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OMDD doesn't recognize zip file to archive


patsfan1

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Hello,

 

My first post. So, I have three questions. If these have been answered somewhere else please just point me in the right direction.

 

First, is anybody else having difficulty having certain mods be recognized by OBMM? I can't get OMDD to recognize Beaming Sunglare or Myths and Legends? Any ideas how to fix?

 

Second, trying to use both Better Cities and Qarl Texture Pack 3 in my game. Any thoughts on load order or which one to overwrite? I found this to be incredibly confusing. :wallbash:

 

Third, hopefully I can state this clearly. Let say I create a load order that one mod overwrites another mod through OBMM. Now, if I disable the overwritten mod do I have to download it again or does OBMM have the file go back to the original? Can I just re-archive my original download? This is also quite confusing for me :wallbash:

 

I would appreciate anybody's help! I also want to say that this forum is very cool.

 

Marty

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Welcome, first off.. where is your Oblivion folder? also do you have Vista? if you have vista, dont have oblivion in program files, i have been told that the program files really messes with mods for soem reason. as for load order, i truthfully cant help, i usually leave things how they come up in the list.
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1. OBMM only creates OMODs directly from 7-zip files.

 

2. Try them and see what happens. If you have them in OMOD format they are easy to install and remove.

 

3. What OBMM does with it's OMOD format is to create a new type of archive, one that is much easier to work with for installing and uninstalling.

 

When you activate an OMOD, it creates all of the .esp, texture and mesh files and places them properly in the Oblivion\data folder and all of the associated sub folders. The when you deactivate an OMOD it completely removes all that it installed, leaving no trace behind to cause problems.

 

Once a mod is in OMOD format, you can activate and deactivate it when ever you want.

 

OMODS are not sorted for load order, only esp and esm files are set by load order. The esp and esm files created by an OMOD will be sorted just like any that are not created by OBMM.

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You can always extract the files and organize what you want and what you don't want. Then make an OMOD from the folders, not an archive. That's what I always did when I used OBMM. I never created OMOD's from an archive, always from folders. More control that way. Plus some people package their mods differently. Gives you a chance to clean up the files some.

 

I don't use OBMM anymore, just Wrye Bash. I like the BAIN feature much better than OMOD's. BAIN has some great advantages over OMOD's. So you can always go that route. Just skip OBMM completely and use Wrye Bash.

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General Load-Order Guidelines

Here are the guidelines that I adhere to, personally.

 

~ Unofficial Oblivon Patch should always be first on the list. The fixes are great, but most aren't essential, so if a mod overwrites them its not a big deal, and the fixes have the potential for screwing up other mods if loaded later.

 

~ Offical Content (DLC's) should be loaded last, until you complete all quests associated with them (that includes buying all furniture for the houses and whatnot). Once they're complete, they can be safely moved up in the list. This is especially important for Knights of the Nine, which will have some fairly major problems unless loaded last (unless you get the UOP for KotN)

 

~ Major overhaul mods (OOO, Frans, MMM) should be loaded near the end. That gives you the most complete experience with any of those particular mods. It also lets you carefully choose which other mods to load afterwards... only move mods that you know will conflict and that you want the changes from. For example, I have Improved Soul Gems below OOO because I know that OOO changes the icons of some of the SG's, and ISG needs to be below to show through.

 

Some people will recommend putting larger mods first, but personally I disagree. There are a number of mods out there that make minor tweaks, and loading after a large mod will end up completely overwriting a chunk from one of the bigger mods because of the way conflicts work in Oblivion (even one minor change will take precedence over the entire record... for example, simply tweaking the speed of a weapon can cause every stat of that weapon to be retained to vanilla levels if loaded later).

 

So basically, it stacks up like this...

 

Oblivion.esm

Unofficial Oblivion Patch

<Minor Mods / DLC's (Post-Completion)>

<Major Overhaul Mod/Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

Note: If using Mayu's Overhaul Mod. I recommend loading it after OOO or MMM

 

 

Expanded Load-Order Guidelines

by dev_akm

 

I would extend this to include:

 

Oblivion.esm

Unofficial Oblivion Patch

<Weather/Environment/Sound Mods>

<Minor Mods/New Items/Houses/DLC's (Post-Completion)>

<Major Overhaul Mods>

<Mods that specifically conflict with overhauls and need to take precedence>

<DLC's (Pre-Completion)>

<Quests>

<Compatibility Patches/UOMP/Merged Leveled Lists>

 

And a special-case warning for Knights.esp (Knights of the Nine) -- you may not be able to move it earlier than some other mods (some people have had problems after moving it before OOO, for example).

 

That's basically the structure I use and I have 140+ mods working well together.

 

Another way of describing this (posted by DMan77):

....

Oblivion

unoffical patch

Deeper realism mods that add sights and sounds

added content like weapons/items

gameplay changes, like 'must eat and sleep'

The OOO type

the 'new begining' type mod..

................................................................................

.................

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