KottonKing Posted March 12, 2009 Share Posted March 12, 2009 I downloaded the Griffon Fortress mod and uploaded it into my Data Files using the Oblivion Mod Manager (OBMM) but for some reason when I start the game and I travel to the Fortress there are nothing but a bunch of exclamation points everywhere with a few actual meshes showing up. I'm having a mass error some how. Any help would be greatly appreciated. Thanks!!! I'm having the same problem with the Ancient Towers MOD. Link to comment Share on other sites More sharing options...
KottonKing Posted March 13, 2009 Author Share Posted March 13, 2009 I downloaded the Griffon Fortress mod and uploaded it into my Data Files using the Oblivion Mod Manager (OBMM) but for some reason when I start the game and I travel to the Fortress there are nothing but a bunch of exclamation points everywhere with a few actual meshes showing up. I'm having a mass error some how. Any help would be greatly appreciated. Thanks!!! I'm having the same problem with the Ancient Towers MOD. bump Link to comment Share on other sites More sharing options...
AzirAphale001 Posted March 13, 2009 Share Posted March 13, 2009 This is almost certainly a problem with the meshes not being in the right folder.The meshes go into teh 'Data/Meshes' folder, and textures into 'Data/Textures'. Link to comment Share on other sites More sharing options...
KottonKing Posted March 14, 2009 Author Share Posted March 14, 2009 How do I go about making sure they are in the right folder??? I use the OBMM and I was told that when I create an OMOD file to just use the .esp file and leave the rest of the files alone and where they are at. Link to comment Share on other sites More sharing options...
bben46 Posted March 14, 2009 Share Posted March 14, 2009 When you create an OMOD, you use the OMOD, and not the .esp file. When you activate the OMOD in OBMM it will place an .esp in your data folder and place the other files where they need to be. You may have to click on the empty block on the left screen to activate the .esp even after activating the OMOD. On the OBMM screen, the OMODS are on the right. any ACTIVE OMODS will have a blue block beside them. If you have an INACTIVE Omod, it will have a green block. If the block is any other color you may have a problem with compatibility. When you deactivate an OMOD, it removes the .esp and all of the other files from the data folder, while leaving the green block for you to reactivate it if you want it later. It can take a while for a large OMOD to complete the process of adding every thing when it is activated so don't leave OBMM until it is finished. To check if it is working, deactivate your OMOD, (click on the blue block) It should turn green and the .esp should vanish from the list on the left side of the screen, not just have an empty block. http://i290.photobucket.com/albums/ll251/bben46/Oblivion/OBMM-1-1.jpg Link to comment Share on other sites More sharing options...
KottonKing Posted March 14, 2009 Author Share Posted March 14, 2009 Yes. This I am aware of... I'll take you through my steps. First, I download the MOD and unzip it with 7zip if it's a 7zip or .rar file or with winzip if It's a regular zip file. Second, I place ALL my files (MODs) in an Oblivion MOD folder I created on my desktop and then into a subfolder named after the MOD I downloaded. Third, I open my OBMM and click "create". I first name the MOD, place in the authors name and then the MOD description. Fourth, I make sure the "plugin" at the bottom of the OMOD Creator is checked with a blue dot. Then I click "Add files". Fifth, I browse to my Oblivion MOD folder and I click on the Griffon Fortress OR Ancient Towers .esp file and click "Open". Sixth, I click "Create OMOD" and it appears on the right of my OBMM with a green square. I highlight the MOD and click "Activate" and the green square turns blue and then appears on the left of the OBMM as active. Seventh, I start Oblivion and the start menu pops up and I click "Data Files" to make sure the MOD is appearing in the data files and I check the box to the left of the MOD with an X. I start the game and travel to where the MOD is located (like the Griffon Fortress MOD is located to the eastern part of the map.) and when I get there all I see are a bunch of yellow diamond shaped squares with an exclamations in them, nothing else. <!> This is what I'm having a problem with. Back to step 4. I also tried clicking "Add Folder" and I click C:\user\Oblivion MODs\Griffon Fortress 0.3\meshes and with meshes highlighted I click "Ok" and it loads all the meshes into the OMOD. I click "data files" at the bottom of the OMOD Creator to make sure they load. And then I do the same thing for the textures. I then go on to step 5 through 7 and still I get the same results. That's the best I can describe what's going on. I think this visual I typed up will be sufficient and detailed enough for someone to help me out. Thanks!!! BTW! I can install simple mods like http://tesnexus.com/downloads/file.php?id=18907 with no problem at all. This MOD is called the Amulet of the Cheater. Link to comment Share on other sites More sharing options...
nosisab Posted March 14, 2009 Share Posted March 14, 2009 Yes. This I am aware of... I'll take you through my steps. First, I download the MOD and unzip it with 7zip if it's a 7zip or .rar file or with winzip if It's a regular zip file.If you are going to make an OMOD you shall not unpack the file. If you do, like to filter something you don't want, you need to use the ADD FOLDER, not the ADD FILE.Second, I place ALL my files (MODs) in an Oblivion MOD folder I created on my desktop and then into a subfolder named after the MOD I downloaded. Third, I open my OBMM and click "create". I first name the MOD, place in the authors name and then the MOD description. Fourth, I make sure the "plugin" at the bottom of the OMOD Creator is checked with a blue dot. Then I click "Add files". Fifth, I browse to my Oblivion MOD folder and I click on the Griffon Fortress OR Ancient Towers .esp file and click "Open".you must click on the ADD FILE and select the 7z you download. Alternatively you click the ADD folder and click in the unpacked mod folder... never in the ESP, unless it is the only thing in the mod.Sixth, I click "Create OMOD" and it appears on the right of my OBMM with a green square. I highlight the MOD and click "Activate" and the green square turns blue and then appears on the left of the OBMM as active. Seventh, I start Oblivion and the start menu pops up and I click "Data Files" to make sure the MOD is appearing in the data files and I check the box to the left of the MOD with an X. I start the game and travel to where the MOD is located (like the Griffon Fortress MOD is located to the eastern part of the map.) and when I get there all I see are a bunch of yellow diamond shaped squares with an exclamations in them, nothing else. <!> This is what I'm having a problem with. Back to step 4. I also tried clicking "Add Folder" and I click C:\user\Oblivion MODs\Griffon Fortress 0.3\meshes and with meshes highlighted I click "Ok" and it loads all the meshes into the OMOD. I click "data files" at the bottom of the OMOD Creator to make sure they load. And then I do the same thing for the textures. I then go on to step 5 through 7 and still I get the same results. That's the best I can describe what's going on. I think this visual I typed up will be sufficient and detailed enough for someone to help me out. Thanks!!! BTW! I can install simple mods like http://tesnexus.com/downloads/file.php?id=18907 with no problem at all. This MOD is called the Amulet of the Cheater.All the rest will be wrong if you began wrong. Link to comment Share on other sites More sharing options...
nosisab Posted March 14, 2009 Share Posted March 14, 2009 Yes. This I am aware of... I'll take you through my steps. First, I download the MOD and unzip it with 7zip if it's a 7zip or .rar file or with winzip if It's a regular zip file.If you are going to make an OMOD you shall not unpack the file. If you do, like to filter something you don't want, you need to use the ADD FOLDER, not the ADD FILE.Second, I place ALL my files (MODs) in an Oblivion MOD folder I created on my desktop and then into a subfolder named after the MOD I downloaded. Third, I open my OBMM and click "create". I first name the MOD, place in the authors name and then the MOD description. Fourth, I make sure the "plugin" at the bottom of the OMOD Creator is checked with a blue dot. Then I click "Add files". Fifth, I browse to my Oblivion MOD folder and I click on the Griffon Fortress OR Ancient Towers .esp file and click "Open".you must click on the ADD FILE and select the 7z you did download. Alternatively you click the ADD FOLDER and select the unpacked mod folder (care the "root" folder, says, the folder you select is the one that have the ESP and the folders /textures and others)... never in the ESP, unless it is the only thing in the mod.Sixth, I click "Create OMOD" and it appears on the right of my OBMM with a green square. I highlight the MOD and click "Activate" and the green square turns blue and then appears on the left of the OBMM as active. Seventh, I start Oblivion and the start menu pops up and I click "Data Files" to make sure the MOD is appearing in the data files and I check the box to the left of the MOD with an X. I start the game and travel to where the MOD is located (like the Griffon Fortress MOD is located to the eastern part of the map.) and when I get there all I see are a bunch of yellow diamond shaped squares with an exclamations in them, nothing else. <!> This is what I'm having a problem with. Back to step 4. I also tried clicking "Add Folder" and I click C:\user\Oblivion MODs\Griffon Fortress 0.3\meshes and with meshes highlighted I click "Ok" and it loads all the meshes into the OMOD. I click "data files" at the bottom of the OMOD Creator to make sure they load. And then I do the same thing for the textures. I then go on to step 5 through 7 and still I get the same results. That's the best I can describe what's going on. I think this visual I typed up will be sufficient and detailed enough for someone to help me out. Thanks!!! BTW! I can install simple mods like http://tesnexus.com/downloads/file.php?id=18907 with no problem at all. This MOD is called the Amulet of the Cheater.If you do everything right you must NOT have any reference to the mod you are creating,neither in the left and/or right window of OBMM "before" you actually create the OMOD. And once you have the OMOD correctly done you need just activate it, the ESP will be checked on by default. PS: The only mods that will work the way you were doing are the ones that have only the ESP and no texture, meshes or anything else of itself (if tis an item it may uses the vanilla ones). You shall know that some mods may not have an ESP or ESM file (like the ones that only replaces textures/meshes). PS 2: An OMOD file is just an 7z file in everything equal the one you did download, with an added configuration folder. Once you are sure your OMOD is correct you may delete the original 7z and the eventual folders, if for some reason you unpacked it; since you can aways retrieve that folder from OBMM. PS 3: The OMOD don't need to be in the /MOD folder into the OBMM structure, personally I keep them away from the game directory, because I may delete them for mistake and I don't keep the, redundant, original files. Every time this is possible you shall preffer the already done OMODs or the OMOD "ready" 7z. It may have scripts that will make the install easier. Link to comment Share on other sites More sharing options...
nosisab Posted March 14, 2009 Share Posted March 14, 2009 Indeed the steps shall be something like: 1 - Open OBMM, click in the create button 2 - Click in the Add File button and select the original mod's 7z. If it is OMOD ready you will be prompted to accept, do it, else you fill the fields as you did before. The complete structure of the mod shall appear and you can verify the files, images (possibly) and such. 3 - Click Create OMOD 4 - If the created OMOD is not targeted blue this may implies conflicts but may be something to be expected. real Danger is only if it is black. Activate it and you are done. PS: Some mods aren't meant to be installed as a whole, like it may have options the user must chose one or some. In this case you shall not try to make an OMOD of it, unless you can script the choices or unpack the mod, delete whatever you will not use and afterwards create an omod using the Add folder instead the add file (alternatively you may repack as 7z and proceed from there). 7z files that have a subdirectory (like a directory with the mod's name or even the /data) shall be unpacked first. with simpler words the candidate 7z must have only the documentation, ESP(s) and /textures, /meshes, /sound... etc in the first layer (main level). Link to comment Share on other sites More sharing options...
KottonKing Posted March 15, 2009 Author Share Posted March 15, 2009 Well that doesn't work. When I click on the add file button and browse for the griffon fortress 7zip file/mod it does not appear in the list of files/mods that I can upload into the OMOD creator. it will only allow me to use .esp or .esm files. I have to unpack the 7zip in order to even begin to create an OMOD. Sorry but your advice seems a little inaccurate but thanks any ways.... So I'm still looking for help! Link to comment Share on other sites More sharing options...
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