seweryn Posted October 20, 2018 Share Posted October 20, 2018 So i want to start to mod oblivion but and i learned about vortex but i am wondering if it supports oblivion.NMM supported a lot of games but sometimes in older games there was a problem with copying files to wrong directories due to wrong directory structure.I take it that doesn't have such problems ?I just do not want to use wrye bash.Thanks for the info,cheers, Link to comment Share on other sites More sharing options...
chanchan05 Posted October 20, 2018 Share Posted October 20, 2018 Oblivion is supported, but it's not so much as whether Oblivion is supported but whether the Oblivion mod you want supported Mod Managers. Mods had to be packaged in a certain format so that when a Mod Manager unpacks them into the correct location, then they are unpacked correctly. However since Oblivion and Morrowind (which is also supported) came from a time when mod managers still weren't the norm, a lot of mods were packed incorrectly for mod manager use. For these types of mods, to work with a mod manager, you had to download them manually, unzip them, repack them them into a mod manager friendly format, and then use the mod manager to install. Link to comment Share on other sites More sharing options...
HadToRegister Posted October 20, 2018 Share Posted October 20, 2018 Also, you can run WryeBash from Vortex, and considering some mods for Oblivion were pretty dependent on WryeBash at the time, you can use WryeBash from Vortex for making your Bashed Patch with the special merge tags for Oblivion (for instance, There's a grass or water mod that needs to be merged then completely disabled etc).I would turn off auto sorting for Oblivion, or leave it on, and only use WryeBash once you've got your load order set up properly.I'm just wondering how it would do with an install like FCOM. Link to comment Share on other sites More sharing options...
seweryn Posted October 20, 2018 Author Share Posted October 20, 2018 Also, you can run WryeBash from Vortex, and considering some mods for Oblivion were pretty dependent on WryeBash at the time, you can use WryeBash from Vortex for making your Bashed Patch with the special merge tags for Oblivion (for instance, There's a grass or water mod that needs to be merged then completely disabled etc).I would turn off auto sorting for Oblivion, or leave it on, and only use WryeBash once you've got your load order set up properly. I'm just wondering how it would do with an install like FCOM.So Wrye Bash is the best "mod manager" for oblivion ? Also are obmm files compatible with nmm or vortex ?Thanks for the info,cheers, Link to comment Share on other sites More sharing options...
seweryn Posted October 20, 2018 Author Share Posted October 20, 2018 Oblivion is supported, but it's not so much as whether Oblivion is supported but whether the Oblivion mod you want supported Mod Managers. Mods had to be packaged in a certain format so that when a Mod Manager unpacks them into the correct location, then they are unpacked correctly. However since Oblivion and Morrowind (which is also supported) came from a time when mod managers still weren't the norm, a lot of mods were packed incorrectly for mod manager use. For these types of mods, to work with a mod manager, you had to download them manually, unzip them, repack them them into a mod manager friendly format, and then use the mod manager to install.So what should the correct folder structure for mods that would allow them to be properly integrated to vortex or nmm ? Link to comment Share on other sites More sharing options...
HadToRegister Posted October 20, 2018 Share Posted October 20, 2018 Oblivion is supported, but it's not so much as whether Oblivion is supported but whether the Oblivion mod you want supported Mod Managers. Mods had to be packaged in a certain format so that when a Mod Manager unpacks them into the correct location, then they are unpacked correctly. However since Oblivion and Morrowind (which is also supported) came from a time when mod managers still weren't the norm, a lot of mods were packed incorrectly for mod manager use. For these types of mods, to work with a mod manager, you had to download them manually, unzip them, repack them them into a mod manager friendly format, and then use the mod manager to install.So what should the correct folder structure for mods that would allow them to be properly integrated to vortex or nmm ? Vortex will walk you through that when you run it.My setup is like this Install Path (Fallout 3) (this can be confusing because it means INSTALL PATH for MODS)D:\Games\Game Mods\Fallout 3\mods\ (It would've been less redundant with D:\Games\Mods\Fallout 3\Mods if I hadn't set up the directory BEFORE running Vortex, so, that one is my fault) Download PathD:\Games\Vortex Downloads\ My actual Fallout 3 game is in D:\Games\Gog Games\Fallout 3\ Link to comment Share on other sites More sharing options...
seweryn Posted October 20, 2018 Author Share Posted October 20, 2018 Oblivion is supported, but it's not so much as whether Oblivion is supported but whether the Oblivion mod you want supported Mod Managers. Mods had to be packaged in a certain format so that when a Mod Manager unpacks them into the correct location, then they are unpacked correctly. However since Oblivion and Morrowind (which is also supported) came from a time when mod managers still weren't the norm, a lot of mods were packed incorrectly for mod manager use. For these types of mods, to work with a mod manager, you had to download them manually, unzip them, repack them them into a mod manager friendly format, and then use the mod manager to install.So what should the correct folder structure for mods that would allow them to be properly integrated to vortex or nmm ? Vortex will walk you through that when you run it.My setup is like this Install Path (Fallout 3) (this can be confusing because it means INSTALL PATH for MODS)D:\Games\Game Mods\Fallout 3\mods\ (It would've been less redundant with D:\Games\Mods\Fallout 3\Mods if I hadn't set up the directory BEFORE running Vortex, so, that one is my fault) Download PathD:\Games\Vortex Downloads\ My actual Fallout 3 game is in D:\Games\Gog Games\Fallout 3\ That is not what i meant. If the rar/zip file is not correctly packed, how should I repacked it correctly ? Should it be oblivion/Data/Textures or just Data/Textures ? Link to comment Share on other sites More sharing options...
HadToRegister Posted October 20, 2018 Share Posted October 20, 2018 Oblivion is supported, but it's not so much as whether Oblivion is supported but whether the Oblivion mod you want supported Mod Managers. Mods had to be packaged in a certain format so that when a Mod Manager unpacks them into the correct location, then they are unpacked correctly. However since Oblivion and Morrowind (which is also supported) came from a time when mod managers still weren't the norm, a lot of mods were packed incorrectly for mod manager use. For these types of mods, to work with a mod manager, you had to download them manually, unzip them, repack them them into a mod manager friendly format, and then use the mod manager to install.So what should the correct folder structure for mods that would allow them to be properly integrated to vortex or nmm ? Vortex will walk you through that when you run it.My setup is like this Install Path (Fallout 3) (this can be confusing because it means INSTALL PATH for MODS)D:\Games\Game Mods\Fallout 3\mods\ (It would've been less redundant with D:\Games\Mods\Fallout 3\Mods if I hadn't set up the directory BEFORE running Vortex, so, that one is my fault) Download PathD:\Games\Vortex Downloads\ My actual Fallout 3 game is in D:\Games\Gog Games\Fallout 3\ That is not what i meant. If the rar/zip file is not correctly packed, how should I repacked it correctly ? Should it be oblivion/Data/Textures or just Data/Textures ? Yes.I've found myself having to repack about 50% Fallout 3 and 50% Fallout: New Vegas mods because mod packing standards were just starting to be established.So I extract them to their own folder and repack them.You can either pack them up with the Data\textures Data\meshes\ or you can pack them up with Textures and Meshes folders in the base Zip FIle textures\meshes\mod.esp or Data\textures\Data\meshes\Data\mod.esp either work, but I'd go with the first option Link to comment Share on other sites More sharing options...
seweryn Posted October 20, 2018 Author Share Posted October 20, 2018 Oblivion is supported, but it's not so much as whether Oblivion is supported but whether the Oblivion mod you want supported Mod Managers. Mods had to be packaged in a certain format so that when a Mod Manager unpacks them into the correct location, then they are unpacked correctly. However since Oblivion and Morrowind (which is also supported) came from a time when mod managers still weren't the norm, a lot of mods were packed incorrectly for mod manager use. For these types of mods, to work with a mod manager, you had to download them manually, unzip them, repack them them into a mod manager friendly format, and then use the mod manager to install.So what should the correct folder structure for mods that would allow them to be properly integrated to vortex or nmm ? Vortex will walk you through that when you run it.My setup is like this Install Path (Fallout 3) (this can be confusing because it means INSTALL PATH for MODS)D:\Games\Game Mods\Fallout 3\mods\ (It would've been less redundant with D:\Games\Mods\Fallout 3\Mods if I hadn't set up the directory BEFORE running Vortex, so, that one is my fault) Download PathD:\Games\Vortex Downloads\ My actual Fallout 3 game is in D:\Games\Gog Games\Fallout 3\ That is not what i meant. If the rar/zip file is not correctly packed, how should I repacked it correctly ? Should it be oblivion/Data/Textures or just Data/Textures ? Yes.I've found myself having to repack about 50% Fallout 3 and 50% Fallout: New Vegas mods because mod packing standards were just starting to be established.So I extract them to their own folder and repack them.You can either pack them up with the Data\textures Data\meshes\ or you can pack them up with Textures and Meshes folders in the base Zip FIle textures\meshes\mod.esp or Data\textures\Data\meshes\Data\mod.esp either work, but I'd go with the first option Thanks, Link to comment Share on other sites More sharing options...
AugustaCalidia Posted October 20, 2018 Share Posted October 20, 2018 Also are obmm files compatible with nmm or vortex ? If memory serves me correctly, NMM could handle OMODs. As for Vortex, I don't know. However, if you have OBMM installed, you can use it to transform OMODs into 7-Zip archives. There may be other ways to do that, but I just always have used OBMM. I still have OBMM installed on my PC. Link to comment Share on other sites More sharing options...
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