bben46 Posted March 5, 2009 Share Posted March 5, 2009 Well, unless I remember it wrong, you have left and right reversed. But otherwise it looks good. When an omod is put into the game, it will have a green block. then when it is enabled it will turn blue if there are no problems. It will also add the .esp to the left side, and add the meshes and textures to the right folders. If you ever want to disable the color map, click on that blue block and it will remove the esp from the list on the left, and remove the textures and meshes from their folders also. but it will leave the green block on the right side for that mod so you can enable it again. I don't understand about the brown Oblivion Icon though.if you RIGHT click it you should get some information about it. What is the name associated with it? Is it a .bsa file? if so, it belongs in the data folder. Link to comment Share on other sites More sharing options...
evol200 Posted March 5, 2009 Author Share Posted March 5, 2009 In Program/Bethesda/Oblivion/ Data-there is 12 Types of files (brown Oblivion Icon) that are labeled:BethesdaSoftworks Archive/file . I'm assuming its just as important as .bsa file, i'll leave it alone. There's also a Oblivion.esm, Knights.esp and DLCShiveringIsles.esp files. Everything else looks normal. When I run OBmm and activate the mod, its not adding the .esp file to the left side, nor is it adding the meshes and textures. Then there is the Icon~Launch Oblivion~, do I start the game from there after everything is set, I think you mentioned that earlier. Link to comment Share on other sites More sharing options...
bben46 Posted March 5, 2009 Share Posted March 5, 2009 Inside of OBMM, there is a Launch button to start Oblivion http://i290.photobucket.com/albums/ll251/bben46/Oblivion/OBMM-1-1.jpg Be sure to read the pop up that only comes up the first time you use it or you will not be able to get it to work. Link to comment Share on other sites More sharing options...
evol200 Posted March 5, 2009 Author Share Posted March 5, 2009 so does that mean im out of luck or? I dont get it.does any of this affect the Oblivion ini. settings that I changed? Link to comment Share on other sites More sharing options...
bben46 Posted March 5, 2009 Share Posted March 5, 2009 OBMM has nothing to do with the .ini settings. It actually closes before the game starts. If what you changed in the .ini works in the unmodified (vanilla) game - then it will work after OBMM. I would wait until after you get the mod working before doing any serious .ini tweaking. Then go here for the info on tweaking not just Oblivion, but many other games, and Windows, and your video card. Be sure to tweak the Windows first, then the Video card, and the game last. He explains not just what to change, but why you should or should not change it. I use the same map mod. It has never caused any conflicts with any of the hundreds of mods I have tried. New Idea! I think you might be confused because there is NO ESP for the color map. It doesn't need one as all it does is change texture on the original map. Think of texture as an object's skin, and Mesh as its Three dimensional shape. While the esp puts the actual object into the game. As the object in this case is already in the game, the mod just changes the skin on top of it. There is also no Mesh as it is flat. Definition: vanilla - plain unmodded game. Only has the official patch. Nothing else. Very simple explanation:Every time the game starts, it loads the vanilla textures, meshes and other stuff first. They are in those .bsa files in the \data folder. Then mods load and overwrite things in the vanilla. In the order you specify in the OBMM left side list. So if - say, a robe was red (red Texture) in the vanilla bsa, and a mod that loaded after it changed that robe's texture, then the robe would show blue in the game. But the shape (mesh) and the object (robe) would be unchanged. If you add an object that is not already in the game, then you will need an .esp, textures and meshes for it to show up properly. A single esp can contain many objects as well as other things needed by the mod. Link to comment Share on other sites More sharing options...
evol200 Posted March 6, 2009 Author Share Posted March 6, 2009 thanks for all this.I started the game through obmm and made sure the map mod is activated then click on-->launch Oblivion-button. The game starts and I see no color map. Does this help:Color Map mod 1.0.omod [basic info]Name: Color Map mod Author: meversion: 1.0Contact: Website: No description Date this omod was compiled: 3/1/2009 11:30:31 PMContains readme: noContains script: no [omod file information]File size: 2475 kilobytesInternal omod file version: 4CRC: DE2155E5Created or installed: 3/1/2009 11:30 PMLast modified: 3/1/2009 11:30 PM [Complete data file list]Color Map Mod(1.1).omod (1694E0E2) [Currently installed data files]Color Map Mod(1.1).omod I also made sure the color map mod is present in the Bethesda/Oblivion/obmm/mods folder Link to comment Share on other sites More sharing options...
bben46 Posted March 6, 2009 Share Posted March 6, 2009 We are running out of options here. Recap: You are using XP, not Vista.The game is installed in the default location. C:\Program Files\Bethesda Softworks\OblivionYou have installed the latest Oblivion patch and it shows in the lower left corner when you start v1.2.0416The Omod is in the Oblivion\Obmm\mods folderIt is named 'Color Map Mod(1.1).omod' and not .7zIt is showing up in the RIGHT pane of your OBMM screenIt has a BLUE block and not a GREEN blockYou either close OBMM before starting Oblivion or use the Oblivion launcher inside OBMMYou do not need to have anything show up in the Oblivion game data when you start for this to work - only esp mods show. The main map of Cyrodiil (not the smaller map of where you are) is still the default brown on brown color when you play. If so, then lets try a different mod. One with an esp. This one is as simple as I could make it. it is ONLY an esp, no meshes or textures. This is a tutorial I have used to introduce people to mods for nearly a year now. I didn't send you here because you were trying to use an OMOD which installs differently than a standard mod. It does not require OBMM, although it will work fine with it. It will show as an esp in the left pane, and NOTHING in the right side. To activate it in OBMM, click the empty box and it should get an x in it. Or, skip OBMM and go directly to the game, click on data when the game starts and the mod should show in the data list, again, it must be selected to work. I hope toy are out of the prison, because this appears in the Imperial City Market place. One of these days I will get around to adding something in the prison cell as part of the mod. I have a set of help files for people new to mods. They include downloading, extracting (unzipping) installing and activating mods. I have included a sample mod to practice on and instructions for installing and using 7-zip. If you are interested, click on the highlighted link below to be taken to the site where they are kept. I recommend starting with #1 and working your way through them. http://s1.zetaboards.com/TheStormRavenLibrary/forum/256092/ Link to comment Share on other sites More sharing options...
evol200 Posted March 7, 2009 Author Share Posted March 7, 2009 I finally got it too work.I had Color Map mod v1.0 activated, but it didnt work, this weird because I only remember downloading v1.1Messing around a little I didnt even know I had another version on my desktop, v1.1, so I used the load option on obmm->acticated it->deactivated 1.0, started the game and I see the color map mod. thanks a bunch. 2 Questions-How do I remove v1.0 from obmm or is it ok just being deactivated? (shortest answer preferred after all this trouble) When I installed and uplaoded the color map mod the first time, a message box came up and sayed: "this will remove any mods previously installed. "Does that mean it will restore my original Oblivion ini. settings? Link to comment Share on other sites More sharing options...
bben46 Posted March 8, 2009 Share Posted March 8, 2009 One of the great features of OBMM is an inactive mod is as good as deleted. It is completely out of your game folder. However, if you want to remove it, go into the Oblivion\obmm\mods and delete it there. Link to comment Share on other sites More sharing options...
evol200 Posted March 9, 2009 Author Share Posted March 9, 2009 Just tp update my findings:I did some memory tweaks before I did the color map mod and it didnt have any affect on what I did in the ini. settings. I'm gonna explore some more and see what else I can find out. Link to comment Share on other sites More sharing options...
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