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Can't get obmm to work correctly


jryan388

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I am very new to oblivion and obmm and I just can't seem to get obmm to work correctly. I know I am probably doing something very stupid cause I am so new to it, but please help me.

I installed obmm to my /oblivion/ folder, and I tried loading some mods, but only natural environments works correctly. A couple texture replacers I tried using would only partly work. I tried QTP3 downloaded already in omod form, and all it replaces that I can see is the ground in the cities, so the cobblestone looks better. No difference in dungeons or city walls or buildings or doors or a lot of the other cobblestone. As far as I can tell it only replaced one texture. Anyone know what I could have done wrong?

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Hey, if you are new, check out my tutorials collection. Be the collection small as it is, it has some useful beginner's tutorials. I would suggest checking out the noob ones as they are helpful.
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I assume you are trying to use OBMM to make your mods into OMODs.

Go here for instructions: http://cs.elderscrolls.com/constwiki/index...livion_Mods_FAQ

 

Look at 4.1, and especially 4.1.1 creating OMODs

 

Note that you need to download the mod into a separate folder first, before trying to create the OMOD. That is the mod archive, usually in .7z format that is needed.

 

When the OMOD is put into the oblivion\obmm\mods folder, it will then appear in the right window of the OBMM main screen.

 

It will have a colored block beside it - usually Green. double click on that block to activate it. the block will turn Blue when it is activated, and the esp for that mod will appear in the left hand window. Only those OMODs with blue blocks are active, and then only if the block on the left window is also checked.

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Oooh I get it! That's why natural environments and illumination within (which I downloaded already in OMOD form then just clicked load in OBMM) worked... because they had plugins and i checked the plugin on the left side! But some mods don't have plugins. Should they all? Because when i loaded Qarl's Texture Pack 3 already in OMOD form, and activated it, no plugin appeared in the left side box. Why is that?
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I tried creating an OMOD, clicked Add Folder, then selected the meshes folder of qtp3, then the textures folder. Do I need to do add archive or something or put them both in a data folder and then add folder? I just did meshes then textures and tried creating. It didn't work. It activated but showed no improvement at all.
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I tried creating an OMOD, clicked Add Folder, then selected the meshes folder of qtp3, then the textures folder. Do I need to do add archive or something or put them both in a data folder and then add folder? I just did meshes then textures and tried creating. It didn't work. It activated but showed no improvement at all.

 

You don't need to select anything: all things are selected for you in advance. If you choose among them, you're actually eliminating several necessary to run your program.

 

Click create. Click on the omod file you want to load. Wait a few seconds, and OBMM will probably tell you that it sees a file structure. In any case, just click Create OM. The mod should show up as bben46 pointed out, with a green dot to the left of it. Then you click on the mod, and click Activate.

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OMODs don't go directly into the data folder. They go into the Oblivion\OBMM\Mods folder. With a name like mod_name.omod Then they will show in the left window when you start OBMM. and can be activated. When activated, the block turns blue, AND a esp (if the mod has one) will automatically be placed into the data folder as a part of the activation process - other parts of activation place the meshes and textures, animations, sounds and any other files into their proper places. Deactivating an OMOD removes all of the parts installed by the OMOD and keeps them ready to be installed again.
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