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Having Problems finding my mod files


Videniofthesith

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I want to upload my mod but I am having a problem finding all the files it uses. Its a fairly large mod with lots of meshes and textures, so going one by one isn't an option I don't think. The other thing is I DO Oblivion's Mod Manager. Would I be able to just create a Obm with it and upload that? Will that put everything in the file needed to upload? Any help at all will greatly help.
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Hopefully you created your mod with it's own unique folders within the meshes and the textures folders. If so, simply create a temporary folder on your desktop with the name of your mod, then copy (with the correct folder structure) your mod folders to this. For example:

 

\Desktop\MyMod\Meshes\Videniofthesith\

\Desktop\MyMod\Textures\Videniofthesith\

\Desktop\MyMod\Textures\Menus\Icons\Videniofthesith\

\Desktop\MyMod\MyMod.esp

 

Now you can package them either as an archive or an OMOD by pointing OBMM to the \MyMod\ folder.

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I sure didn't. When it first started out it was simply a mod for myself, create my own shop, add the weapons and armor I wanted, etc etc. So basicly the textures and meshes are spread throughout all the different basic folders and stuff. :( I am screwed when it comes to posting it, unless of course I go through one by one to everything that isn't vanilla and locate it myself. Right?
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All is not lost IF all of your resources are reference in your esp, ie. you have no mesh or texture replacements that do not require an esp. If this is the case, you can use TES4Files to 'Export' your mod. You do this by checking off your mod (I used DLCOrrery as an example) and the other two boxes, as in this image:

http://img3.imageshack.us/img3/352/tes4files.jpg

and then press 'Export'. You will then have a folder with the name of your esp in your Oblivion folder containing all of the files referenced by the esp, and an error log, which you should read to see if anything was missed.

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OK, thank you very much. I will start on that now, only one other question. My mod requires a few other mods for some reason, like, CM Partners, even though I didn't use it. Is there a way I can unplug it from my mod? And would I just select it in the list when I upload mine like you showed me?
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OK, thank you very much. I will start on that now, only one other question. My mod requires a few other mods for some reason, like, CM Partners, even though I didn't use it. Is there a way I can unplug it from my mod? And would I just select it in the list when I upload mine like you showed me?

 

What do you mean by requires? Do you mean that these other mods are set as masters to your esp?

 

You CANNOT include other people's mods in yours without express permission.

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A few of them are, but the ones used permission was given in their readme and stuff. And to answer your question yeah, it says it is a Master for some reason, Like CM partners, even though I didn't use it for some reason.
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A few of them are, but the ones used permission was given in their readme and stuff. And to answer your question yeah, it says it is a Master for some reason, Like CM partners, even though I didn't use it for some reason.

 

Then you cannot use the method I outlined with TES4Files, because it will also extract all files connected to the masters, which would mean you would be distributing other people's work with you own. That's just not done -- any dependencies should point users to the original mods.

 

How did your mod get masters that you don't use? Did you just check them in the CS when you edited your mod? Does your mod actually use any assets from other mods?

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I believe once upon a time I went to try and create a partner for myself using my mod as a base, decided I didn't want to, deleted them and the stuff that came with it and. . . . There you go. But that is helpfull anyways, I kind of figured it wouldn't work, having made the mod for myself over about 2-3 years ago and still adding stuff all the time, lol, lots of credit on people who most likely don't even play or check the e-mails on here. But regardless, thanks.
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Then if your mod carries no assets from other mods, you can remove the unwanted masters with TES4Gecko and clean the mod afterwards (with TES4Gecko) and then use TES4Files.
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