for the omod file in anyway. Either the mod causing you troubles don't have an ESP or you forgot to "activate" it in OBMM.
Yes, it could have been one of those, I guess. I put a different (non-omod) version of one in, so I can't check now. The other one I think I may have just had a tough time finding in all the 250 mods in there.
OMG
#9
Posted 15 September 2008 - 04:52 PM
It's like DavidWhitefang said and Tyreil recalled correctly. Once Installed (not just placed in the /obmm/mods or wherever else) the result is exactly the same if placed by hand all the files and folder. Note the game cares not for the omod file in anyway. Either the mod causing you troubles don't have an ESP or you forgot to "activate" it in OBMM.
Yes, it could have been one of those, I guess. I put a different (non-omod) version of one in, so I can't check now. The other one I think I may have just had a tough time finding in all the 250 mods in there.
OMGyou may just have surpassed the hardcoded limit and so it will not be shown in the list.
No, once you hit 250 the game CTDs, then I have to take some out to get back to 250 and all is well again.
#10
Posted 15 September 2008 - 05:10 PM
Now this is something I can't reply for sure since I never got near this 253 limit. For my "understanding" the engine would just stop seeking the load list, if the not loaded mod (worse if it have several esps/esms) was necessary so CTDs happens. Anyway I really can't be sure here.No, once you hit 250 the game CTDs, then I have to take some out to get back to 250 and all is well again.
Try opening with the Wrye's Bash that shows the mods with an hexadecimal index. If this index approaches FD you have the answer.
PS: this procedure is useful to know the position of certain mod in the load list, enough using the windows calculator to convert between hex/decimal values.



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