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What is Oblivioin Mod Manager?


Boss171

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OBMM will unpack and install all the files where they belong automatically.It will allow you to set load order,which is very important to avoiding game problems.It will also tell you of mod conflicts and allow you the choise of what to do.When you want to remove a mod,just de-activate and its all removed.I omod all my mods and have been for quite a while.Wouldn't be without it!
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The default game data list does not show you the actual order that your mods load in, and does not allow you to change anything except whether a mod is included in the load or not. The first thing you will use OBMM for is to see the actual load order of your mods. Then, it allows you to change that load order when you have certain type of conflicts. It's worth using just for those features. But there are many more features that you will discover as you use it.

 

It is not a mod. and does not install like a mod. Read the install instructions first. It's simple to install and easy to use.

 

What Dezi is referring to is the OMOD function that can make mods easier to install and uninstall. by converting them into the OMOD format. But it is not necessary to use that function to use OBMM. It works just fine with standard .esp and .esm files

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You download the mod, then go on OBMM. Then click on "Create". Another window opens, click "Add archive" then just find the files and add them, and click "Create". then you have to click on it in the mod list and activate it. It is a very, very useful tool. I would not be without it.
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also, why would i want to change my load order?

 

Oblivion is VERY VERY particular about what order mods are loaded in when the game starts. Some mods may actually over write parts of other mods when they are loaded, sometimes this is good if its something like a patch to a bigger mod, and other times this can be very bad causing parts of the mod not to work up to your game not loading at all. Load order is critical when moding your Oblivion game. I'd highly suggest getting the file FCOMhelper it is a simple little tool that will set your load order for you, and it works great.

 

About OBMM I install EVERY single mod in my game with it, I have added and removed literally hunderds of mods with OBMM on the same Oblivion install with no problems.

 

I HIGHLY recommend you install and learn how to use OBMM, it will save you lots of pain & suffering down the road.

(I have some info on using OBMM in my "FCOM Install Guide" in the TESNexus files section.) But definatly checkout LHammonds OBMM help guide.

 

Good luck & happy modding :thumbsup:

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You download the mod, then go on OBMM. Then click on "Create". Another window opens, click "Add archive" then just find the files and add them, and click "Create". then you have to click on it in the mod list and activate it. It is a very, very useful tool. I would not be without it.

Yes, but the original file must be inspected so to assure it is in canonic format. As to say it have the esp/esm in the "root" of the compressed file, not into any folder (they are not inserted into a /data folder, you shall see only /meshes, /sounds, etc). Some mods are packed under a /'modname' folder, this is common with mods that need a choice of "what to install" or even allow such choices. These mods can't just be converted to OMOD. The first case, where exist a /data folder, the whole content of this folder shall be copied into a uncompressed folder yourself name it (may be any name, using the own mod name is fine) and use "ADD Folder" at OBMM Create function instead "Add file" (or the newly created folder can be packed with 7z and the procedure is as described by wasder. Just make sure it doesn't have a /data folder).

 

The second case, where decisions about what install must be done, OBMM have a powerful script feature, whose scope and "how to" is beyond the scope of this reply. But you can create a folder, as described above, and copy to it just the desired features, now proceed as already told.

 

Once the OMOD is created and you are sure it works as meant, the original file (or folder) can be deleted since the OMOD can be reverted.

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Nosisab is 100% correct, and this is why I recommend always unpacking a newly downloaded mod into a new folder and inspecting the directory structure. If your main esm & esp files are in the root directory and you have sub folders such as meshes, textures, sounds, etc... in the same folder then you should be ok to create your OMOD file directly from the compressed archive file you downloaded.

 

Typically I will unpack a mod into a new folder and move the files and folders I want into another folder called "mod name OMOD files" and build my OMOD from that folder. This way I know exactly what my directory structure is and whats being added to my game.

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