nisen Posted December 6, 2010 Share Posted December 6, 2010 Hi, I dont know a lot about making omods, but have done a few not packaged with conversion data or 'omod ready', just by adding main folders (or if simple enough, the zip file itself) into the obmm/mods folder and starting from there but sometimes they dont work either with data conflicts or missing something and I dont when or how to write scripts for them. In those cases I just use the recommended data folder install method. Largest file not recomended for omod that converted easily was Apachii Goddess Store; downloaded it from the mirror so was only one file and works great but reciently created an omod for Improved Trees and Flora (merging ITF and ITF2 textures/meshes before creating it) which shouldve been a simple but it shows major conflicts with the UOP, having 26 entries with textures and meshes like this Data file textures\plants\bwcattail01_n.dds already exists- CRC mismatch. The new file is different from the old.- Data file owned by unofficial_oblivion_patch_v3_2_0_omod_version-5296.omod and the recomended archive invalidation setting only mentions textures, however thats relevant. For now, can anyone say if the work around having ITF/ITF2 as an omod is to first uninstall all the unofficial patches, activate ITF use BSA redirection, and hope to see the uofficial patches then turn green? I just want a quick way to uninstall ITF incase its got a big performance hit and the normal oblivion/data uninstall would take ages. Link to comment Share on other sites More sharing options...
Smooth613 Posted December 6, 2010 Share Posted December 6, 2010 (edited) Short answer: OBMM's conflict detection is pure rubbish. Ignore it completely. There are different types of conflicts and many (most) are not "bad" conflicts. OBMM cannot differentiate between them. It reports any two files with the same name and file path as conflicts. This is not the case, those are overrides, which are necessary with many mods. To put this in perspective a little, ALL mods conflict with Oblivion.esm, since the modify the original game. I could get into much more elaborate detail but I'd rather not. Instead I suggest you just do some research on conflicts. The TES4Edit documentation, found on the FO3Nexus, (worded for Fallout 3 but applies exactly to Oblivion) is excellent. It nearly covers all the bases. You should also read up on the Construction Set Wiki. Edited December 6, 2010 by Smooth613 Link to comment Share on other sites More sharing options...
nisen Posted December 6, 2010 Author Share Posted December 6, 2010 (edited) Ok completely ignored, So the F03Edit training manual applies equally to the Tes4Edit program working, and Tes4Edit is a lot more useful than OBMM or Wyre Bash for detecting/correcting conflicts? Ive started over remodding my Oblivion reciently so not much is installed right now, but a quick look at the OBMM 'new conflict detectors' shows a ton of entries in red so inclined to agree it doesnt do detecting so well. btw ive also bought F03 (havent download it yet) so glad to see Oblivion modding has some overlap. Edited December 6, 2010 by nisen Link to comment Share on other sites More sharing options...
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