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dastaten

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  1. About OBMM, once activated the mod will be exactly the same as you had installed directly, with the ESMs e ESPs in the left side and all. Think it as a bless, as OMODs keep track of all files it install and so uninstalling something is just a matter of deactivating it (and deleting the omod if you are sure will not want it anymore). Clear, if the mod overwrote files of another previous mod, this one will need being reinstalled, but this would be anyway. So to install (as omod can be scripted to do some nice things) and uninstall omods are a must. Wrye Bash is to another thing although as dyfed_99 pointed, it now have a feature named balo that is meant to automatize and group mods, but mainly it is to put things together, reducing conflicts, merging differences, etc, where Bash is really impressing and useful. As for me that have AC = 172 ESMs/ESPs balo is being more a headache than bless, but will not be this way when I'm done redating then to keep the correct order even after grouped and I can turn on the full balo feature. For now, I keep the exported actual load order of obmm to backup and safeguard purposes. To the ones that have a mod list more 'clean' and light balo will be a breeze and bless, for sure, with few or no pre and post work at all (this will be strongly depending on mod compliance with the feature). Anyway, with or without balo, OMODs will be a must ever. I followed the entire cheat sheet, installed OOO, MMM, Fran, ITE, the works, and amazingly enough I got it working the first try! I am now a firm believer and supporter of FCOM and Wrye Bash. Good good stuff. Thanks to everyone who chimed in with friendly assistance. :)
  2. Does it matter when I install FCOM? Like if I've already installed OOO and MMM, can I now install FCOM or does it need to be installed first? I just looked over the rest of the install. It's going to be a miracle if I get this all to work right...
  3. Awesome, thanks for the info. How do I decide which parts of OOO to activate/deactivate once it's installed? All I see is the main .esm and .esp in OBMM. I appreciate all the help from you guys. There's no telling how much time you're saving me. :)
  4. Great, so I tried installing MMM's omod with OBMM and it says that it conflicts with a currently active mod. But all I've got installed right now is OOO, unofficial patch, citadel door fix, and bash patch. What gives? I just checked the conflict report and it looks like it's all dds and nif files. Are these just texture files and such that MMM is supposed to write over and I should ignore the conflict message?
  5. Yes.. or better, I prefer to set the load order with OBMM itself, unless you're an expert of BALO feature of Wrye Bash. It works fine, it's just a matter of patience to set the appropriate groups for every mod and then, voilĂ , they are in their correct place! Choose which you prefer.. Yeah, I originally started with OBMM. Now I'm using FCOM and it says to use Wrye Bash. But I can't figure out how to manage the load order in Wrye Bash. This is all a bit overwhelming since this is my first time ever trying to mod a game and there's so much to it with Oblivion (OOO, MMM, FCOM, etc, etc). But I'm determined to get it perfect, even if it kills me! lol
  6. :blink: Do you really want open an omod file with Wrye Bash? Do you? :no: Nah.. you need OBMM for this! It's here: http://www.tesnexus.com/downloads/download.php?id=20369 Good tutorials here: http://timeslip.chorrol.com/omod_install.html and here: http://lhammonds.game-host.org/obmm/tutorials.asp So I need to install the mod with OBMM and then manage it with Wrye Bash?
  7. I downloaded MMM as an omod and now I can't figure out how to open it with Wrye Bash. Does WB not support omod?
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