xchrisbobisx Posted February 12, 2009 Share Posted February 12, 2009 I spent the last 4 hours trying to get a couple mods for oblivion to work. I have dled mods before on this site for fallout 3, they all had no problem. Long story short, i have 15 .ESP files, 3 show up in my launcher "data files" and 3 are in my mod manager. i dont know why none of them can detect these ESP files. isn't that their whole purpose? I have OBSE though im not sure what the hell it does, fallout 3's invalidation program was just a "activate/deactivate". Also have OBMM. I updated my game to the newest patch v1.2.0416. Here are the mods I dled:EyeCandy body replacerOMOD fixedKT custom race fixMaleBody replacer v4NEC Mystic ElfNEC Mystic High ElfOBMMOBSERens Beauty PackEleves of Lineage 2 The Lineage 2 elves dont show up at all, At the character create screen I can see the new races and hairs, the body replacer seems to work though its not very compatible with RENS. High elves dont show up either. Have not tried the Male Body replacer yet. Link to comment Share on other sites More sharing options...
bben46 Posted February 12, 2009 Share Posted February 12, 2009 Usually we see this the other way around, people complaining that they can't get mods to work in FO3 when they had no problems in Oblivion. Oblivion has many more tools for working with mods than FO3 - FO3 is rapidly catching up though. My guess is you are trying to use some of these tools and not getting the results you expect - mainly because they are more evolved than the FO3 tools. In Oblivion, the archive invalidation problem was solved long ago. It is usually handled in the CS when the mod is made and mod users rarely have to deal with it. The data files you see when starting Oblivion are not the \data folder where your mods are stored. However, any mod that has an esp and is actually in the \data folder should show up there. If you use OBMM, The OMOD format is OPTIONAL. it allows mods to be repackaged into OMOD format. An OMOD is an isolated mod that can be easily and completely removed without having to search through mesh and texture folders to find all of its parts. These will be physically located in your OMOD folder. And will appear in the OBMM screen on the right side where they MUST be activated by clicking on the green block - it will turn blue and place an esp for that mod on the left side. If you use OMOD formatted mods, you must use OBMM. Any mod that is not in OMOD format and is in your data folder as an esp or esm will appear in the left pane automatically.You must activate them by clicking on the block. Many Oblivion mods require OBSE - the script extender to work. OBSE must be started before Oblivion - use either the OBSE launcher, or the built in Oblivion Launcher in OBMM which automatically launches OBSE, then Oblivion. One of the big uses for OBMM is the capability to rearrange the load order of mods so they will play better together. You can only arrange the mods in the left window, the OMODs in the right window will always be in alphabetical order and do not need to be rearranged. Please read the instructions for OBMM and OBSE as they are not mods, but programs and do not install like mods. Link to comment Share on other sites More sharing options...
SirMagus Posted February 12, 2009 Share Posted February 12, 2009 OBMM needs an own installer which places the files of the mod in the correct locations in your game folder, and also makes it easier to look over what you have. If you have your desktop full of mods extracted and folders saying data, meshes and textures and so on, you'll start wondering what mods you already extracted. Well to make it short, it's really just an easier way to keep things clean and compact. Link to comment Share on other sites More sharing options...
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