Introduction

This is my contribution to the Oblivion modding community.

I will try to accomplish 2 goals:
  1. Provide OBMM script examples
  2. Provide tutorials such as how to create OMODs, crop images, upload mods to tesdb.com, etc.
So What is This About?

Oblivion Mod Manager (by Timeslip) is a brilliant tool for anyone using or creating mods for Oblivion.

Many people state how they use it but I rarely see OMOD versions being uploaded simple because authors don't want to "force" people to use OBMM, authors don't want to support multiple uploads or authors simply don't know enough about creating OMODs.

I believe I have a solution for this and I call it OMOD-Ready™. If you create your mod and package it as an OMOD and then use OBMM to convert it back to an archive, it will preserve all your OMOD settings which will allow end-users to quickly re-create the OMOD exactly as you had it (and make their own changes if they want) or they can simply extract it like any other archive and manually install it. Either way, authors can give end-users the best of both worlds.

The OBMM How-To site currently has the following:

Scripting Templates
  • My Personal Scripting Template
  • OBMM Version Check
  • Oblivion Version Check
  • Oblivion Script Extender Check
  • Oblivion Script Extender Check (Specific Version)
  • Menu Video Loop Replacement
  • Avoid Incompatible Mods (that you know about)
  • Recommending Complimentary Mods
  • Selecting Multiple Plugins
  • CopyPlugin
  • CopyDataFile
Scripting Examples
  • Harves Flora 3.0
  • Oscuro's Oblivion Overhaul 1.32 RC2
  • Kobu's Character Advancement System 2.4.1
  • Tweaked AWS Weather
  • TNR Races
  • Unofficial Shivering Isles Patch 1.0.0
  • Unofficial Oblivion Patch 2.1.2
  • Mighty Magick 5.25 Gold
  • Ring of Wings Levitation 0.2
  • Mighty Magick 5.23 Gold
  • Ringwraith Armor 1.3
  • Ringwraith Armor 1.3 (Alternate)
  • ArmoryLab 3.3
  • BadMagic's Light Knight's Armor 1.0
  • House Map Markers 1.4
  • The Atlantean Sword 1.4
  • Ancient Goblin City 2.0
  • AC Stock Armor 0.2
  • Ren's Beauty Pack 1.1
  • Weather Inside [Seasons] 1.2
  • Alternate Dwarven Helmet 1.1
Tutorials
  • File Compression Basics (7z, RAR, Zip)
  • How to Create Archives
  • How to Add Objects for Sale
  • How to Create Custom Menu Icons
  • Reconditioning a Downloaded Mod Archive
  • How to Create an OMOD
  • Converting an OMOD to an OMOD-Ready Archive
  • Publishing a Mod
  • Converting an OMOD-Ready Archive to OMOD
  • Updating your OMOD or OMOD-Ready Archive
  • How to Crop Images
  • How to Convert Images
  • How to Create Screenshots in Oblivion
  • How to Fix Hard-Coded Texture Paths in NIF Files
  • How To Upload Your Mods to www.tesdb.com
ToolsMy Mod ListingOBMM How-To: http://lhammonds.game-host.org/obmm/
Thanks for this. I'm for anything that will get more people using the excellent OBMM.
QUOTE(Red.Room.Service @ Sep 7 2006, 06:29 PM) *

Thanks for this. I'm for anything that will get more people using the excellent OBMM.


You're welcome. This is about the best contribution I can think of to give back to the Oblivion community. Hopefully other OMOD creators will share their ideas and scripts for posting on the site.

Now that it's the weekend, I "should" be able to find some time (even if late at night) to work on the tutorial section. The most popular (or looked at) being "How to Create an OMOD" but all the tutorials will be closely tied together.

Conan_Lon (aka lhammonds)
Tutorials added:
- File Compression Basics (7z, RAR, Zip)
- Creating an OMOD
- Converting an OMOD-Prepared Archive to OMOD
- Converting an OMOD to Archive

http://lhammonds.game-host.org/obmm/

Thanks,
lhammonds (aka Conan_Lon)
Ok, free bump for you wink.gif I learned a couple small, new things after reading your "Creating an OMOD" tutorial. I had copied a long instuction on how to create omods from a previous source, and have been using that. But your tutorial was alot easier to understand. I have had some questions pertaining to omods for awhile now, so your site is already helping me with them. I will be reading more of it in the future. I have it bookmarked. thanks.
QUOTE(Yates1968 @ Sep 9 2006, 04:59 PM) *

I have had some questions pertaining to omods for awhile now, so your site is already helping me with them.

Post you're questions here or on my feedback page. If my tutorials didn't answer your questions about OMODs, then other people may also have the same questions that I might be able to include and answer in these tutorials.

Granted, my site does not cover the minutiae of details about modding, OMOD format or this verses that arguements. The OBMM How-To site is about authors modding for oblivion or players wanting to play mods and OBMM is a common bridge to both parties. The bridge is built, the only thing missing are the directions for crossing.
One question: I have noticed a thing for scripts in OBMM. What do OBMM scripts do?
QUOTE(ishmaeltheforsaken @ Sep 11 2006, 05:58 PM) *

One question: I have noticed a thing for scripts in OBMM. What do OBMM scripts do?


To quote Timeslip, "an omod can contain a script which can tell obmm which other mods a mod depends on, which mods it conflicts with, the order in which the esps must load, automatically register new bsa files, make ini or xml tweaks, etc."

Packaging a mod into OMOD format allows great benefits to players that use more than one mod at a time. But many mods are simple enough to not need additional script. When a mod goes beyond simplicity and offers multiple options and starts conflicting with other well-used mods, OBMM scripting really starts to shine.

When an OMOD-formatted mod is installed by OBMM, it extracts the files in it and give the option to run a script for customizable events to occur. To get an idea of the kinds of uses that scripting can do, take a look at my examples page.
Anyone interested in a "Readme.txt" generator specifically tailored for Oblivion/Morrowind Mods?

I've started developing a page in my "Tools" section but I'm wondering if anyone would use it besides myself?
More tutorials added such as:
  • How To Upload Your Mods to www.tessource.net
  • Fixing Hard-Coded Texture Paths in NIF Mesh Files
  • How to Create Screenshots in Oblivion
  • Converting Images
  • Cropping Images

Cool. Might this become is Sticky Thread? I think so smile.gif

~Gorgo~
QUOTE(Conan_Lon @ Sep 26 2006, 07:40 PM) *

Anyone interested in a "Readme.txt" generator specifically tailored for Oblivion/Morrowind Mods?

I've started developing a page in my "Tools" section but I'm wondering if anyone would use it besides myself?

I would have used it, but it said it was still in development. smile.gif

Thank you for you site. It was a big help for my first mod SSEE.

Just so you know, from the readme:

QUOTE
Big thanks to:...

...lhammonds (Conan_Lon) for making the tutorial <http://69.151.188.194/obmm/default.asp> on using OBMM where I also found a template <http://69.151.188.194/obmm/readme.txt> for this readme...
QUOTE(Anytus @ Oct 12 2006, 07:29 PM) *
I would have used it, but it said it was still in development. smile.gif

I've been on the ropes on whether or not to finish it. I think I'm going to go ahead and continue work on it. Quite simply put, there cannot be a one-size-fits-all readme. They all need to be customized to what is needed. Some parts are common, some are optional and others can be unecessary.

QUOTE(Anytus @ Oct 12 2006, 07:29 PM) *
Thank you for you site. It was a big help for my first mod SSEE.
Just so you know, from the readme:

Yes, I saw "Sigil Stones Expanded and Extended" and downloaded it almost right after you uploaded it. I noticed that you knew what you were doing when I saw your OBMM script. It correctly had the requirement of 0.8.7 for use of the "InstallPlugin" function. My analyzer would attach a 0.9.1 requirement because it sees "select" which introduced the "default" selector which your script does not use and thus 0.9.1 would not be required for your script to work correctly.
This is a great resource tool. Thanks!
QUOTE(Conan_Lon @ Oct 13 2006, 01:48 PM) *

I've been on the ropes on whether or not to finish it. I think I'm going to go ahead and continue work on it. Quite simply put, there cannot be a one-size-fits-all readme. They all need to be customized to what is needed. Some parts are common, some are optional and others can be unecessary.
Yes, I saw "Sigil Stones Expanded and Extended" and downloaded it almost right after you uploaded it. I noticed that you knew what you were doing when I saw your OBMM script. It correctly had the requirement of 0.8.7 for use of the "InstallPlugin" function. My analyzer would attach a 0.9.1 requirement because it sees "select" which introduced the "default" selector which your script does not use and thus 0.9.1 would not be required for your script to work correctly.

Please do finish it. Then your site should be in a OBMM related stickied thread. OBMM has eliminated so many headaches with using mods that every player and modder should be using it IMHO.

How do we get an OBMM thread stickied?

In all fairness it was Naarifin who visited my thread and offered me a copy & paste ready to go script. I was agonizing over how much an OBMM script could do and how I should do it till he came along with a basic script that was so easy to use I couldn't pass it up.

Thanks again for your site.
I see that Timeslip did reference a link to this page at the top of each of his ongoing OBMM threads.

Great work on this page.

I'm just an average user but I can't believe I waited so long to install and learn how to use OBMM. I can't imagine installing a mod without it now.

Thanks to everyone who's contributed to making it and all the great info pages for us dummies. =)
I've been saying, since I've first heard you were doing a website specifically for this, that the community needed a more-clear set of instructions on using OblkivModManager. I had struggled learning from previous instructions by others. they were either incomplete or confusing to my old brain. I hope you keep refining your site and that more people start noticing it.
This is very nice and sorely needed! Thanks alot Conan_Lon.
Thanks for the comments everyone. I was hoping to work on the Readme Generator this weekend (the only real time I can work on Oblivion stuff) and get a BETA version working...but instead I had the joy of catching the flu on Friday afternoon. My entire family (Wife, 3-yr boy, 5-mo girl) was sick all weekend. It felt like the end of the world and it was gut-wrenching to see everyone in agony.

I've noticed that TESSource has a tutorial section but it only had about 6 postings. I started adding my tutorials there as well. It's a little bit of a pain going from full XHTML to mark-up that only supports bold, italic and URLs but it's done and more visible there.

If anyone would like to copy/paste/translate these tutorial on the official WIKI tutorial site, please be my guest. I don't know WIKI-speak and would rather learn how to mod Oblivion and crank out tutorials as I learn.
QUOTE(Yates1968 @ Oct 14 2006, 04:01 AM) *
...I hope you keep refining your site...
Yates1968, I did receive your feedback request on Archive Invalidation and added it to my news page as a future item. I believe somebody has already covered this but I'll add it to a section that will cover the installation and configuration of OBMM but that is further down the road. I'm trying to focus on areas that need better documentation and examples. I find these areas by measuring my own frustration level when trying to figure things out with the documentation/examples available.
Why shouldn't I have "ignore normal maps" unchecked ? I mean wih Qarl's, and with many others....
QUOTE(TamaraVico @ Oct 17 2006, 04:47 AM) *

Why shouldn't I have "ignore normal maps" unchecked ? I mean wih Qarl's, and with many others....
In what context are you referring to? Nobody is talking about "ignore normal maps" on this thread.
The Readme Generator tool is now complete. I'm still refining the content but it is in a usable state right now. smile.gif
QUOTE(Conan_Lon @ Nov 2 2006, 04:50 PM) *

The Readme Generator tool is now complete. I'm still refining the content but it is in a usable state right now. smile.gif

I'm glad to hear it. smile.gif

I just used it for the first time for my mod WHOOSH and it kind kind of took me by surprise there at the end when it wasn't finished.

Glad to hear it's finished. I don't suppose having your site and readme generator mentioned in my credits section followed by a "HEY IT'S NOT FINISHED" had anything to do with it? heee.gif

But really, everyone should be using OBMM and making OMOD ready zips following the excellent instruction at Conan_Lon's site, IMHO.
QUOTE(Anytus @ Nov 2 2006, 05:06 PM) *

I just used it for the first time for my mod WHOOSH and it kind kind of took me by surprise there at the end when it wasn't finished.
Surprised? The first line on the first page said it was a work-in-progress and to be considered an ALPHA test. hehehe. 8) At least you were still able to copy/paste the text from page #2.

QUOTE(Anytus @ Nov 2 2006, 05:06 PM) *

Glad to hear it's finished. I don't suppose having your site and readme generator mentioned in my credits section followed by a "HEY IT'S NOT FINISHED" had anything to do with it? heee.gif
No, it's been tricky getting all the logic to work properly. You don't realize how much code is in the background for something like this. Each page reacts differently based on what you do in the page prior to it. After looking at your mod, I noticed that the links are incorrect. The correct path to link the readme generator is http://lhammonds.game-host.org/obmm/tools_..._generator1.asp

Notice that it points to "1" rather than page "2"

QUOTE(Anytus @ Nov 2 2006, 05:06 PM) *

But really, everyone should be using OBMM and making OMOD ready zips following the excellent instruction at Conan_Lon's site, IMHO.
Thanks for the vote of confidence.
Is it possible to use OBSE and omods at the same time?
QUOTE(Marty81 @ Nov 2 2006, 06:17 PM) *

Is it possible to use OBSE and omods at the same time?

Yes. OBMM can even check to make sure you have OBSE and a particular version present before allowing the installation of an OBSE-dependant omod. See this page for details: http://lhammonds.game-host.org/obmm/script...ptExtenderCheck
First a thanks for your work and the authors of obmm. An awesome tool and awesome help on how to use it. fing34.gif Especially good for me coz I love to try out mods but my daughter doesn't. OBMM makes it easy for me to use the mods I want in game and then restore to a standard condition for when my daughter plays.

One question - is it possible to script or otherwise load all mods in group? I created a group called common for the mods I always want and other groups which depend on the character I'm playing. It gets tedious to check/uncheck 20+ mods each time I want to play/exit the game. Automating would be great. But it seems that script commands refer to the contents of a single omod and not to the groups created in obmm.
QUOTE(sixflavors @ Nov 7 2006, 04:58 AM) *

One question - is it possible to script or otherwise load all mods in group? I created a group called common for the mods I always want and other groups which depend on the character I'm playing. It gets tedious to check/uncheck 20+ mods each time I want to play/exit the game. Automating would be great. But it seems that script commands refer to the contents of a single omod and not to the groups created in obmm.

Filter your omods by the group you want to activate, (i.e. change the top combobox on the right from 'All' to the group you want to activate) and then click the 'batch actions' button and click 'activate filtered'
doh! blush.gif answer was right there in front of me. sorry for polluting the thread. obmm is even more awesome than I thought. 74_74.gif
QUOTE(Timeslip @ Nov 7 2006, 12:12 AM) *
Filter your omods by the group you want to activate, (i.e. change the top combobox on the right from 'All' to the group you want to activate) and then click the 'batch actions' button and click 'activate filtered'
Thanks for answering that one Timeslip, I don't use groups and I would have needed to do some research.

QUOTE(sixflavors @ Nov 7 2006, 01:46 AM) *
doh! blush.gif answer was right there in front of me. sorry for polluting the thread. obmm is even more awesome than I thought. 74_74.gif
No problem.

This is what I managed to make for the raw archive of the Kobu's Character Advencement System with several sub folders for add-on plugins and different menu files options.

CODE
If VersionLessThan 0.9.3
   Message "This mod must be installed by OBMM version 0.9.3 or later to prevent script errors."
   FatalError
EndIf

DontInstallAnyPlugins
DontInstallAnyDataFiles

;Install the main file
InstallPlugin "Kobu's Character Advancement System.esp"

;Choose if you want the regular Slowing Skills or the Jake-Of-All-Trade and its Slowing skills progression
If DialogYesNo "Do you want to install the Slower Skills part of this Mod?" "Choose Yes or No"
    Select "Select how much slower your skills progression will be" "1.5x Slow" "2x Slow" "3x Slow" "4x Slow" "5x Slow" "10x Slow"
    ;You will extract the desired plugin from its directory and place it in the data folder with the main file.
        Case 1.5x Slow
            CopyPlugin "KCAS Slower Skills\\Kobu's 1.5x Slower Skills Mod.esp" "Kobu's 1.5x Slower Skills Mod.esp"
            Break
        Case 2x Slow
            CopyPlugin "KCAS Slower Skills\\Kobu's 2x Slower Skills Mod.esp" "Kobu's 2x Slower Skills Mod.esp"
            Break
        Case 3x Slow
            CopyPlugin "KCAS Slower Skills\\Kobu's 3x Slower Skills Mod.esp" "Kobu's 3x Slower Skills Mod.esp"
            Break
        Case 4x Slow
            CopyPlugin "KCAS Slower Skills\\Kobu's 4x Slower Skills Mod.esp" "Kobu's 4x Slower Skills Mod.esp"
            Break
        Case 5x Slow
            CopyPlugin "KCAS Slower Skills\\Kobu's 5x Slower Skills Mod.esp" "Kobu's 5x Slower Skills Mod.esp"
            Break
        Case 10x Slow
            CopyPlugin "KCAS Slower Skills\\Kobu's 10x Slower Skills Mod.esp" "Kobu's 10x Slower Skills Mod.esp"
            Break
    EndSelect

Else

    If DialogYesNo "Do you want to install the Jake-Of-All-Trades part of this Mod?" "Choose Yes or No"
    ;You extract the skill progress reduction for the Jake of All trade Skill or no reduction at all with default
        Select "Select how much slower your skills progression will be" "1.5x Slow" "2x Slow" "3x Slow" "4x Slow" "5x Slow" "10x Slow" "Default"
            Case 1.5x Slow
                CopyPlugin "KCAS Jack-of-All-Trades\\Kobu's 1.5x Slower Jack-of-All-Trades Mod.esp" "Kobu's 1.5x Slower Jack-of-All-Trades Mod.esp"
                Break
            Case 2x Slow
                CopyPlugin "KCAS Jack-of-All-Trades\\Kobu's 2x Slower Jack-of-All-Trades Mod.esp" "Kobu's 2x Slower Jack-of-All-Trades Mod.esp"
                Break
            Case 3x Slow
                CopyPlugin "KCAS Jack-of-All-Trades\\Kobu's 3x Slower Jack-of-All-Trades Mod.esp" "Kobu's 3x Slower Jack-of-All-Trades Mod.esp"
                Break
            Case 4x Slow
                CopyPlugin "KCAS Jack-of-All-Trades\\Kobu's 4x Slower Jack-of-All-Trades Mod.esp" "Kobu's 4x Slower Jack-of-All-Trades Mod.esp"
                Break
            Case 5x Slow
                CopyPlugin "KCAS Jack-of-All-Trades\\Kobu's 5x Slower Jack-of-All-Trades Mod.esp" "Kobu's 5x Slower Jack-of-All-Trades Mod.esp"
                Break
            Case 10x Slow
                CopyPlugin "KCAS Jack-of-All-Trades\\Kobu's 10x Slower Jack-of-All-Trades Mod.esp" "Kobu's 10x Slower Jack-of-All-Trades Mod.esp"
                Break
            Case Default
                CopyPlugin "KCAS Jack-of-All-Trades\\Kobu's Jack-of-All-Trades Mod.esp" "Kobu's Jack-of-All-Trades Mod.esp"
                Break
        EndSelect
    EndIf

EndIf

If DialogYesNo "Do You want to install the other optional plugins of this Mod?" "Choose Yes or No"
;You can select one or any number of add-ons from the Optional Mods folder
    SelectMany "Select the optional mods you want to intall" "Cure for Fatigue" "Health Modifier" "Lighter Backpack" "Personality Enhancer" "Skip Intro"
        Case Cure for Fatigue
            CopyPlugin "KCAS Optional Mods\\Kobu's Cure for Fatigue Mod.esp" "Kobu's Cure for Fatigue Mod.esp"
            Break
        Case Health Modifier
            CopyPlugin "KCAS Optional Mods\\Kobu's Health Modifier Mod.esp" "Kobu's Health Modifier Mod.esp"
            Break
        Case Lighter Backpack
            CopyPlugin "KCAS Optional Mods\\Kobu's Lighter Backpack Mod.esp" "Kobu's Lighter Backpack Mod.esp"
            Break
        Case Personality Enhancer
            CopyPlugin "KCAS Optional Mods\\Kobu's Personality Enhancer.esp" "Kobu's Personality Enhancer.esp"
            Break
        Case Skip Intro
            CopyPlugin "KCAS Optional Mods\\Kobu's Skip Intro Mod.esp" "Kobu's Skip Intro Mod.esp"
            Break
    EndSelect
EndIf

If DialogYesNo "Do You want to install all the Level UP Menu Files of KCAS?" "Choose Yes or No"
;Give you the choice to install the level up menu (without addition of stats per level)
;from the DarkUI version or from the standard UI version
    Select "Level Up Menu file" "DarkUI version" "Default UI Version"
    ;Change the name of the DarkUI file to install it or just install the standard version
        Case DarkUI version
            CopyDataFile "menus\\DarkUI_levelup_menu.xml" "menus\\levelup_menu.xml"
            Break
        Case Default UI Version
            InstallDataFile "menus\\levelup_menu.xml"
            Break
    EndSelect
    
EndIf

If DialogYesNo "Do you want to install the other Menu Files of KCAS?" "Choose Yes or No"
;Install the other 2 files of the menu if you choose yes in their correct folder
    InstallDataFile "menus\\strings.xml"
    Select "Choose the Version of Stats_Menus.XML you wish to install" "DarkUI" "BTMod UI" "DarNified DarkUI" "DarNified UI" "Default UI"
    ;Change the name for the desired version of the UI of the stats_menus or just install the standard version
        Case DarkUI
            CopyDataFile "menus\\main\\DarkUI_stats_menu.xml" "menus\\main\\stats_menu.xml"
            Break
        Case BTMod UI
            CopyDataFile "menus\\main\\BTMod_stats_menu.xml" "menus\\main\\stats_menu.xml"
            Break
        Case DarNified DarkUI
            CopyDataFile "menus\\main\\DarNified_DarkUI_stats_menu.xml" "menus\\main\\stats_menu.xml"
            Break
        Case DarNified UI
            CopyDataFile "menus\\main\\DarNified_stats_menu.xml" "menus\\main\\stats_menu.xml"
            Break
        Case Default UI
            InstallDataFile "menus\\main\\stats_menu.xml"
            Break
    EndSelect

EndIf


Now if someone has a more elegant version I will be glad to see it.

Many thanks to Timeslip and Conan_Lon.
QUOTE(Ismelda Lasombra @ Nov 8 2006, 03:06 PM) *
This is what I managed to make for the raw archive of the Kobu's Character Advencement System with several sub folders for add-on plugins and different menu files options.

*snip*

Now if someone has a more elegant version I will be glad to see it.

Many thanks to Timeslip and Conan_Lon.

Thanks...It looks very good. I got your feedback email as well and I appreciate your sharing of the script. It's the first script somebody has shared with me directly. I'll test it out and add it to my examples page.
Thanks again,
lhammonds.

EDIT: I tested it out and it works. I do have a suggestion though. If the player were to "batch" enable a whole bunch of mods at once, these menu options do not lend themselves well to describing what mod they are associated with.

Example: Instead of the title of the first dialog box being: "Choose Yes or No," try using something like "Kobu's Char Adv System" so that it identifies what mod this question is related to since choosing Yes or No is somewhat obvious.

As for the questions, I'd also include more detail since 1. we can and 2. it might have been a while since we last looked over the large HTML manual and could use a memory jog.
QUOTE(Conan_Lon @ Nov 9 2006, 03:37 PM) *

Thanks...It looks very good. I got your feedback email as well and I appreciate your sharing of the script. It's the first script somebody has shared with me directly. I'll test it out and add it to my examples page.
Thanks again,
lhammonds.

EDIT: I tested it out and it works. I do have a suggestion though. If the player were to "batch" enable a whole bunch of mods at once, these menu options do not lend themselves well to describing what mod they are associated with.

Example: Instead of the title of the first dialog box being: "Choose Yes or No," try using something like "Kobu's Char Adv System" so that it identifies what mod this question is related to since choosing Yes or No is somewhat obvious.

As for the questions, I'd also include more detail since 1. we can and 2. it might have been a while since we last looked over the large HTML manual and could use a memory jog.


Yeah I didn't knew how much we could put in the question and if we could make a little reminder of the content we were about to install or not. I didn't go much thought the windows title too, eager to test if it was working as intented first smile.gif But of course it can be polished for users. My main aim was to get a working script with an archive containing folders for esp and some data files in folders too that you had to change name.
QUOTE(Ismelda Lasombra @ Nov 9 2006, 09:24 AM) *
Yeah I didn't knew how much we could put in the question and if we could make a little reminder of the content we were about to install or not. I didn't go much thought the windows title too, eager to test if it was working as intented first smile.gif But of course it can be polished for users. My main aim was to get a working script with an archive containing folders for esp and some data files in folders too that you had to change name.

Well, you definitively accomplished your goal, that's for sure. If you refine the script, please post it here.
Thanks,
lhammonds
elauzel was kind enough to share this script with me for the mod called Max Tael's Natural Weather 2.1.2.

CODE
DontInstallAnyPlugins
SelectMany "Choose Which Features to Install" "Natural Habitat" "Natural Vegetation" "Natural Water" "Natural Weather" "Brighter Torches"
Case Natural Habitat
  InstallPlugin "Natural_Habitat_by_Max_Tael.esp"
  Break
Case Natural Vegetation
  If DialogYesNo "Would you like 200% Vegetation instead of Normal Vegetation?" "200% instead of Normal"
    InstallPlugin "Natural_Vegetation_200_by_Max_Tael.esp"
  Else
    InstallPlugin "Natural_Vegetation_by_Max_Tael.esp"
  EndIf
  Break
Case Natural Water
  IfNot DataFileExists "phinix-waterfix.esp"
    If DialogYesNo "Will You be using another mod to alter Water Effects in Oblivion?" "Using another Water Modification"
      DontInstallAnyPlugins
    Else
      InstallPlugin "Natural_Water_by_Max_Tael.esp"
    EndIf
  EndIf
  If DataFileExists "phinix-waterfix.esp"
    Message "Phinix Waterfix detected. Natural Water installation will be skipped."
    DontInstallAnyPlugins
  EndIf
  Break
Case Natural Weather
  If DialogYesNo "Will You be using another mod to alter Weather Effects in Oblivion?" "Using another Weather Modification"
    DontInstallAnyPlugins
  Else
   If DialogYesNo "Do you have HDR Enabled?" "HDR Enabled"
      If DialogYesNo "Do you want Darker Nights?" "Darker Nights"
        InstallPlugin "Natural_Weather_HDR_with_darker_Nights_by_Max_Tael.esp"
      Else
        InstallPlugin "Natural_Weather_HDR_by_Max_Tael.esp"
      EndIf
    Else
      If DialogYesNo "Do you want Darker Nights?" "Darker Nights"
        InstallPlugin "Natural_Weather_with_darker_Nights_by_Max_Tael.esp"
      Else
        InstallPlugin "Natural_Weather_by_Max_Tael.esp"
      EndIf
    EndIf
  EndIf
  Break
Case Brighter Torches
  InstallPlugin "Brighter_Torches.esp"
  Break
EndSelect
I am sooo glad I stumbled onto your site! As much as I loved OBMM from the moment I found it way back when (kudos to timeslip for both OBMM and MWMM AND his help file) I had trouble doing some things I wanted. Most of my questions were answered looking at your site and you showed me how to do useful things I hadn't even thought about. Good job and many thanks.

One thing that's still not clear to me: Say I created an omod from a downloaded mod (just 1 esp and some datafiles), enabled it and played it for a while. Then say I want to change/fix something in that esp in the CS (assume I know what I'm doing and my changes won't screw up my save games). My copy of the esp is now different from the one contained in the omod.

My questions:
What's the easiest way to update the omod. The only thing I want to do is replace the old esp version with my new version. (Edit: I didn't have room on my hard drive to keep three copies (one of them unzipped) of all my mods as you seem to suggest on your site. I now have a larger hd so I can from this point on, but I don't want to go through all the manual work of unzipping my old mods to their own directories if I don't have to.)

When I edit the esp, should I have the omod enabled or disabled in OBMM?

And, do you know if your answer also applies to the MWMM v0.8.4?

OK, 2 things still aren't clear but this might only apply to MSMM and you can ignore it if you don't plan to cover anything Morrowind: Is there a way to ALWAYS load an esp last or next to last using scripts? For instance, GMST fix and the esp from the leveled list manager. The only way I could think of to do it is add something to EVERY script for every mod using DataFileExists and that's just ugly.

I'm using OBMM 0.7.14 and MWMM 0.8.4 and can update to newest OBMM if that will help.
QUOTE(Cris @ Dec 6 2006, 05:24 PM) *
I am sooo glad I stumbled onto your site! As much as I loved OBMM from the moment I found it way back when (kudos to timeslip for both OBMM and MWMM AND his help file) I had trouble doing some things I wanted. Most of my questions were answered looking at your site and you showed me how to do useful things I hadn't even thought about. Good job and many thanks.
Awesome. I'm glad it came in handy.


QUOTE(Cris @ Dec 6 2006, 05:24 PM) *
What's the easiest way to update the omod.
I already have a tutorial on the website regarding the updating of an OMOD. It assumes you are updating an OMOD-Ready archive. If you have an OMOD file, simply create an OMOD-Ready version< 6600 /a> by converting it to an archive.

Tutorial:
Updating your OMOD or OMOD-Ready Archive


QUOTE(Cris @ Dec 6 2006, 05:24 PM) *
I didn't have room on my hard drive to keep three copies (one of them unzipped) of all my mods as you seem to suggest on your site.
If you have the original archive and you create an OMOD version of it and are using it in the game, that means you have 3 versions on your hard drive with the 3rd being the OMOD-Installed version which is extracted to your Data folder. If possible, I like to convert the downloaded files to OMOD and delete the originals. I keep the OMOD in the OBMM directory ready to install or uninstall at a moments notice but I also like to convert it to an OMOD-Ready archive to store in my primary mod collection folders so that I can always re-create the OMOD if necessary (such as deleting unused OMODs to save room) and be able to open the archive directly with 7-zip in case OBMM becomes unusable for whatever reason in the future (64-bit OS upgrade, etc.)


QUOTE(Cris @ Dec 6 2006, 05:24 PM) *
When I edit the esp, should I have the omod enabled or disabled in OBMM?
Disabled. You could loose all your modifications if you (or somebody else) disables the OMOD which deletes the files in the Data directory. It's best to do the following:
1. Uninstall the OMOD
2. Make a backup of the original OMOD in case your changes do affect the save games and need to restore.
3. Convert the OMOD to an OMOD-Ready archive
4. Manually extract the mod to Oblivion's data folder and make your changes.
5. Update your changes back into the OMOD-Ready archive.
6. Create an OMOD from the newly updated OMOD-Ready archive.


QUOTE(Cris @ Dec 6 2006, 05:24 PM) *
And, do you know if your answer also applies to the MWMM v0.8.4?
I don't have Morrowind so I can't help you there.


QUOTE(Cris @ Dec 6 2006, 05:24 PM) *
Is there a way to ALWAYS load an esp last or next to last using scripts?
Not that specifically (or very easily that I can think of). I don't mess with groupings or load order but I do know that the OBMM script commands for LOAD BEFORE and LOAD AFTER only apply for your esp verses another esp. It doesn't ensure that one esp is dead last in load order. The only way to script this would be ugly such as adding a LOAD AFTER line for each ESP you plan on having active.

*speculation*
I havent paid much attention to load orders but it may be possible to control the load order by simply enabling the mod you want loaded last as the last OMOD to be installed. I'm guessing on this one so you'd have to try and see. File dates may have a factor in it as well.
*/speculation*
QUOTE(Cris @ Dec 7 2006, 12:24 AM) *


And, do you know if your answer also applies to the MWMM v0.8.4?



MWMM is based on the OBMM of the same version (v0.8.4). I made that request to Timeslip because the older version of MWMM used only zip as archive files and it was a mess to convert files to zip to make mmod-ready archives. So it is basically the same as its counterpart for Oblivion. Now it is v0.8.4 version so the scripts are from this date and don't have any of the new features that might have been added since to OBMM.

MWMM doesn't interfer with the BSA of Morrowind either. And the load order of your mods is still very important in Morrowind.
QUOTE(Ismelda Lasombra @ Dec 11 2006, 04:29 AM) *
MWMM is based on the OBMM of the same version (v0.8.4).

Thanks for the reply and info.
One small suggestion for your OBMM site. You might explain, in layman's terms, what an OMOD is and why one should use it. I sure don't know, but I'd like to find out.

-silverjim-
QUOTE(silverjim @ Dec 11 2006, 10:08 PM) *

One small suggestion for your OBMM site. You might explain, in layman's terms, what an OMOD is and why one should use it. I sure don't know, but I'd like to find out.

-silverjim-

We were just discussing that very issue in this thread...
Thank you kindly for the reference. I'll study it some.

-silverjim-
QUOTE(silverjim @ Dec 11 2006, 03:08 PM) *
One small suggestion for your OBMM site. You might explain, in layman's terms, what an OMOD is and why one should use it. I sure don't know, but I'd like to find out.
-silverjim-

As motub pointed out in the forum thread, OMOD is just a kind of zip archive with properly structured mod files and extra data in it which allows OBMM to help install/remove mods. My site was designed for the players/modders that have discovered OBMM as a tool and want to learn how to use it. I never thought about it as a marketing tool for OBMM since I thought the tool did that well enough by itself.

Since I started the site, I've always been in "add more stuff" mode and never looked at how it was growing from an organizational aspect.

I tried to organize tutorials in terms of people being either "players using OBMM" or "modders using OBMM" but never from the aspect of "why should I be using OBMM"

I'll try to look-over my site from the aspect of "wanting to know more about what is OBMM, OMOD and why should I use it." Thanks for your input.
Quick OMOD Tutorial
Advanced OMOD Creation Guide
Not to be my usual tactless self or anything, but when the OBMM was released and I began to learn about it, I worked -hard- on studying these two guides, but found the first too brief, and found the later too difficult to comprehend. Your site, Conan, I -have- found easy to understand and I would have loved to have had it exist at the time I was struggling to get the grasp of obmm- even without such an aforementioned tutorial. Including one would be the icing on the cake, and I definantly recommend you add something of the sort. I think there is still a need. I have no problems with the writing and the person of the second article, except I find his explanations, sentence structure and such to hurt my brain wink.gif. He knows what he's talking about though, its just my subjective thing with the way he explains. Its like when a good teacher and a good student don't communicate well because of different personalities. phew, ok, enough of that.
QUOTE(Yates1968 @ Dec 13 2006, 02:22 AM) *
I have no problems with the writing and the person of the second article, except I find his explanations, sentence structure and such to hurt my brain wink.gif. He knows what he's talking about though, its just my subjective thing with the way he explains. Its like when a good teacher and a good student don't communicate well because of different personalities. phew, ok, enough of that.

Her explanations, sentence structure and such. [I am the author of the Advanced OMOD Creation Guide, if the nick and the link in my sig didn't give it away.]

You could (have) PM(ed) or email(ed) me and explain more precisely what "hurts your brain" so I could make the AOCG more user-friendly (rather than publically damning my work with faint praise), given that I am right here, and have been all along. However, the AOCG is called the "Advanced" Guide for a reason, and the title was meant to suggest that the information might not be simple to understand. Believe me, creating omods for a highly customizeable mod such as DarkUI hurts my brain-- if you think there's a way to explain how to do it without hurting yours, I'd be happy to take your suggestions under advisement.

However, I agree that Conan_Lon's site is a great resource, and very useful for one-stop shopping wrt OBMM usage; I can't put it in my sig, as I'm out of characters smile.gif , but it is one of my now-three standard links when people ask for information on OMODs and how to create them, and of course I have it bookmarked-- I'll most likely look there first when I need a better understanding of the variable functions of OBMM scripting, as I don't get them at all.

Thanks a lot for the site, Conan_Lon, if I haven't said. It looks great and is very helpful, for many reasons.
damn, i hoped you wouldn't take offense. i should have pm'd you i guess but i'm unsure what suggestions i could give you on changes. i wasn't damning your guide. i bet its understandable by most people- i was trying to emphasis that -i- have a hard time understanding it- me, personally.
QUOTE(Yates1968 @ Dec 12 2006, 07:22 PM) *
Your site, Conan, I -have- found easy to understand and I would have loved to have had it exist at the time I was struggling to get the grasp of obmm- even without such an aforementioned tutorial. Including one would be the icing on the cake, and I defiantly recommend you add something of the sort.

I've added your request to my to-do list and I'll crank one out if I get some time. I'll also make sure it gets posted to the TESSource.net tutorial area as well.

QUOTE(motub @ Dec 13 2006, 02:17 AM) *
I'll most likely look there first when I need a better understanding of the variable functions of OBMM scripting, as I don't get them at all.
Thanks a lot for the site, Conan_Lon, if I haven't said. It looks great and is very helpful, for many reasons.

Thanks, I haven't been spending much time on adding more tutorials since I've been trying to complete my Armory of the Silver Dragon mod. But variable examples and explainations are on my list of items to add to the site. Again, I'll add them when I get some time.
Purpose: Learning other commands

LoadBefore
SetVar
InstallDataFolder
CopyDataFolder


I made a script for to resolve a problem I have with a plugin. It seems that DEJ Harvest 0.95 screws my game making it crashes each time I try to enter the mage guild in Cheydinhal so i made this omod:

First I made a BSA from the files of the mod version 0.95 as there is only one plugin to use with (I don't remember if the mod comes with a BSA to start but it is very easy to create a BSA with OBMM utilities). I created my omod with that newly made archive containing the esp, the bsa en the readme.

Then I added the older version I still had of the mod (version 0.85.1). This version contain several plugins to harvest each type of container and the meshes and textures folders. The texture folder is placed in a folder named "v0.85.1" for the demonstration.

I simply added that archive to the omod created with version 0.95.

I designed the script then to allow you to choose between the 2 versions of the mod as it follow:

CODE

If VersionLessThan 0.9.2
   Message "This mod must be installed by OBMM version 0.9.2 or later to prevent script errors."
   FatalError
EndIf

;Setting variables to help the script
SetVar NextMod "MovableBodies.esp";This variable contains the mod that is in next position
SetVar ModESP "DEJ Harvest Containers.esp";Unified name of the ESP and BSA
SetVar ModBSA "DEJ Harvest Containers.bsa"

DontInstallAnyPlugins
DontInstallAnyDataFiles

;Give you the choice between 2 versions of the mod
If DialogYesNo "Do you want to install the Latest version of DEJ Harvest v0.95? (Version 0.85.1 otherwise)"
;You clicked Yes
    CopyPlugin "DEJ Harvest - Containers [Combo].esp" %ModESP%;install and change the name of the ESP
    CopyDataFile "DEJ Harvest - Containers [Combo].bsa" %ModBSA%;install and change the name of the BSA
;Detect the mod you placed in the NextMod variable and place the esp before it in load order
    LoadBefore "DEJ Harvest Containers.esp" %NextMod%
Else
;You clicked No
    InstallPlugin "DEJ_HarvestAyleid.esp"
    LoadBefore "DEJ_HarvestAyleid.esp" %NextMod%
    InstallPlugin "DEJ_HarvestClams.esp"
    LoadBefore "DEJ_HarvestClams.esp" %NextMod%
    InstallPlugin "DEJ_HarvestOreVeins.esp"
    LoadBefore "DEJ_HarvestOreVeins.esp" %NextMod%
    InstallPlugin "DEJ_HarvestSacks.esp"
    LoadBefore "DEJ_HarvestSacks.esp" %NextMod%
    InstallPlugin "DEJ_HarvestUpperClass.esp"
    LoadBefore "DEJ_HarvestUpperClass.esp" %NextMod%
;Install the folders relative to this set of plugins
    InstallDataFolder "meshes" True;Allow to install all recurse subfolders of the meshes folder with True argument
;Allow to copy the content of the folder Textures of the Main Folder v0.85.1 to the texture folder of Oblivion.
    CopyDataFolder "v0.85.1\\textures" "textures" True
EndIf

SetVar: To allow customization (you set your own NextMod name) I included it in a variable so you just have to change the esp name in the variable to make this work.
CODE

Syntaxe: SetVar NameOfTheVariable "what you want as value for the variable".
Use: %NameOfTheVariable% where ever you need to use it.


LoadBefore: You will note that so handy feature "LoadBefore" (LoadAfter is less handy as it just assure you that it loads after the mentioned plugin but not just after it so your plugin always end last of the plugins in order).
CODE

Syntaxe: LoadBefore "YourMod" "NextMod"

Where YourMod is included in the mod you are activating and NextMod is not included but is in an omod already installed.
The result is that when you activate your mod, the esp file(s) are miraculously placed just before the mod you set in NextMod variable. This is the end of clicking thousand times to replace the mod where it should fit in your load order.

InstallDataFolder: This command allow you to install a folder and the argument True allow you to install all the recurse subfolders.
CODE

Syntaxe: InstallDataFolder "YourFolder" [True if you want to install also all recurse subfolders]


CopyDataFolder: I let on purpose the texture of the v0.85.1 in a main folder named "v0.85.1". The point was to show how to install files from this folder to the textures folders of Oblivion. In the same way, you can place all the meshes and textures of the v0.95 in a "v0.95" folder and all the meshes and textures of the v0.85.1 in a "v0.85.1" folder and just use the same syntaxe:
To install with version 0.85.1
CODE

CopyDataFolder "v0.85.1\\textures" "textures" True
CopyDataFolder "v0.85.1\\meshes" "textures" True

To install with version 0.95
CODE

CopyDataFolder "v0.95\\textures" "textures" True
CopyDataFolder "v0.95\\meshes" "textures" True
FYI - I'm going through an IP change and my website's DNS records will update and point to the new IP address within 24 hours.

Service upgraded from T1 connection to a Fiber connection (10x the speed!)
Thanks to chimera134, there is now an example script for Kobu's Character Advancement System.

OBMM Script Examples
FYI - I've updated the Script History page and Script Analyzer tool with the updated info up to OBMM version 1.0.0

PS - Can anyone tell me what version of OBMM introduced SetDeactivationWarning? If so, please PM me the answer.

Thanks,
LHammonds
how can i use or can i use the 'load order exporter' to display/post my obmm load order?
QUOTE(helmgt01 @ May 21 2007, 10:48 PM) *
how can i use or can i use the 'load order exporter' to display/post my obmm load order?
Although I don't use this part of OBMM, I took a quick look and found that you can but it's not easy. When you export a load order, it goes to a .olod file. You can open it with Notepad but it has a bunch of junk you can't read. If you've got to do it, then I recommend using Notepad++ to edit the file. Here is what an olod file looks like in raw text.

QUOTE
oblivion.esm“ž¿V1Ȉtempo skills & encumbrance.esp€¦å|“IȈghost rider helmet.espB
ûVSɈexnemeyecandy.esp.-¸>èfɈrealswords - khajiit.esp˜†Vó)iɈ

You can clean it up to look like this if you take the time:

QUOTE
oblivion.esm
tempo skills & encumbrance.esp
ghost rider helmet.esp
exnemeyecandy.esp
realswords - khajiit.esp

Thanks,
LHammonds

QUOTE(Conan_Lon @ Sep 7 2006, 06:41 PM) *
Introduction

This is my contribution to the Oblivion modding community.

I will try to accomplish 2 goals:
  1. Provide OBMM script examples
  2. Provide tutorials such as how to create OMODs, crop images, upload mods to tessource.net, etc.
So What is This About?

Oblivion Mod Manager (by Timeslip) is a brilliant tool for anyone using or creating mods for Oblivion.

Many people state how they use it but I rarely see OMOD versions being uploaded simple because authors don't want to "force" people to use OBMM, authors don't want to support multiple uploads or authors simply don't know enough about creating OMODs.

I believe I have a solution for this and I call it OMOD-Ready™. If you create your mod and package it as an OMOD and then use OBMM to convert it back to an archive, it will preserve all your OMOD settings which will allow end-users to quickly re-create the OMOD exactly as you had it (and make their own changes if they want) or they can simply extract it like any other archive and manually install it. Either way, authors can give end-users the best of both worlds.

The OBMM How-To site currently has the following:

Scripting Templates
  • My Personal Scripting Template
  • OBMM Version Check
  • Oblivion Version Check
  • Oblivion Script Extender Check
  • Oblivion Script Extender Check (Specific Version)
  • Menu Video Loop Replacement
  • Avoid Incompatible Mods (that you know about)
  • Recommending Complimentary Mods
  • Selecting Multiple Plugins
  • CopyPlugin
  • CopyDataFile
Scripting Examples
  • Ring of Wings Levitation 0.2
  • Mighty Magick 5.23 Gold
  • Ringwraith Armor 1.3
  • Ringwraith Armor 1.3 (Alternate)
  • ArmoryLab 3.2
  • BadMagic's Light Knight's Armor 1.0
  • House Map Markers 1.4
  • The Atlantean Sword 1.4
  • Ancient Goblin City 2.0
  • AC Stock Armor 0.2
  • Ren's Beauty Pack 1.1
  • Weather Inside [Seasons] 1.2
  • Alternate Dwarven Helmet 1.1
Tutorials
  • File Compression Basics (7z, RAR, Zip)
  • How to Create Archives
  • How to Add Objects for Sale
  • How to Create Custom Menu Icons
  • Reconditioning a Downloaded Mod Archive
  • How to Create an OMOD
  • Converting an OMOD to an OMOD-Ready Archive
  • Publishing a Mod
  • Converting an OMOD-Ready Archive to OMOD
  • Updating your OMOD or OMOD-Ready Archive
  • How to Crop Images
  • How to Convert Images
  • How to Create Screenshots in Oblivion
  • How to Fix Hard-Coded Texture Paths in NIF Files
  • How To Upload Your Mods to www.tessource.net
ToolsMy Mod ListingOBMM How-To: http://lhammonds.game-host.org/obmm/


OK im very interested in using this but.....................

I have prob 60 mods already exstracted into my Datafiles folder from before i heard of this program.

They all show in the Datafiles lefthand section of this program.

I have read through the readme but im still unsure of how to incorporate these already installed mods into Omod files and use this program. Could someone tell me in laymens terms what I need to do.

I still have the compressed copies of each and every mod im running but if i create these into omod files then dont I have to clean out my datafiles and start from scratch?

QUOTE(Karniest @ May 24 2007, 11:12 AM) *
OK im very interested in using this but.....................

I have prob 60 mods already exstracted into my Datafiles folder from before i heard of this program.

They all show in the Datafiles lefthand section of this program.

I have read through the readme but im still unsure of how to incorporate these already installed mods into Omod files and use this program. Could someone tell me in laymens terms what I need to do.

I still have the compressed copies of each and every mod im running but if i create these into omod files then dont I have to clean out my datafiles and start from scratch?

I think you can just create omods out of your archived mods (decompress into a temporary folder, create the omod). Having done all of this, I suggest you delete mod files in Data folder (you know, those unomoded) - I suppose, ESPs/BSAs will be enough. Then just activate the omods and let them overwrite previous files. It should work, unless there were some mods you don't have the archives for them now. However, if everything fails, you can reinstall Oblivion and use the omods from the very beginning...

EDIT: typo
QUOTE(J.O.D. @ May 24 2007, 07:25 AM) *
I think you can just create omods out of your archived mods (decompress into a temporary folder, create the omod). Having done all of this, I suggest you delete mod files in Data folder (you know, those unomoded) - I suppose, ESPs/BSAs will be enough. Then just activate the omods and let them overwrite previous files. It should work, unless there were some mods you don't have the archives for them now. However, if everything fails, you can reinstall Oblivion and use the omods from the very beginning...

EDIT: typo


Thanks,

I do have all the archives for all my mods, so i'll just clear out the data folder of esp's and bsa's (leaving the oblivion ones of course lol)

so when i do this and decompress a archive, then load up omod, create omod and point it to the decompressed file in the temp folder, then activate the newly created omod in the righthand side window, what happens then, does the program auto install the mod into my datafiles when i activate them? or do i have to put the created omod into my datafile then activate it?

Sorry for the questions if they seem sooooooo simple, but thanks for the responce i seem to understand it a bit better
QUOTE(Karniest @ May 24 2007, 11:35 AM) *
Thanks,

I do have all the archives for all my mods, so i'll just clear out the data folder of esp's and bsa's (leaving the oblivion ones of course lol)

so when i do this and decompress a archive, then load up omod, create omod and point it to the decompressed file in the temp folder, then activate the newly created omod in the righthand side window, what happens then, does the program auto install the mod into my datafiles when i activate them? or do i have to put the created omod into my datafile then activate it?

Sorry for the questions if they seem sooooooo simple, but thanks for the responce i seem to understand it a bit better

Omods are created, by default, in obmm/mods folder. The content of this folder is visible in the right window when you start OBMM. Creating an omod does not activate (=install) it, you have to do this manually (doubleclicking its name). When you activate the omod, files get exctracted and installed into Data folder keeping their folder structure. Therefore, you should examine an uncompressed archive and make sure that the files are in correct subfolders - if, e.g., there is a folder called XYZ and inside it are folders /meshes and /textures, the files will not end in Data/meshes and Data/textures folders, but in Data/XYZ/meshes, Data/XYZ/textures folders. And most certainly - the mod won't work smile.gif .
Wow...this would be an excellent addition to the community indeed. I must admit I've often felt a little "intimidated" by OBMM, preferring to use only its conflict detection utility, not knowing what the other tools did. I I knew, I would no doubt utilize them. Wonderful idea mate! smile.gif
QUOTE(J.O.D. @ May 24 2007, 07:51 AM) *
Omods are created, by default, in obmm/mods folder. The content of this folder is visible in the right window when you start OBMM. Creating an omod does not activate (=install) it, you have to do this manually (doubleclicking its name). When you activate the omod, files get exctracted and installed into Data folder keeping their folder structure. Therefore, you should examine an uncompressed archive and make sure that the files are in correct subfolders - if, e.g., there is a folder called XYZ and inside it are folders /meshes and /textures, the files will not end in Data/meshes and Data/textures folders, but in Data/XYZ/meshes, Data/XYZ/textures folders. And most certainly - the mod won't work smile.gif .


Ok so all i have to do make sure all my decompressed archives are in the right file structure (eg data/meshes etc) then create a omod pointing it to decompressed data folder, this will allow it to be shown under the right window. Once its there double click on it and the files will be exstracted into my oblivion/data folder.

ok thats simple enough, thanks alot

one last thing then

do i need to delete the current esp and bsa files out of the oblivion/data folder or will the above way just overwrite them (with the 'overwrite all' message you normally get), even if they are exactly the same file? as this would save some time i guess
JOD, thanks for helping out and answering questions. I really appreciated it.

Karniest, once you create an OMOD (assuming it was packaged properly), you should be able to right-click on the OMOD's name (which is in the right-hand side pane) and select "Clean" which will examine the contents of the OMOD and delete any files in Oblivion's Data folder that match the same filenames. This effectively "cleans" out the mod that was either installed manually or by another OMOD.

When I said "assuming it was packaged properly", I was talking about the structure of the mod's archive once extracted to a temporary folder. Take a look at my tutorial called How To Create Archives to see an example of how to package an archive if you were getting ready to distribute the mod.

EXAMPLE #1 - Let's use that tutorial as a basis for what I'm talking about. Let's say you extracted a mod's archive and it looked similar to this:

C:\MyMod\Meshes\*
C:\MyMod\Textures\*
C:\MyMod\MyMod.asp
C:\MyMod\MyMod Readme.txt


This would be a perfectly packaged mod and easy to create an OMOD from. When you click the "Create" button, you tell it to pick a "Folder" and point it to the C:\MyMod folder and it will pull the files correctly.

EXAMPLE #2 - Now, let's say you've extracted a file and it looks like this:

C:\MyMod\Data\Meshes\*
C:\MyMod\Data\Textures\*
C:\MyMod\MyMod.asp
C:\MyMod\MyMod Readme.txt


I've seen this done plenty of times and it's WRONG. You CANNOT simply extract this file to Oblivion's Data folder and have it work. The ESP and Readme are in the wrong location. You have to manually move the "Meshes" and "Textures" folders back a directory and place it in the root of "MyMod" and then delete the empty "Data" folder in order to get it looking like Example #1

EXAMPLE #3 - Now, let's say you've extracted a file and it looks like this:

C:\MyMod\Meshes\*
C:\MyMod\Textures\*
C:\MyMod\MyMod.asp
C:\MyMod\MyMod.txt or readthis.txt


This "looks" like it will work but OBMM will not automatically detect the text file as the "Readme" file because it does not contain the word "Readme" in it. Simply rename the file called "MyMod.txt" to "MyMod Readme.txt"

EXAMPLE #4 - Now, let's say you've extracted a file and it looks like this:

C:\MyMod\Meshes\*
C:\MyMod\Textures\*
C:\MyMod\MyMod.asp
C:\MyMod\MyMod Readme.htm


This "looks" like it will work too but OBMM cannot "read" HTML files (.htm or .html). OBMM can only read text (.txt) or rich-text (.rtf) files. The easiest thing you can do here is to open the HTML file in Internet Exploder, press CTRL+A to select all text, then open Microsoft Wordpad and press CTRL+V to paste the contents. Any hyperlinks in it may no longer work in the rich-text file. Save the file as "MyMod Readme.rtf" but make sure there are no pictures in the document because I think that will cause errors when OBMM tries to read it. You have the option of keeping the HTML file or deleting it. It's up to you.

I hope this helps you in your quest to create OMODs.

Thanks,
LHammonds
Hi all!

Thanks LHammonds for the useful thread! I would like to contribute scripts as I reconstruct them from scratch heee.gif

The thing is, I've been making some OMODs lately (the last two months) and I've managed to write a few scripts for some of those. cool.gif

Sadly, yesterday late at night, after becoming more stupid than I am normally poke2.gif ... I've deleted the backup directory where I've put all the OMODs I've made/downloaded (I'm currenty reinstalling all of them, so I'd moved them to a TEMP directory until the reorganization were finished). comp26.gif

I've managed to recover some ... errmm ... one of them, though ... and that's because I've posted it on another thread ... bubbly.gif

Here's the linky to the one I have now

I will be re-making the scripts I've missing ... so, maybe will post them when I have redone them ...

Thanks to you, guys ... This thread is a great resource to all OMODers and OBMManiacs out there!! 1146.gif

See you,
leeus


Great site lhammonds, I've just been getting back in to playing oblivion and your site helped me out in converting all my mods in to omod's. Last time I played was when obmm 0.7.14 came out and I used to keep my own log of what files belonged to each mod (made updating or removing mods possible for me back then), but it's great to see all the stuff that's been added to obmm as it makes it a whole new realm of easy to add, remove, or update mods (ty Timeslip smile.gif). I really hope more mod groups start releasing omod's, even if they don't contain any scripts.

Also, one thing that I've added to your Unofficial Oblivion Patch 2.1.2 script example was:
CODE
LoadBefore "Oblivion Citadel Door Fix.esp" "Oblivion.esm"
LoadBefore "Unofficial Oblivion Patch.esp" "Oblivion.esm"


Suprisingly it allows you to target the esm with the script (all esm's load before plugins), but this will cause Unofficial Oblivion Patch.esp to automatically load after Oblivion.esm, and Oblivion Citadel Door Fix.esp after Unofficial Oblivion Patch.esp. This means that you can activate UOP at any time and it will always load before all other mods. This is similar to Ismelda Lasombra's %NextMod% variable (I hadn't thought of using a variable for the parameter) : http://www.bethsoft.com/bgsforums/index.ph...4844&st=47#

Note that with this script you could combine UOP 2.1.2 with the temporary UOP AOE Compatibility Patch (wont be needed in 2.1.3), and activating it last would automatically set UOP first in the load order and the AOE Patch last in the load order.
Thanks for the site lhammonds fing34.gif

As a newcomer to OBMM I found it very useful (although a bit heavy-going).

One thing that I couldn't see and would find quite useful is a guide to the Archive Invalidation section. Too many big words for my simple brain!!

Thanks anyway.
Another script example that combines 3 mods :

No More Annoying Messages 1.0 Lite (by MackeMan)
No More Annoying Messages 1.3 Fixed (by MaXiMiUS)
No More Annoying Comments About Your Skills 0.1 (by giraffe)

This shows an example of SelectWithDescriptions along with the option of not installing some (or all) of the mod choices. If none of the mods are chosen to be installed the omod will remain deactivated. This is much more user friendly than doing SelectManyWithDescriptions & displaying all possible combinations.

CODE
;** Analyzed by http://lhammonds.game-host.org/obmm/tools_obmm_analyzer.asp **
If VersionLessThan 1.0.0
   Message "This mod must be installed by OBMM version 1.0.0 or later to prevent script errors."
   FatalError
EndIf

DontInstallAnyPlugins

SetVar OptVar 0

SelectWithDescriptions "Install No More Annoying Messages?" "1.0 Lite" "Removes Loading area..." "1.3 Fixed" "Removes Loading area, your horse is stabled outside the city gate, and The Dark Brotherhood is watching you." "Don't Install" "Mod will not be installed."
Case 1.0 Lite
  InstallPlugin "MM_NoMoreAnnoyingMessages-Lite.esp"
  Break
Case 1.3 Fixed
  InstallPlugin "No More Annoying Messages.esp"
  Break
Case Don't Install
  iSet OptVar %OptVar% + 1
  Break
EndSelect

SelectWithDescriptions "Install No More Annoying Comments About Your Skills 0.1?" "Install" "Stops people from making annoying comments about your skills, such as 'Look at the muscles on you!'" "Don't Install" "Mod will not be installed."
Case Install
  InstallPlugin "No More Annoying Comments.esp"
  Break
Case Don't Install
  iSet OptVar %OptVar% + 1
  Break
EndSelect

If Equal %OptVar% 2
  FatalError
EndIf



Edit: A more common mod example:
Harvest Flora 3.0

This shows a bit of old version detection, a pretty informative option setup, and using DontInstallAnyDataFiles along with InstallAllDataFiles (I figured some people might not know you can use both, the one that gets set last will be used because no files are actually installed until after the script completes).

Also LoadAfter isn't useless, it is true that your mod will be added to the end with or without it, but it will force mods added later (like DLCHorseArmor) to load before your mod, as well as prevent the user from manually using the Move Up or Move Down past the specified order.

CODE
;** Analyzed by http://lhammonds.game-host.org/obmm/tools_obmm_analyzer.asp **
If VersionLessThan 1.0.0
   Message "This mod must be installed by OBMM version 1.0.0 or later to prevent script errors."
   FatalError
EndIf

SetVar StopVar 0

If DataFileExists "DEJ Harvest - Flora.esp"
  SetVar StopVar 1
EndIf
If DataFileExists "DEJ Harvest - Flora.bsa"
  SetVar StopVar 1
EndIf
If DataFileExists "DEJ Harvest - Flora - CPU.esp"
  SetVar StopVar 1
EndIf
If DataFileExists "DEJ Harvest - Flora - LITE.esp"
  SetVar StopVar 1
EndIf
If DataFileExists "DEJ Harvest - Flora - STOP.esp"
  SetVar StopVar 1
EndIf

If Equal %StopVar% 1
  Message "An old version of Harvest Flora has been detected, please remove all of the old files before continuing."
  FatalError
EndIf

DontInstallAnyPlugins
DontInstallAnyDataFiles
InstallDataFile "Harvest [Flora].bsa"
InstallPlugin "Harvest [Flora].esp"

If DialogYesNo "Would you like to add Harvest Flora to Shivering Isles, Frostgrag Spire, or The Vile Lair?"
  SelectMany "Add Support For:" "Shivering Isles" "Frostgrag Spire" "The Vile Lair"
  Case Frostgrag Spire
    InstallPlugin "Harvest [Flora] - DLCFrostcrag.esp"
    LoadAfter "Harvest [Flora] - DLCFrostcrag.esp" "DLCFrostcrag.esp"
    Break
  Case The Vile Lair
    InstallPlugin "Harvest [Flora] - DLCVileLair.esp"
    LoadAfter "Harvest [Flora] - DLCVileLair.esp" "DLCVileLair.esp"
    Break
  Case Shivering Isles
    InstallPlugin "Harvest [Flora] - Shivering Isles.esp"
    Break
  EndSelect
Else
EndIf

If DialogYesNo "Would you like to install the No Mushroom Stalks addon? This will make mushrooms disappear entirely when harvested instead of leaving stalks behind."
  InstallAllDataFiles
Else
EndIf
These are great additions. I'll be sure to add them to the OBMM HowTo site example page.

I've been sick for a week, otherwise I would have seen this and cranked it out already.

Keep 'em coming!

Thanks,
LHammonds
May I also suggest that in the "Publishing your mod" section, you suggest that the mod is uploaded to multiple sites. No site is guarnteed to stay running for ever, as was proved by EuroMorrowind, TESMods, GamersRoam and other such sites. There is no reason to not also upload mods to PES and ElricM as well as TESSource.
QUOTE(Yacoby @ Jun 18 2007, 05:56 PM) *
May I also suggest that in the "Publishing your mod" section, you suggest that the mod is uploaded to multiple sites. No site is guarnteed to stay running for ever, as was proved by EuroMorrowind, TESMods, GamersRoam and other such sites. There is no reason to not also upload mods to PES and ElricM as well as TESSource.

True, but I don't have much experience with the upload process at ElricM and PES...I also don't seem to have much control over the process other than handing it off. If you know of any tutorials on exactly how to package and upload for them, I'll post and link them from that page.

With TESSource, the mod author has complete and utter control over the upload, maintenance and deletion process which allows me to create detailed instructions.

Thanks,
LHammonds
QUOTE(Conan_Lon @ Jun 19 2007, 12:01 AM) *
If you know of any tutorials on exactly how to package and upload for them, I'll post and link them from that page.


Here is a tutorial written by me for Planet Elder Scrolls.

Prep-Work
Same for TESSource

Upload the Mod


1. Create an account and login. http://planetelderscrolls.gamespy.com/View...ntication.Login

2. Click Submit content! under the Files header in the bar at the left hand side of the screen.

3. Select "Oblivion Mods" from the categories, then on "Submit Form"

4. Fill in the following information:
- Title: the name of your mod (e.g. my new mod)
- Version: your mod version (e.g. 1.0)
- Author: you (or the actual author if your uploading for somebody else)
- Category: Pick the correct category for your mod from the list
- File Description: Paste the entire contents of your readme here. You shouldn't be adding anything to this upload that isn't already contained in your readme.
- Changelog: Paste the Change Log from your readme, or just leave it blank

- Related Mods: Put any required mods here. Just select the mod you want in the left hand box and press the >> button.
- Required Official: Any official required mods, put it here. Use the same method as the above box.

5. Press the "upload files" button
Find the file on your harddrive by pressing the browse button or if the file has been uploaded elsewhere, fill in the URL box.
If there any description related to the file you want to add, put it in the "description box".
Then press the add file button.
Do this step for every file you want to upload.

6. Press the "upload images" button
Find the image on your harddrive by pressing browse. Add any description if required and then press add file.
Do this for all the images you want to upload

7. Fill in the following information:
- User Comments: If there is anything you want the admin to know about, put it in this box
- Show Comments Ratings: If you want people to be able to rate your mod, or post comments
- Forum Thread: Link to a forum thread if there is one.

8. Press the "Save" button. The mod may take up to a week to be added to the database (although it hasn't ever taken this long for me),
as every mod is checked that it has a readme file etc.


If you then want to check the status of your mod, or edit it, go to the "Manage Submissions" link on the left hand panel.
It shows your all your uploaded mods and shows the status of your uploads. So if there is a problem with the upload (e.g. it hasn't got a readme), it will be displayed.
Just a quick question, how do i export my load order so it's readable with wordpad without all the jibberish(code) inside? I found the omod report function but it doesn't show esp's only omods.
EDIT: Script has been updated to 1.32 RC3 here : http://www.tessource.net/files/file.php?id=11593
---

Pulled this one in to a new post because it's pretty massive with the newly updated script and the old script..

Oscuro's Oblivion Overhaul 1.32 RC2

Update: Script is now almost entirely dynamic (which took quite a bit of extra work in order to keep my favorite OOO Lite feature intact: "Prompt to install OOO Full if all addons from the full version are selected"). The doc/folder copy|install script worked out pretty good too. It's now extremely easy to update the script for new releases of OOO.

My script is completely built around the default folder structure, so you do not need to re-arrange all those plugins & other files. All you have to do is extract the OOO 1.3 Base and OOO 1.32 RC2 Patch to the same folder and add this script during the omod creation. You might have to get some of the code back on to one line depending on how it copies & pastes in to the editor.

CODE
;** Analyzed by http://lhammonds.game-host.org/obmm/tools_obmm_analyzer.asp **
If VersionLessThan 1.0.0
   Message "This mod must be installed by OBMM version 1.0.0 or later to prevent script errors."
   FatalError
EndIf
DontInstallAnyPlugins
DontInstallAnyDataFiles

; Common Variable Declaration
SetVar OptVar 0
SetVar StopVar 0
SetVar xFullAddons 0


; Paths
SetVar AddonsPath "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\"
SetVar FullEsp "Oscuro's Oblivion Overhaul\\OOO-FULL\\Oscuro's_Oblivion_Overhaul.esp"
SetVar LiteEsp "Oscuro's Oblivion Overhaul\\OOO-LITE\\Oscuro's_Oblivion_Overhaul.esp"
SetVar Esm "Oscuro's_Oblivion_Overhaul.esm"

; OOO Data Folders
SetVar numFolders 3
SetVar folder1_from "Meshes"
SetVar folder1_to "Meshes"
SetVar folder1_includeSubfolders True
SetVar folder2_from "Sound"
SetVar folder2_to "Sound"
SetVar folder2_includeSubfolders True
SetVar folder3_from "Textures"
SetVar folder3_to "Textures"
SetVar folder3_includeSubfolders True

; OOO Faqs/Readme's/Misc
SetVar numDocs 4
SetVar doc1_from "OOO.ico"
SetVar doc1_to "OOO.ico"
SetVar doc2_from "Oscuro's Oblivion Overhaul\\OOO_1.31_INFORMATION.doc"
SetVar doc2_to "OOO_1.31_INFORMATION.doc"
SetVar doc3_from "Oscuro's Oblivion Overhaul\\OOO_1.32_Changes.doc"
SetVar doc3_to "OOO_1.32_Changes.doc"
SetVar doc4_from "Oscuro's Oblivion Overhaul\\OOO_1.3 FAQ.html"
SetVar doc4_to "OOO_1.3 FAQ.html"



; Bundled Addons - These plugins MUST have their own customizable installers located under the "Install Bundled Addons" section
SetVar numBundledAddons 4
SetVar bAddon1 0
SetVar bAddon1_T "Adjust Level Rates.."
SetVar bAddon1_D "Change the levelling rates of your skills, the default leveling rate of OOO is about x3 slower on average."
SetVar bAddon2 0
SetVar bAddon2_T "Adjust Respawn Rates.."
SetVar bAddon2_D "Change the respawn time of the world's respawning entities (a week, two weeks, a month, or a year)."
SetVar bAddon3 0
SetVar bAddon3_T "Container Trap Instant Effects"
SetVar bAddon3_D "Turns chests traps into instant-effects to avoid CTDs with UI mods that change spell timers to be displayed in text."
SetVar bAddon4 0
SetVar bAddon4_T "Living Economy"
SetVar bAddon4_D "Highly Recommended, this plug-in creates more realistic bartering mechanics, a more interesting mercantile environment and harder 'get rich quick' schemes."


; Full-Version Addons - These plugins enable features of OOO Full for OOO Lite
SetVar numFullAddons 13
SetVar fAddon1 0
SetVar fAddon1_T "Armor Perks (F)"
SetVar fAddon1_D "Changes to armor skill perks. With it, heavy armor will be more cumbersome at master level. Light armors will offer 25\% bonus protection at master level instead of 50. It also reduces the wear rate of weapons and armor to 30\% of the original Oblivion's values. Lastly, it increases the costs of armor repairing at stores."
SetVar fAddon1_F "OOO-Armor_Perks_WearRate_Repair.esp"
SetVar fAddon1_X ""
SetVar fAddon2 0
SetVar fAddon2_T "Birth Signs (F)"
SetVar fAddon2_D "Changes the Birthsigns to match OOO's default Birthsigns."
SetVar fAddon2_F "OOO-BirthSigns.esp"
SetVar fAddon2_X ""
SetVar fAddon3 0
SetVar fAddon3_T "Combat Skills Perks (F)"
SetVar fAddon3_D "Upgrades combat skills perks and related gamesettings (Higher sneak attacks, more successful special attacks, less fatigue cost for special attacks, faster attacks, hand to hand skill upgrades, slightly higher jump, marksmanship greater fatigue cost and greater range, faster arrows, and arrow physics)"
SetVar fAddon3_F "OOO-Combat_Skills_Perks_Marksmanship.esp"
SetVar fAddon3_X ""
SetVar fAddon4 0
SetVar fAddon4_T "Daedric Lord Quests (F)"
SetVar fAddon4_D "This takes away the level restrictions for Daedric Lord quests and resets them to a minimum level of two in order to gain access to the quests. They're also updated to accept the new pelts of OOO's new animals."
SetVar fAddon4_F "OOO-DaedraLord_Quests.esp"
SetVar fAddon4_X ""
SetVar fAddon5 0
SetVar fAddon5_T "Dangerous Traps (F)"
SetVar fAddon5_D "This makes traps more damaging than Oblivion's default settings."
SetVar fAddon5_F "OOO-Dangerous_Traps.esp"
SetVar fAddon5_X ""
SetVar fAddon6 0
SetVar fAddon6_T "Deadly Combat (F)"
SetVar fAddon6_D "This makes weapon and creature damage higher across the board. It also reduces the initial health of players when they first create their characters. Creature's health is slightly higher and their low level status reduced."
SetVar fAddon6_F "OOO-Deadly_Combat.esp"
SetVar fAddon6_X ""
SetVar fAddon7 0
SetVar fAddon7_T "Drop Lit Torches-Immersion (F)"
SetVar fAddon7_D "This is a version of Drop_Lit_Torches that is designed for utmost immersion. The name of the object \"Torch\" has been removed from every torch in the game, so it will no longer disturb your immersion when dropping torches on the ground while adventuring."
SetVar fAddon7_F "OOO-DLT_Immersion.esp"
SetVar fAddon7_X ""
SetVar fAddon8 0
SetVar fAddon8_T "Magic Effects + Enchanting (F)"
SetVar fAddon8_D "Changes all tweaked magic effects and enchantments (which affect clothing, armor and weapons). It also includes the changes that govern more powerful enchantments with Grand Soul gems, in order to compensate for the more magic-consuming and more expensive costs of enchantments as a whole."
SetVar fAddon8_F "OOO-Magic_Effects+Enchantments.esp"
SetVar fAddon8_X ""
SetVar fAddon9 0
SetVar fAddon9_T "Magic Effects + Spells (F)"
SetVar fAddon9_D "Changes all tweaked magic effects and adds the pertinent changes to spells (default and OOO's new spell lines) which make magic spells more viable and less prone to exploitation (on those \"bugged\" spell effects, like Drain Health)."
SetVar fAddon9_F "OOO-Magic_Effects+Spells.esp"
SetVar fAddon9_X ""
SetVar fAddon10 0
SetVar fAddon10_T "Magic Game Settings (F)"
SetVar fAddon10_D "Changes the gamesettings related to magic. Magicka regen base is slower than default, but the bonus earned by Wisdom to regen is much higher. Magicka pool per Intelligence point is greater. Magicka's target and area effects are less costly. Magic spell speed is much greater. Magicka's range is also greater. Finally, magic effectivity is reduced depending on the weight of armor that the user is wearing."
SetVar fAddon10_F "OOO-Magic_Game_Settings.esp"
SetVar fAddon10_X ""
SetVar fAddon11 0
SetVar fAddon11_T "Potions (F)"
SetVar fAddon11_D "Adds into the game the new regen based potions for Fatigue, Health and Magicka. These potions will be found in the usual suspects for your potion-supplying needs."
SetVar fAddon11_F "OOO-Potions.esp"
SetVar fAddon11_X ""
SetVar fAddon12 0
SetVar fAddon12_T "Thief Guild Difficult (F)"
SetVar fAddon12_D "Changes the difficulty of the Thieves Guild's quest that asks you to sell a certain amount of goods to the local fence. The value requirements are much higher, and much more suitable to OOO's new wares and values."
SetVar fAddon12_F "OOO-ThiefGuild_Difficult.esp"
SetVar fAddon12_X ""
SetVar fAddon13 0
SetVar fAddon13_T "Water Weeds (F)"
SetVar fAddon13_D "Enables water weeds."
SetVar fAddon13_F "OOO-Water_Weeds.esp"
SetVar fAddon13_X ""




; Old Version Detection
If DataFileExists "LITE_Oscuro's_Oblivion_Overhaul_V_1.23.esp"
  SetVar StopVar 1
EndIf
If DataFileExists "FULL_Oscuro's_Oblivion_Overhaul_V_1.23.esp"
  SetVar StopVar 1
EndIf
If Equal %StopVar% 1
  If DialogYesNo "An old version of Oscuro's Oblivion Overhaul has been detected, please make sure you've read the upgrade instructions before continuing.%NewLine%%NewLine%Would you like to Continue?"
  Else
    FatalError
  EndIf
EndIf


SelectWithDescriptions "OOO Version" "1.32 Full" "This will install the full version of OOO, and allow you to select additional bundled addons." "1.32 Lite" "This will install the lite version of OOO, and allow you to select additional OOO full version addons & bundled addons." "Cancle Installation" "Mod will not be installed."
Case 1.32 Full
  SetVar OptVar 1
;Break
Case 1.32 Lite
  IfNot Equal %Esm% ""
    InstallPlugin "%Esm%"
  EndIf
  Break
Case Cancle Installation
  FatalError
EndSelect
If Equal %OptVar% 0
  Goto LiteMenu
EndIf




; Build OOO Full Menu
SetVar select "SelectManyWithDescriptions \"Bundled Addon's :\""
For Count count 1 %numBundledAddons%
  SetVar select "%select% \"\%bAddon%count%_T\%\" \"\%bAddon%count%_D\%\""
EndFor

SetVar cases ""
For Count count 1 %numBundledAddons%
  SetVar e "SetVar this \%bAddon%count%_T\%"
  ExecLines %e%
  SetVar cases "%cases%Case %this%%NewLine%SetVar bAddon%count% 1%NewLine%Break%NewLine%"
EndFor

ExecLines %select%%NewLine%%cases%EndSelect
CopyPlugin "%FullEsp%" "Oscuro's_Oblivion_Overhaul.esp"
Goto InstallBundledPlugins



; Build OOO Lite Menu
Label LiteMenu
SetVar select "SelectManyWithDescriptions \"Addon's (F)=Contained in Full version :\""
For Count count 1 %numBundledAddons%
  SetVar select "%select% \"\%bAddon%count%_T\%\" \"\%bAddon%count%_D\%\""
EndFor
For Count count 1 %numFullAddons%
  SetVar select "%select% \"\%fAddon%count%_T\%\" \"\%fAddon%count%_D\%\""
EndFor

SetVar cases ""
For Count count 1 %numBundledAddons%
  SetVar e "SetVar this \%bAddon%count%_T\%"
  ExecLines %e%
  SetVar cases "%cases%Case %this%%NewLine%SetVar bAddon%count% 1%NewLine%Break%NewLine%"
EndFor
For Count count 1 %numFullAddons%
  SetVar e "SetVar this \%fAddon%count%_T\%"
  ExecLines %e%
  SetVar cases "%cases%Case %this%%NewLine%SetVar fAddon%count% 1%NewLine%iSet xFullAddons \%xFullAddons\% + 1%NewLine%Break%NewLine%"
EndFor

ExecLines %select%%NewLine%%cases%EndSelect


; Prompt to install OOO Full if ALL addons from the full version are selected.
If Equal %xFullAddons% %numFullAddons%
  If DialogYesNo "You have selected all of the plugins found in the full version, would you like to install the full version instead?"
    SetVar xFullAddons 0
    For Count count 1 %numFullAddons%
      ExecLines "SetVar \%fAddon%count%\% 0"
    EndFor
    CopyPlugin "%FullEsp%" "Oscuro's_Oblivion_Overhaul.esp"
  Else
    CopyPlugin "%LiteEsp%" "Oscuro's_Oblivion_Overhaul.esp"
  EndIf
Else; all full-addons were not selected, continue with Lite install.
  CopyPlugin "%LiteEsp%" "Oscuro's_Oblivion_Overhaul.esp"
EndIf




;
; Install Full-Version Addons (Lite)
;
If GreaterThan %xFullAddons% 0
  SetVar perform ""
  For Count count 1 %numFullAddons%
    SetVar e "SetVar Command \%fAddon%count%_X\%"
    ExecLines %e%
    SetVar perform "%perform%If Equal \%fAddon%count%\% 1%NewLine%CopyPlugin \"\%AddonsPath\%\%fAddon%count%_F\%\" \"\%fAddon%count%_F\%\"%NewLine%%Command%%NewLine%EndIf%NewLine%"
  EndFor
ExecLines %perform%
EndIf


;
; Install Bundled Addons  (Add New Bundled Installers Below!)
;
Label InstallBundledPlugins
If Equal %bAddon1% 1
  SelectWithDescriptions "Adjust Leveling Rates" "(OOO) Stock" "Default Oblivion leveling rates but with OOO's perk descriptions." "|(OOO) Normal (Default)" "The default leveling rates of OOO 1.31. They are a bit faster than those of 1.30, but remain about x3 slower on average." "(OOO) Slow" "Each skill falls somewhere between x4 and x6 times slower than vanilla Oblivion." "(x2) twice as slow" "(Bofra) Most skills level twice as slow as vanilla oblivion." "(x3) three times slower" "(Bofra) Most skills level three times slower than vanilla oblivion." "(x4) four times slower" "(Bofra) Most skills level four times slower than vanilla oblivion." "(x5) five times slower" "(Bofra) Most skills level five times slower than vanilla oblivion." "(Generic) I'll make my own level rates" "(Bofra) Make your own LRM-mod, see LRM_Calculator.xls for instructions and a calculator."
  Case (OOO) Stock
    CopyPlugin "%AddonsPath%OOO-Level_Stock.esp" "OOO-Level_Stock.esp"
    Break
  Case (OOO) Normal (Default)
    CopyPlugin "%AddonsPath%OOO-Level_Normal.esp" "OOO-Level_Normal.esp"
    Break
  Case (OOO) Slow
    CopyPlugin "%AddonsPath%OOO-Level_Slow.esp" "OOO-Level_Slow.esp"
    Break
  Case (x2) twice as slow
    CopyPlugin "%AddonsPath%Level_Rates_Modified\\Level_Rates_Modified_x2.esp" "Level_Rates_Modified_x2.esp"
    CopyDataFile "%AddonsPath%Level_Rates_Modified\\LRM_Charts_1.3.txt" "LRM_Charts_1.3.txt"
    Break
  Case (x3) three times slower
    CopyPlugin "%AddonsPath%Level_Rates_Modified\\Level_Rates_Modified_x3.esp" "Level_Rates_Modified_x3.esp"
    CopyDataFile "%AddonsPath%Level_Rates_Modified\\LRM_Charts_1.3.txt" "LRM_Charts_1.3.txt"
    Break
  Case (x4) four times slower
    CopyPlugin "%AddonsPath%Level_Rates_Modified\\Level_Rates_Modified_x4.esp" "Level_Rates_Modified_x4.esp"
    CopyDataFile "%AddonsPath%Level_Rates_Modified\\LRM_Charts_1.3.txt" "LRM_Charts_1.3.txt"
    Break
  Case (x5) five times slower
    CopyPlugin "%AddonsPath%Level_Rates_Modified\\Level_Rates_Modified_x5.esp" "Level_Rates_Modified_x5.esp"
    CopyDataFile "%AddonsPath%Level_Rates_Modified\\LRM_Charts_1.3.txt" "LRM_Charts_1.3.txt"
    Break
  Case (Generic) I'll make my own level rates
    CopyPlugin "%AddonsPath%Level_Rates_Modified\\LRM_Generic.esp" "LRM_Generic.esp"
    CopyDataFile "%AddonsPath%Level_Rates_Modified\\LRM_Charts_1.3.txt" "LRM_Charts_1.3.txt"
    CopyDataFile "%AddonsPath%Level_Rates_Modified\\LRM_Calculator.xls" "LRM_Calculator.xls"
    Break
  EndSelect
EndIf

If Equal %bAddon2% 1
  Select "Adjust Respawn Rates" "|Three Days (Default)" "One Week" "Two Weeks" "One Month" "One Year"
  Case Three Days (Default)
    Break
  Case One Week
    CopyPlugin "%AddonsPath%OOO-Respawn_Week.esp" "OOO-Respawn_Week.esp"    
    Break
  Case Two Weeks
    CopyPlugin "%AddonsPath%OOO-Respawn_Two_Week.esp" "OOO-Respawn_Two_Week.esp"
    Break
  Case One Month
    CopyPlugin "%AddonsPath%OOO-Respawn_Month.esp" "OOO-Respawn_Month.esp"
    Break
  Case One Year
    CopyPlugin "%AddonsPath%OOO-Respawn_Year.esp" "OOO-Respawn_Year.esp"
    Break
  EndSelect
EndIf

If Equal %bAddon3% 1
  CopyPlugin "%AddonsPath%OOO-Container_Trap_Instant_Effects.esp" "OOO-Container_Trap_Instant_Effects.esp"
EndIf

If Equal %bAddon4% 1
  SetVar OptVar 0
  SelectManyWithDescriptions "Configure Living Economy Installation" "Living Economy - Mechanics" "Creates more realistic bartering mechanics, a more interesting mercantile environment and harder 'get rich quick' schemes." "Living Economy - Items" "Gives dynamic prices to all items in the game, simulating a supply & demand system. This gives the player incentives for visiting different shops and cities to get the best deals when selling loot or buying new supplies." "Living Economy - No Barter Chatter" "This gets rid of all the Buy and Sell dialogue. So you won't hear things like \"You've bought that for a sum.\" or \"I let that go too cheap...\"%NewLine%%NewLine%This also includes the features of Living Economy - Mechanics." "Cutthroat Merchants" "This makes merchants a bit more tight and will effectively slow down the initial gold influx of players, making it worthwhile to increase your mercantile skill."
  Case Living Economy - Mechanics
    SetVar OptVar 1
    Break
  Case Living Economy - Items
    CopyPlugin "%AddonsPath%Living Economy\\Living Economy - Items.esp" "Living Economy - Items.esp"
    LoadBefore "Living Economy.esp" "Living Economy - Items.esp"
    Break
  Case Living Economy - No Barter Chatter
    SetVar OptVar 2
    Break
  Case Cutthroat Merchants
    CopyPlugin "%AddonsPath%Living Economy\\Cutthroat Merchants. fff8 esp" "Cutthroat Merchants.esp"
    Break
  EndSelect
  If GreaterThan %OptVar% 0
    If Equal %OptVar% 1
      CopyPlugin "%AddonsPath%Living Economy\\Living Economy.esp" "Living Economy.esp"
    Else
      CopyPlugin "%AddonsPath%Living Economy\\Living Economy - No Barter Chatter ESP\\Living Economy.esp" "Living Economy.esp"
    EndIf
    LoadAfter "Living Economy.esp" "Oscuro's_Oblivion_Overhaul.esp"
  EndIf
  CopyDataFile "%AddonsPath%Living Economy\\Living Economy README.htm" "Living Economy README.htm"
  CopyDataFile "%AddonsPath%Living Economy\\Living Economy Spreadsheet.xls" "Living Economy Spreadsheet.xls"
EndIf


;
; Install OOO Base Files
;
For Count count 1 %numDocs%
  ExecLines "If Equal \%doc%count%_from\% \%doc%count%_to\%%NewLine%InstallDataFile \"\%doc%count%_from\%\"%NewLine%Else%NewLine%CopyDataFile \"\%doc%count%_from\%\" \"\%doc%count%_to\%\"%NewLine%EndIf"
EndFor
For Count count 1 %numFolders%
  ExecLines "If Equal \%folder%count%_from\% \%folder%count%_to\%%NewLine%InstallDataFolder \"\%folder%count%_from\%\" \"\%folder%count%_includeSubfolders\%\"%NewLine%Else%NewLine%CopyDataFolder \"\%folder%count%_from\%\" \"\%folder%count%_to\%\" \"\%folder%count%_includeSubfolders\%\"%NewLine%EndIf"
EndFor




My Old "Oscuro's Oblivion Overhaul 1.32 RC2" for reference.

CODE
;** Analyzed by http://lhammonds.game-host.org/obmm/tools_obmm_analyzer.asp **
If VersionLessThan 1.0.0
   Message "This mod must be installed by OBMM version 1.0.0 or later to prevent script errors."
   FatalError
EndIf

DontInstallAnyPlugins
DontInstallAnyDataFiles

SetVar OptVar 0
SetVar numFullAddons 0
SetVar StopVar 0
SetVar fAddon1 0
SetVar fAddon2 0
SetVar fAddon3 0
SetVar fAddon4 0
SetVar fAddon5 0
SetVar fAddon6 0
SetVar fAddon7 0
SetVar fAddon8 0
SetVar fAddon9 0
SetVar fAddon10 0
SetVar fAddon11 0
SetVar fAddon12 0
SetVar fAddon13 0
SetVar SetupLevelRates 0
SetVar SetupRespawnRates 0
SetVar SetupContainerTraps 0
SetVar SetupLivingEconomy 0


If DataFileExists "LITE_Oscuro's_Oblivion_Overhaul_V_1.23.esp"
  SetVar StopVar 1
EndIf
If DataFileExists "FULL_Oscuro's_Oblivion_Overhaul_V_1.23.esp"
  SetVar StopVar 1
EndIf

If Equal %StopVar% 1
  If DialogYesNo "An old version of Oscuro's Oblivion Overhaul has been detected, please make sure you've read the upgrade instructions before continuing.  Would you like to Continue?"
  Else
    FatalError
  EndIf
EndIf


SelectWithDescriptions "OOO Version" "1.32 Full" "This will install the full version of OOO, and allow you to select additional bundled addons." "1.32 Lite" "This will install the lite version of OOO, and allow you to select additional OOO full version addons & bundled addons." "Cancle Installation" "Mod will not be installed."
Case 1.32 Full
  SetVar OptVar 1
  Break
Case 1.32 Lite
  Break
Case Cancle Installation
  FatalError
EndSelect


InstallPlugin "Oscuro's_Oblivion_Overhaul.esm"





If Equal %OptVar% 1

  CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-FULL\\Oscuro's_Oblivion_Overhaul.esp" "Oscuro's_Oblivion_Overhaul.esp"

; - - - - - -
; Full Addons
; - - - - - -
SelectManyWithDescriptions "Bundled Addon's :" "Adjust Level Rates.." "Change the levelling rates of your skills, the default leveling rate of OOO is about x3 slower on average." "Adjust Respawn Rates.." "Change the respawn time of the world's respawning entities (a week, two weeks, a month, or a year)." "Container Trap Instant Effects" "Turns chests traps into instant-effects to avoid CTDs with UI mods that change spell timers to be displayed in text." "Living Economy" "Highly Recommended, this plug-in creates more realistic bartering mechanics, a more interesting mercantile environment and harder 'get rich quick' schemes."
Case Adjust Level Rates..
  SetVar SetupLevelRates 1
  Break
Case Adjust Respawn Rates..
  SetVar SetupRespawnRates 1
  Break
Case Living Economy
  SetVar SetupLivingEconomy 1
  Break
Case Container Trap Instant Effects
  SetVar SetupContainerTraps 1
  Break
EndSelect


Else

; - - - - - -
; Lite Addons
; - - - - - -
SelectManyWithDescriptions "Addon's (F)=Contained in Full version :" "Adjust Level Rates.." "Change the levelling rates of your skills, the default leveling rate of OOO is about x3 slower on average." "Adjust Respawn Rates.." "Change the respawn time of the world's respawning entities (a week, two weeks, a month, or a year)." "Container Trap Instant Effects" "Turns chests traps into instant-effects to avoid CTDs with UI mods that change spell timers to be displayed in text." "Living Economy" "Highly Recommended, this plug-in creates more realistic bartering mechanics, a more interesting mercantile environment, harder 'get rich quick' schemes, and much more." "Armor Perks (F)" "Changes to armor skill perks. With it, heavy armor will be more cumbersome at master level. Light armors will offer 25\% bonus protection at master level instead of 50. It also reduces the wear rate of weapons and armor to 30\% of the original Oblivion's values. Lastly, it increases the costs of armor repairing at stores." "Birth Signs (F)" "Changes the Birthsigns to match OOO's default Birthsigns." "Combat Skills Perks (F)" "Upgrades combat skills perks and related gamesettings (Higher sneak attacks, more successful special attacks, less fatigue cost for special attacks, faster attacks, hand to hand skill upgrades, slightly higher jump, marksmanship greater fatigue cost and greater range, faster arrows, and arrow physics)" "Daedric Lord Quests (F)" "This takes away the level restrictions for Daedric Lord quests and resets them to a minimum level of two in order to gain access to the quests. They're also updated to accept the new pelts of OOO's new animals." "Dangerous Traps (F)" "This makes traps more damaging than Oblivion's default settings." "Deadly Combat (F)" "This makes weapon and creature damage higher across the board. It also reduces the initial health of players when they first create their characters. Creature's health is slightly higher and their low level status reduced." "Drop Lit Torches-Immersion (F)" "This is a version of Drop_Lit_Torches that is designed for utmost immersion. The name of the object \"Torch\" has been removed from every torch in the game, so it will no longer disturb your immersion when dropping torches on the ground while adventuring." "Magic Effects + Enchanting (F)" "Changes all tweaked magic effects and enchantments (which affect clothing, armor and weapons). It also includes the changes that govern more powerful enchantments with Grand Soul gems, in order to compensate for the more magic-consuming and more expensive costs of enchantments as a whole." "Magic Effects + Spells (F)" "Changes all tweaked magic effects and adds the pertinent changes to spells (default and OOO's new spell lines) which make magic spells more viable and less prone to exploitation (on those \"bugged\" spell effects, like Drain Health)." "Magic Game Settings (F)" "Changes the gamesettings related to magic. Magicka regen base is slower than default, but the bonus earned by Wisdom to regen is much higher. Magicka pool per Intelligence point is greater. Magicka's target and area effects are less costly. Magic spell speed is much greater. Magicka's range is also greater. Finally, magic effectivity is reduced depending on the weight of armor that the user is wearing." "Potions (F)" "Adds into the game the new regen based potions for Fatigue, Health and Magicka. These potions will be found in the usual suspects for your potion-supplying needs." "Thief Guild Difficult (F)" "Changes the difficulty of the Thieves Guild's quest that asks you to sell a certain amount of goods to the local fence. The value requirements are much higher, and much more suitable to OOO's new wares and values." "Water Weeds (F)" "Enables water weeds."

Case Adjust Level Rates..
  SetVar SetupLevelRates 1
  Break
Case Adjust Respawn Rates..
  SetVar SetupRespawnRates 1
  Break
Case Container Trap Instant Effects
  SetVar SetupContainerTraps 1
  Break
Case Living Economy
  SetVar SetupLivingEconomy 1
  Break
Case Armor Perks (F)
  SetVar fAddon1 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Birth Signs (F)
  SetVar fAddon2 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Combat Skills Perks (F)
  SetVar fAddon3 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Daedric Lord Quests (F)
  SetVar fAddon4 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Dangerous Traps (F)
  SetVar fAddon5 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Deadly Combat (F)
  SetVar fAddon6 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Drop Lit Torches-Immersion (F)
  SetVar fAddon7 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Magic Effects + Enchanting (F)
  SetVar fAddon8 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Magic Effects + Spells (F)
  SetVar fAddon9 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Magic Game Settings (F)
  SetVar fAddon10 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Potions (F)
  SetVar fAddon11 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Thief Guild Difficult (F)
  SetVar fAddon12 1
  iSet numFullAddons %numFullAddons% + 1
  Break
Case Water Weeds (F)
  SetVar fAddon13 1
  iSet numFullAddons %numFullAddons% + 1
  Break
EndSelect

; Prompt to install full version if ALL addons from the full version are selected, otherwise continue with Lite install.
If Equal %numFullAddons% 13
  If DialogYesNo "You have selected all of the plugins found in the full version, would you like to install the full version instead?"
    SetVar numFullAddons 0
    SetVar fAddon1 0
    SetVar fAddon2 0
    SetVar fAddon3 0
    SetVar fAddon4 0
    SetVar fAddon5 0
    SetVar fAddon6 0
    SetVar fAddon7 0
    SetVar fAddon8 0
    SetVar fAddon9 0
    SetVar fAddon10 0
    SetVar fAddon11 0
    SetVar fAddon12 0
    SetVar fAddon13 0
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-FULL\\Oscuro's_Oblivion_Overhaul.esp" "Oscuro's_Oblivion_Overhaul.esp"
  Else
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-LITE\\Oscuro's_Oblivion_Overhaul.esp" "Oscuro's_Oblivion_Overhaul.esp"
  EndIf
Else
  CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-LITE\\Oscuro's_Oblivion_Overhaul.esp" "Oscuro's_Oblivion_Overhaul.esp"
EndIf
EndIf


;
; Install Full-version Addons
;
If GreaterThan %numFullAddons% 0
  If Equal %fAddon1% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Armor_Perks_WearRate_Repair.esp" "OOO-Armor_Perks_WearRate_Repair.esp"
  EndIf
  If Equal %fAddon2% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-BirthSigns.esp" "OOO-BirthSigns.esp"
  EndIf
  If Equal %fAddon3% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Combat_Skills_Perks_Marksmanship.esp" "OOO-Combat_Skills_Perks_Marksmanship.esp"
  EndIf
  If Equal %fAddon4% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-DaedraLord_Quests.esp" "OOO-DaedraLord_Quests.esp"
  EndIf
  If Equal %fAddon5% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Dangerous_Traps.esp" "OOO-Dangerous_Traps.esp"
  EndIf
  If Equal %fAddon6% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Deadly_Combat.esp" "OOO-Deadly_Combat.esp"
  EndIf
  If Equal %fAddon7% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-DLT_Immersion.esp" "OOO-DLT_Immersion.esp"
  EndIf
  If Equal %fAddon8% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Magic_Effects+Enchantments.esp" "OOO-Magic_Effects+Enchantments.esp"
  EndIf
  If Equal %fAddon9% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Magic_Effects+Spells.esp" "OOO-Magic_Effects+Spells.esp"
  EndIf
  If Equal %fAddon10% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Magic_Game_Settings.esp" "OOO-Magic_Game_Settings.esp"
  EndIf
  If Equal %fAddon11% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Potions.esp" "OOO-Potions.esp"
  EndIf
  If Equal %fAddon12% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-ThiefGuild_Difficult.esp" "OOO-ThiefGuild_Difficult.esp"
  EndIf
  If Equal %fAddon13% 1
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Water_Weeds.esp" "OOO-Water_Weeds.esp"
  EndIf
EndIf


;
; Install Bundled Addons
;
If Equal %SetupLevelRates% 1
  SelectWithDescriptions "Adjust Leveling Rates" "(OOO) Stock" "Default Oblivion leveling rates but with OOO's perk descriptions." "|(OOO) Normal (Default)" "The default leveling rates of OOO 1.31. They are a bit faster than those of 1.30, but remain about x3 slower on average." "(OOO) Slow" "Each skill falls somewhere between x4 and x6 times slower than vanilla Oblivion." "(x2) twice as slow" "(Bofra) Most skills level twice as slow as vanilla oblivion." "(x3) three times slower" "(Bofra) Most skills level three times slower than vanilla oblivion." "(x4) four times slower" "(Bofra) Most skills level four times slower than vanilla oblivion." "(x5) five times slower" "(Bofra) Most skills level five times slower than vanilla oblivion." "(Generic) I'll make my own level rates" "(Bofra) Make your own LRM-mod, see LRM_Calculator.xls for instructions and a calculator."
  Case (OOO) Stock
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Level_Stock.esp" "OOO-Level_Stock.esp"
    Break
  Case (OOO) Normal (Default)
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Level_Normal.esp" "OOO-Level_Normal.esp"
    Break
  Case (OOO) Slow
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Level_Slow.esp" "OOO-Level_Slow.esp"
    Break
  Case (x2) twice as slow
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\Level_Rates_Modified_x2.esp" "Level_Rates_Modified_x2.esp"
    CopyDataFile "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\LRM_Charts_1.3.txt" "LRM_Charts_1.3.txt"
    Break
  Case (x3) three times slower
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\Level_Rates_Modified_x3.esp" "Level_Rates_Modified_x3.esp"
    CopyDataFile "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\LRM_Charts_1.3.txt" "LRM_Charts_1.3.txt"
    Break
  Case (x4) four times slower
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\Level_Rates_Modified_x4.esp" "Level_Rates_Modified_x4.esp"
    CopyDataFile "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\LRM_Charts_1.3.txt" "LRM_Charts_1.3.txt"
    Break
  Case (x5) five times slower
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\Level_Rates_Modified_x5.esp" "Level_Rates_Modified_x5.esp"
    CopyDataFile "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\LRM_Charts_1.3.txt" "LRM_Charts_1.3.txt"
    Break
  Case (Generic) I'll make my own level rates
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\LRM_Generic.esp" "LRM_Generic.esp"
    CopyDataFile "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\LRM_Charts_1.3.txt" "LRM_Charts_1.3.txt"
    CopyDataFile "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Level_Rates_Modified\\LRM_Calculator.xls" "LRM_Calculator.xls"
    Break
  EndSelect
EndIf

If Equal %SetupRespawnRates% 1
  Select "Adjust Respawn Rates" "|Three Days (Default)" "One Week" "Two Weeks" "One Month" "One Year"
  Case Three Days (Default)
    Break
  Case One Week
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Respawn_Week.esp" "OOO-Respawn_Week.esp"    
    Break
  Case Two Weeks
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Respawn_Two_Week.esp" "OOO-Respawn_Two_Week.esp"
    Break
  Case One Month
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Respawn_Month.esp" "OOO-Respawn_Month.esp"
    Break
  Case One Year
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Respawn_Year.esp" "OOO-Respawn_Year.esp"
    Break
  EndSelect
EndIf

If Equal %SetupContainerTraps% 1
  CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\OOO-Container_Trap_Instant_Effects.esp" "OOO-Container_Trap_Instant_Effects.esp"
EndIf

If Equal %SetupLivingEconomy% 1
  SetVar OptVar 0
  SelectManyWithDescriptions "Configure Living Economy Installation" "Living Economy - Mechanics" "Creates more realistic bartering mechanics, a more interesting mercantile environment and harder 'get rich quick' schemes." "Living Economy - Items" "Gives dynamic prices to all items in the game, simulating a supply & demand system. This gives the player incentives for visiting different shops and cities to get the best deals when selling loot or buying new supplies." "Living Economy - No Barter Chatter" "This gets rid of all the Buy and Sell dialogue. So you won't hear things like \"You've bought that for a sum.\" or \"I let that go too cheap...\"%NewLine%%NewLine%This also includes the features of Living Economy - Mechanics." "Cutthroat Merchants" "This makes merchants a bit more tight and will effectively slow down the initial gold influx of players, making it worthwhile to increase your mercantile skill."
  Case Living Economy - Mechanics
    SetVar OptVar 1
    Break
  Case Living Economy - Items
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Living Economy\\Living Economy - Items.esp" "Living Economy - Items.esp"
    LoadAfter "Living Economy - Items.esp" "Living Economy.esp"
    Break
  Case Living Economy - No Barter Chatter
    SetVar OptVar 2
    Break
  Case Cutthroat Merchants
    CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Living Economy\\Cutthroat Merchants.esp" "Cutthroat Merchants.esp"
    Break
  EndSelect
  If GreaterThan %OptVar% 0
    If Equal %OptVar% 1
      CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Living Economy\\Living Economy.esp" "Living Economy.esp"
    Else
      CopyPlugin "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Living Economy\\Living Economy - No Barter Chatter ESP\\Living Economy.esp" "Living Economy.esp"
    EndIf
    LoadAfter "Living Economy.esp" "Oscuro's_Oblivion_Overhaul.esp"
  EndIf
  CopyDataFile "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Living Economy\\Living Economy README.htm" "Living Economy README.htm"
  CopyDataFile "Oscuro's Oblivion Overhaul\\OOO-ADD-ONS\\Living Economy\\Living Economy Spreadsheet.xls" "Living Economy Spreadsheet.xls"
EndIf


;
; Install OOO Base Files
;
CopyDataFile "Oscuro's Oblivion Overhaul\\OOO_1.31_INFORMATION.doc" "OOO_1.31_INFORMATION.doc"
CopyDataFile "Oscuro's Oblivion Overhaul\\OOO_1.32_Changes.doc" "OOO_1.32_Changes.doc"
CopyDataFile "Oscuro's Oblivion Overhaul\\OOO_1.3 FAQ.html" "OOO_1.3 FAQ.html"
InstallDataFile "OOO.ico"
InstallDataFolder "Meshes" True
InstallDataFolder "Sound" True
InstallDataFolder "Textures" True
I just recently started to seriously consider using multiple mods on my game at the same time, and its been a lot to take in, especially with trying to learn how to use obmm with absolutely no concepts of how things like script work, or what a "correct format" is for an omod.

The tutorial site and this thread have helped me enormously in figuring out why my trial-and-error learning has more frequently than not resulted in errors, and I think I've got it figured out now. So, just one question to make sure I haven't screwed something up terribly:

I am using the Unofficial Oblivion Patch as my mod to practice omod creation with, since its small and not too hard to look at and understand. I was trying to figure out how to use the Add Folder command, so I restructured the mod's folders (incorrectly, as I now know), and then converted and activated it. Incorrect though it was, it apparently activated correctly, and began asking me if I wanted to overwrite about a billion and one other files due to a conflict with another active mod, which, from what I can tell by reading, sounds to be not a terribly uncommon event (but please correct me if I'm wrong). My question is, how was I conflicting with an active mod when I did not have any other active mods, or, for that matter, even other installed mods? What did I overwrite?

And if I am making a fool out of myself with this post, or cluttering up the message board, I apologize in advance. These are things that I do on a regular basis in the short time following my registration to a new forum. unsure.gif

Hey, a flamethrower! sterb032.gif
Did you read that 'tutorial' I posted in the other thread where you asked for help? (Since deleted though, seeing I saw you there, then you didn't reply, so, out it came.) Personally, it's the best way to use OBMM in my view. Though understanding the folder option is good.

If you want to use the folder option, I think making a folder then extracting to it, leaves everything in-tacked. Then just [Add Folder]>MY mods folder name>OK. Then create it. I have had no issues doing it this way.
NiteSite, The "Add folder" and "Add archive" do essential the exact same thing except one takes an uncompressed mod in an existing folder and adds it into OBMM and the other takes an archive, decompresses it and adds it to OBMM. I personally ALWAYS use "Add folder" because there are very few mods that are distributed exactly how I like to use them. I normally take the archive and extract it to a folder, update the readme to include such things as the original location it was downloaded from, the mod author's name and email. I also like to make sure the .esp name matches the name of the mod and doesn't contain version numbers in the filename (which can be a pain when it comes time to upgrade that mod).

As for the conflicts, if all the mods that you've installed are from OMODs, conflicts are easy to detect and determine if they will be OK. You simply right-click on the OMOD inside OBMM and select "View Data Conflicts" and if there are any files that use the exact same filename, it will identify the OMOD it is from. If you installed mods manually without OBMM, it will just state the location of the file and allow you to see if they are the same file or different but it cannot tell which mod it came from since it didn't install the files.

You can also follow these examples until you get a feel for doing it by yourself.

TIP: When I want to create an OMOD, the first thing I do is click the help button so I can have the "Scripts" page available while I'm creating the OMOD in case I need to reference it.

LHammonds
QUOTE(wolfpup @ Jun 20 2007, 03:12 PM) *
Did you read that 'tutorial' I posted in the other thread where you asked for help? (Since deleted though, seeing I saw you there, then you didn't reply, so, out it came.) Personally, it's the best way to use OBMM in my view. Though understanding the folder option is good.

If you want to use the folder option, I think making a folder then extracting to it, leaves everything in-tacked. Then just [Add Folder]>MY mods folder name>OK. Then create it. I have had no issues doing it this way.


No, I didn't see it. As soon as I went and checked that thread today, all I saw was that you had said "[snip]". I wasn't really sure what that meant, so I thought maybe I had picked the wrong thread to ask that sort of question and looked for a more appropriate one. Of course, now I guess [snip] means you took out what you had said.

And in response to Conan's post, the reason I was worried about conflicts was because i don't have any other mods. I removed everything prior to starting to play with obmm, to try to avoid things like mysterious conflicts while I was learning. I have no idea what I could be conflicting with. I thought maybe I had accidentally overwritten actual Oblivion files or something like that.

But, thank you both for your help.
Ok, I saw you in the thread after I posted it, & assumed you had read it. I'll repost it. (keep in mind it's a copy/paste, so ignore the irrelevant parts. I made the relevant parts for you bold)

First you need the Oblivion Mod Manager v1.0.4 (OBMM) Then install it.

It's best to use an easy mod for your first try with this. Maybe use Dude Where's My Horse. It's just a single esp file with a readme. (You can delete, & discard it after, it's just to get you used to making an Omod.)

Make a specific Oblivion Mod Folder for downloading too. (I'll recommend a location.)

C:\Documents and Settings\[YOUR USER NAME HERE]\My Documents\My Oblivion Downloads

Add a new folder with the mods specific name inside the My Oblivion Downloads folder, for organization reasons. (Optional)

If you don't want to use Dude Where's My Horse, go to a site & download the mod you like. It will come in a compressed format, (Zip, RAR, 7z) downloading it to the folder location you created, where ever that was. They compressed the files for downloading purposes only. DON'T EXTRACT THEM!!!

Start the Oblivion Mod Manager, click the [Create] button, located along the bottom of OBMM, now in the window that just opened, click the [Add Archive] button.

Now, in the new window that just opened, navigate to the downloaded file, highlight it,(left click it) then hit [Open]. (The Zip, RAR, 7z file.) Right click on the esp file that is now in the little window, & choose Import Mod Details. If it doesn't have a name after doing that, name it yourself. Also, fill in the author, & the description section if you like, though author, & description are optional. It will inform you of the missing fields, then ask if you wish to continue without either when you go to create the Omod, (one at a time) but it's ok to create without them. Personally, I fill in the auther part, out of respect for the author, but leave the description blank.

Now, hit the [Create Mod] button in the smaller open window. Ta daa, you now have an Omod. Located: C:\Program Files\Bethesda Softworks\Oblivion\obmm\mods


NOTE: Don't be intimidated by the colour coded squares. Even if they are red, what is important, is interpreating the conflicts, & deciding whether you feel it's a 'sever major conflict', or an 'acceptable major conflict'. (Many are, it just means it will over right the same files as another plug-in. Load order can rectify which is used.)

Colour Coding:

Blue: Currently active
Green: Inactive with no conflicts
Orange Inactive with minor conflicts
Red: Inactive with major conflicts
Black Inactive but cannot be installed for some reason

Look in the Right hand side window of the OBMM, & you'll see the name of the mod there, left click it, & hit [Activate] near the [Create button]. It is now installed.

To uninstall, highlight the mod again, & choose [Deactivate].

I hope this is helpful. It's the best way to deal with mods, in my opinion.
Okay, yes, I got that, thank you. But what if it is not a nicely packaged mod? Just tell me if I'm on the right track here.

Using the Unofficial Oblivion Patch as an example again, because it contains two folders and one of the folders, the DATA folder, has a pair of .esps in it as well as the Textures, Meshes, Distant LOD, and Sound. The other folder contains a readme and version history.

I have several options.

1) Download the file as a 7-zip and use the Add Archive.

2) Download the file as a 7-zip, extract the files, and use the Add Folder command. To do this, I should restructure the folder so that the files are organized:

Textures
Meshes
Distant LOD
Sound
first.esp
second.esp
readme.txt
versionhistory.txt

and then delete the two empty folders that contained those files, so that the .esps are not in subfolders

3) Leave the structure as-is and write a script that tells obmm what to do with the unconventional organization of the extracted mod.

4) Extract the files, reorganize them, recompress the folder with 7-Zip, and then use the Add Archive command on my new compressed archive.

And all of these options should have the same ultimate effect.
NiteSite, what you do is a matter of preference. If you plan to release the script to share with others or release an "OMOD Conversion Data" file to go along with a mod, you might consider trying to work around the original archive (although this is sometimes unnecessarily complicated by the original author depending on how they package it).

If you're doing this purely for your own sake, you might want to just re-organize the files to make scripting easier or simply no longer necessary.

Here are some examples on my web site that deal with those very issues:

Mighty Magick - I opted to re-arrange the files because it would have been a nightmare to create a script to work-around the poorly packaged mod.

Alternate Dwarven Helmet - In this example, I completely avoided the need to create a script by simply separated the archive into two OMODs. No script necessary!

Unofficial Oblivion Patch - Here is how I handled it.

Unofficial Shivering Isles Patch - Here is how I handled it.

Here are some tutorials that may be of interest to you:
- How to create archives - This is how you prepare a mod for archiving.
- Reconditioning a Downloaded Mod Archive - Sometimes you just have to re-arrange an archive.
- How To Create an OMOD
- Converting an OMOD to an OMOD-Ready Archive

Thanks,
LHammonds
Whoa whoa whoa, you are over complicating this. There is no need to shuffle anything in the Unofficial Oblivion Patch.

If you want to use the Add Folder option, the do this:

Make a folder, name it Unofficial Oblivion Patch. Now, extract the 7z file into it. Now in OBMM, use the [Add Folder] option, & point it at the Unofficial Oblivion Patch folder. Now, [Create Mod]. There are two esps for a reason, there is an Oblivion Citadel Door Fix.esp, & an Unofficial Oblivion Patch.esp. (I found none in sub folders.) They both do something different, so they get installed, & used together, though not mandatory. (Just recommended if you want the Citadel Door fixed.)


I have come across a mod that also included the original .esp in a sub folder for easy reverting. In this instance, using the above method, you would delete that folder only after extracting.

If a modder did it right, you shouldn't have to shuffle anything, unless, it's a mod that has different options esps found in the Data folder only. Then you would again, need to decide which version you want, & delete the unneeded .esps. (S.P.A.M comes to mind, it has several, & a specific warning that two of the esps can't be used with 4 of the other option .esps, but all four of those .esps, can be used together.

Make sense now? I hope so, & I hope I haven't made it more confusing.

PS:

Ok, after reading the above, have I misunderstood what's being discussed here? confused.gif

Are you talking about doing this a mod of your own? confused.gif
No, I just...

um...

I was just trying to figure out what to do about .esps being in subfolders. If I try to create an omod from an archive or a folder that has .esps in subfolders, obmm gives me a warning that says scripts may be necessary to tell obmm what to do with these .esps. I know absolutely nothing about scripts and was trying to find a way to avoid writing them for simple things like a patch. So...am I just supposed to ignore that warning?
QUOTE(NiteSite @ Jun 20 2007, 04:03 PM) *
so I just ignore the warning that obmm gives me that there are .esps in subfolders?


Ok, I just went I had a look for myself. You are correct, if you want the read me stuff in that folder, but I don't bother with that stuff. No sense, seeing as you can look at it in the download spot, why add another to the game directory? shrug.gif

The Data folder, is the sub folder, so, point OBMM to that instead, & you wont get the warning. (It shouldn't have had that Data folder at all.) If you want the other folder, then drop it into the Data folder first. Sorry, I should have did this before responding.

EDIT:

Cleaned it up a little.
Well...that's so much simpler. And that explains why the Add Folder gives me the subfolder warning and the Add Archive doesn't. Thank you so much. That pretty much answer's my questions about the other mods I was trying, too. Thank you.
QUOTE(NiteSite @ Jun 20 2007, 04:20 PM) *
Well...that's so much simpler. And that explains why the Add Folder gives me the subfolder warning and the Add Archive doesn't. Thank you so much. That pretty much answer's my questions about the other mods I was trying, too. Thank you.


Cool, happy we could help.
As a side note, I've added a couple of scripts by -pk- to the Script Examples page.

Thanks...and keep 'em coming!

LHammonds
I updated the OOO conversion data to 1.32 RC3 : http://www.tessource.net/files/file.php?id=11593

The required script changes were pretty minor (RC3 adds 1 optional esp) and most of the actual changes in the script were for visual purposes (compatibility patches now have their own section to reduce menu clutter). The only real reason I would possibly update the script examples page is because I added v1.30-1.31 detection which requires Wyre Bash for updating savegames.

QUOTE
Script Changes:
- Script has been updated for 1.32 RC3.
- Updated old version detection (now detects 1.30 & 1.31).
- Compatibility Patches are now listed last in the menu options to avoid clutter.
- added a quick fix for an OOO file naming error for "Heaven's Fury Cape" as pointed out by helmgt01 & dev_akm in the OOO Official Thread.

Very Minor Update: fixed spelling of Cancle to Cancel and Compatability to Compatibility.


On a less related note, I'm surprised no one has mentioned anything about the tricky screenshot yet (the mini screenshot you see in obmm is about 70% missing, depending on the image dimensions, so I turned it in to an egg). I hinted at this in my previous post because I figured a random downloader from tessource would notice it first. Slowly scaling down the screenshot with windows picture viewer shows how the sampling transforms the image. smile.gif Unfortunately for this to work effectively the pattern had to be made specifically for the chosen image. Both of the images are from the OOO trailer.
I'm having a problem with the mod manager! :'(

This error occurs everytime I click the icon, not even uninstalling & reinstalling the mod manager or Oblivion fixes it!

Any ideas? It used to work!
QUOTE(Hopalongtom @ Jun 30 2007, 12:54 PM) *
I'm having a problem with the mod manager! :'(

This error occurs everytime I click the icon, not even uninstalling & reinstalling the mod manager or Oblivion fixes it!

Any ideas? It used to work!
I'll bet re-installing Microsoft .NET Framework will solve that problem.

LHammonds
Hey thanks, it worked perfectly!
QUOTE(Hopalongtom @ Jul 3 2007, 06:11 AM) *
Hey thanks, it worked perfectly!
I'm glad it worked out. If you had any other .NET applications, re-installing might have helped them as well.

Thanks for letting me know that re-installing fixed it.

LHammonds
It did help a few other programs I was using as well, yeah!

I didn't know anything about Microsoft .NET Framework, so thanks for the advice!
I would appreciate it if you could take a look at this thread, i really have no clue where to start or what to do.. http://www.bethsoft.com/bgsforums/index.php?showtopic=741317
QUOTE(Sneeper @ Aug 9 2007, 05:13 PM) *
I would appreciate it if you could take a look at this thread, i really have no clue where to start or what to do.. http://www.bethsoft.com/bgsforums/index.php?showtopic=741317

That thread doesn't seem to have anything to do with Oblivion Mod Manager. Try posting / moving that thread to the Construction Set area.

Thanks,
LHammonds
Changed all references / links from TESSource to TESDB.

LHammonds
I posted this in the mod forum but was advised to post here. Sorry if this seems like double posting.

OBMM is an awesome tool (thanks). I turn every mod I download into omods. But there are still things I don't get. I change mods a lot depending on what role I'm playing. So to make life easier I put the mods I want for a role in groups. Then I can easily uninstall a previous mod group and install a new mod group with batch actions -> activate filtered. Problem is that when the omod is unpacked many replace the same files, usually textures. So when the batch action is run the textures get loaded in alphabetical order of omod name. This isn't always whats wanted. For example humanhead.dds is replaced by Male Full Body, Facial Textures Improved and Facial Textures. That is the order I want the textures replaced but it is not alphabetical by mod name. I've tried renaming the omod to force an order but this screws up because some mods belong to multiple groups so numbering them etc can't guarantee their unpacking order. Load order tools only affect .esp files when Oblivion runs (and the facial texture mods in the example have no esp).

So does OBMM have a way of specifying the order of omod unpacking? Seems to me this must be a common problem but I haven't found a way to do it cleanly. Or is there something I'm missing?
QUOTE(sixflavors @ Sep 10 2007, 08:07 PM) *
I posted this in the mod forum but was advised to post here. Sorry if this seems like double posting.

OBMM is an awesome tool (thanks). I turn every mod I download into omods. But there are still things I don't get. I change mods a lot depending on what role I'm playing. So to make life easier I put the mods I want for a role in groups. Then I can easily uninstall a previous mod group and install a new mod group with batch actions -> activate filtered. Problem is that when the omod is unpacked many replace the same files, usually textures. So when the batch action is run the textures get loaded in alphabetical order of omod name. This isn't always whats wanted. For example humanhead.dds is replaced by Male Full Body, Facial Textures Improved and Facial Textures. That is the order I want the textures replaced but it is not alphabetical by mod name. I've tried renaming the omod to force an order but this screws up because some mods belong to multiple groups so numbering them etc can't guarantee their unpacking order. Load order tools only affect .esp files when Oblivion runs (and the facial texture mods in the example have no esp).

So does OBMM have a way of specifying the order of omod unpacking? Seems to me this must be a common problem but I haven't found a way to do it cleanly. Or is there something I'm missing?

Have you tried using OBMM installation script functions for those specific mods? Specifically LoadBefore and/or LoadAfter?

LHammonds
QUOTE(Conan_Lon @ Sep 11 2007, 12:43 PM) *
Have you tried using OBMM installation script functions for those specific mods? Specifically LoadBefore and/or LoadAfter?

LHammonds


I've run across those functions briefly in the last couple of days and will investigate further. Thanks. However in this case load order is group dependent. Can OBMM script functions get hold of the group to which an omod belongs?
QUOTE(sixflavors @ Sep 11 2007, 12:00 AM) *
I've run across those functions briefly in the last couple of days and will investigate further. Thanks. However in this case load order is group dependent. Can OBMM script functions get hold of the group to which an omod belongs?
I don't really know. I have not used groups so anything I say about them would be pure speculation (and most likely incorrect). wink.gif

LHammonds
I'm looking to scrap my old OOO 1.32 RC2 installation and install 1.32 final. But my old installation never installed fully - it was missing a texture for the "silver dragon order" I think. Anyway, how do I disable the rest of the omod? I've tried using Force Delete, but that didn't seem to do much.
QUOTE(Taj @ Feb 13 2008, 04:01 PM) *
I'm looking to scrap my old OOO 1.32 RC2 installation and install 1.32 final. But my old installation never installed fully - it was missing a texture for the "silver dragon order" I think. Anyway, how do I disable the rest of the omod? I've tried using Force Delete, but that didn't seem to do much.
If you still have the OMOD, right-click on it and choose "Clean." This will go through each file in the OMOD and then delete any matching files in Oblivion's Data directory.

LHammonds
You guys notice that a new version of OBMM is out? I'm sure some of you are in the loop(I'm not.)

Link

I'd release a whole bunch of OMOD installation scripts but I'd wouldn't be bothered enough to get permission from everyone. nerd.gif I'm a neat freak, so I write them for whatever mods I have with multiple options/addons.
QUOTE(Conan_Lon @ Feb 13 2008, 05:22 PM) *
If you still have the OMOD, right-click on it and choose "Clean." This will go through each file in the OMOD and then delete any matching files in Oblivion's Data directory.

LHammonds

Ok, I did that. But now it says that I can't create a file that doesn't exist when I activate (so it wasn't activated fully).
QUOTE(Taj @ Feb 13 2008, 05:00 PM) *
Ok, I did that. But now it says that I can't create a file that doesn't exist when I activate (so it wasn't activated fully).
I've never had that problem. You might want to post that question in the OBMM release thread.

LHammonds
Sorry for interrupting (hope you solve your problem, Taj'Tek). LHammonds, I need to send praise your way for your OBMM How-to site. Incredibly clear and well-written. Take this: trophy.gif
QUOTE(grond @ Mar 7 2008, 03:52 PM) *
Sorry for interrupting (hope you solve your problem, Taj'Tek). LHammonds, I need to send praise your way for your OBMM How-to site. Incredibly clear and well-written. Take this: trophy.gif
Thank you. I gladly accept this trophy.gif and would like to thank my little kitty for seeing me through the tough times, I'd also like to thank....** 30 minutes later **...and thank you all for listening! wink.gif

LHammonds
I've been asked a few times on how I handle files I've downloaded, what to do with OMOD-Ready files, etc.

I have a mod collection folder that is my permanent storage area and no mod is placed in this location without being carefully examined and possibly re-structured and re-zipped.
  1. Download the mod into an "unsorted" folder. If I don't get around to touching it, it remains there. (rare)
  2. Extract mod to a temp location, re-organize files if necessary so it "could" be copied directly to the Data folder.
  3. Modify the readme file to include who/where/when info at the top if not already there.
  4. If I do not want to try it out right now, I simply zip it up and put it into permanent storage.
  5. If I want to try it out now, I create an OMOD with all fields entered and with a good screenshot.
  6. Re-convert back to an archive and include the OMOD Conversion Data.
  7. Move the OMOD-Ready archive to my permanent storage area and keep the OMOD for later or immediate install.
My automated backup program (SyncBack) only grabs the files in my permanent storage area and completely ignores Oblivion's Data folder as well as OBMM's mod folder that contains all the OMODs.

LHammonds
Sorry in advance if this has been answered earlier.

I am having a crash in a specific area of Obl. and to try and isolate the cause I have deactivated via OBMM several mods including some large ones. Can i simply reactivate them via OBMM or should I now delete them then reinstall. I vaguely remember reading somewhere not to reactivate deactivated mods
Regards
Graham
QUOTE(deadfan @ May 26 2008, 01:17 AM) *
Can i simply reactivate them via OBMM or should I now delete them then reinstall.

That completely depends on the mod.

Most mods (including each and every mod I created) will not cause any problems if you install, use, deactivate, use without which removes all content the mod added, and then re-activate.

Some mods should not be deactivated immediately and need a "cool-down" period such as the Harvest Flora mod.

Mods with issues such as this are usually described in the readme, the description or in the mod's comment logs.

You might want to look into TES4View to help troubleshoot active mods.

LHammonds
I searched obmm Help file for 'Acquisition activate', in an attempt to know whether this function can be useful under certain circumstances. It says:
QUOTE
Acquisition activate
This activates the omod but does not extract any files from it, and neither will any attached script be run. Instead obmm will scan your data folder for any files with names matching those contained within the omod, and those files will be marked as owned by this omod. The only exception is esp files which are already owned by another omod; these will be ignored, even if their name matches one contained within the new omod.

But I wonder if not only esp files, but also the data files (meshes, textures, etc.) already owned by another omod are not marked as owned by the omod we use 'Acquisition activate' on.
This could be useful for instance if we want to update an omod that only has its esp or esm file changed in the new version. In this case we could edit the old omod to create the new updated omod, manually copy the new esp/esm to Oblivion\Data folder, select 'Acquisition activate' on the new omod, delete (not deacticate) the old omod and re-set the load order. This way we would't have to extract any files from the updated omod (reinstall it) and wouldn't have to answer again to all those annoying prompts like: «The file X.dds already exists and is currently owned by Y.omod. Overwrite?»
QUOTE(Hugo_Pt @ Jun 3 2008, 09:20 PM) *
wouldn't have to answer again to all those annoying prompts like: «The file X.dds already exists and is currently owned by Y.omod. Overwrite?»


As for that part, hold CTRL and click whatever the right answer is to the first prompt. This automatically answers the same to all following prompts. As for updating the omod, excuse me if I'm missing something, but it would be a minimal saving in time, at best. If you're trying to save on bandwidth by only downloading the updated esps/esms, then all you have to do is use OBMM to extract the old omod to a folder, replace the esps/esms, then create an omod of the new version using that folder. Takes a few minutes, at most, and that's if you're talking about a really huge mod. Usually more like a few seconds. However, even that's not really necessary. You could create a 'patch omod' that is only the updated esps/esms, and this will update the mod to the new version, as long as you activate the patch second. There's even dedicated functions in the OBMM scripting specifically designed to create such 'patch omods' (PatchDataFile and PatchPlugin, to be precise), but you can just do it by sticking the esps/esms in a folder, going into OBMM and using that folder to create an omod, as long as the filenames are the same between the old and new versions. This does have the advantage over your scenario in that you could back up the omods, so that, if you had to reinstall, for some reason, it's just a case of reinstalling OBMM, copying the omods back across, then reactivating the old version, then the patch.
Hi Guys......The other threads on OBMM seem to be all locked so I am posting here. My question does have to do with Archive invaldation but as i am using OBMM to do it I thought I would ask Here.

SOOOO I thought I had a handle on all this but now i am not sure!! I keep seeing different schools of thought. On how to set the choices up.

This is what I get using BSA alteration, ignore normal Maps, generate entries on collision. AND only Textures Selected. this first one is how I keep seeing it posted!

Files modified....1
Entries modified ... 1779
Hash collisions ....4


If I add the choice........Edit BSA entries regardless of file type I get:

Files.....8
Entries....4282
Hash.....23

If I leave ......"Edit Bsa regardless of type" and UNcheck "Ignore Normal Maps" this is what I get...

Files.... 8
Entries ...5814
Hash....23




The Last choice is the way I have been doing this so what is the right choice?
QUOTE(Hugo_Pt @ Jun 3 2008, 09:20 PM) *
I searched obmm Help file for 'Acquisition activate', in an attempt to know whether this function can be useful under certain circumstances. It says:
QUOTE
Acquisition activate
This activates the omod but does not extract any files from it, and neither will any attached script be run. Instead obmm will scan your data folder for any files with names matching those contained within the omod, and those files will be marked as owned by this omod. The only exception is esp files which are already owned by another omod; these will be ignored, even if their name matches one contained within the new omod.


But I wonder if not only esp files, but also the data files (meshes, textures, etc.) already owned by another omod are not marked as owned by the omod we use 'Acquisition activate' on.

I'd still like to know the answer to this question.

QUOTE(Zmidponk @ Jun 3 2008, 10:04 PM) *
As for that part, hold CTRL and click whatever the right answer is to the first prompt. This automatically answers the same to all following prompts.

That is a useful tip! Thank you. But suppose the omod I'm activating (let's call it 'A.omod') has several data file conflicts (i.e. data files with identical names) with 2 other omods ('B.omod' and 'C.omod'). Let's suppose I hold CTRL and click 'yes' in the first prompt: «The file X.dds already exists and is currently owned by B.omod. Overwrite?». By doing that I'm overwriting all the conflicting data files in the B.omod that have identical names with those in A.omod, but will I still see a second prompt allowing me to choose whether I want to overwrite conflicting files from C.omod: «The file Y.dds already exists and is currently owned by C.omod. Overwrite?" ? Or instead by holding CTRL and clicking 'yes' in the first prompt, I'm overwriting all the conflicting data files from both B.omod and C.omod ?

Possible bug report:
I installed mod HG EyeCandy Body 1.18.omod. Then, without deactivating it, I selected to edit it, only to fill in the 'Website' field and edit the Readme. I made no more changes to it. After that, I clicked the 'Create' button, and a prompt appeared saying that an omod with the same name already existed, and asking me if I wanted to overwrite it. I selected 'Yes'. But then comes the weird part: An error prompt appeared, the error information was saved to Oblivion\obmm_crashdump.txt:

CODE

quarta-feira, 4 de Junho de 2008 - 13:02:18
1.1.9 (Safe mode)
OS version: Microsoft Windows NT 5.1.2600 Service Pack 3 Type: System.ArgumentOutOfRangeException
Error message: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:    at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.ThrowHelper.ThrowArgumentOutOfRangeException()
   at System.Collections.Generic.List`1.RemoveAt(Int32 index)
   at OblivionModManager.omod.Remove(String filename)
   at OblivionModManager.CreateModForm.bCreate_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

But right after the error prompt appeared, and still in the Create omod window, I clicked again on the 'Create' button, and this time the omod was successfully created, but now it appears as deactivated (green square) on the right pane of obmm main window.
I believe this bug occurs frequently when we try to edit one omod without first deactivating it and keep the same name as before.
QUOTE(Hugo_Pt @ Jun 4 2008, 01:48 AM) *
That is a useful tip! Thank you. But suppose the omod I'm activating (let's call it 'A.omod') has several data file conflicts (i.e. data files with identical names) with 2 other omods ('B.omod' and 'C.omod'). Let's suppose I hold CTRL and click 'yes' in the first prompt: «The file X.dds already exists and is currently owned by B.omod. Overwrite?». By doing that I'm overwriting all the conflicting data files in the B.omod that have identical names with those in A.omod, but will I still see a second prompt allowing me to choose whether I want to overwrite conflicting files from C.omod: «The file Y.dds already exists and is currently owned by C.omod. Overwrite?" ? Or instead by holding CTRL and clicking 'yes' in the first prompt, I'm overwriting all the conflicting data files from both B.omod and C.omod ?


In my tests, seemingly not - it seems to apply your answer to all overwrite prompts following, whether it's regarding the same omod or not.
Why hasn't been any more [relz] thread for OBMM since [relz] Oblivion Mod Manager (OBMM) thread #15 ??
Anyway, I wish to report another possible obmm bug:
I install one omod upgrading another existing omod, sometimes replacing only the plugins and a few data files by new versions (it requires that the previous version mod is already installed), and during installation, choose to overwrite the old .esp and data files. The small square before the upgrade omod's name turn from black to blue as it should. I exit obmm. But then, later on I open obmm and surprisingly notice that the square before the upgrade omod's name is black again and I have to reactivate it again so that the square turns blue again (or else the omod is deemed deactivated by obmm)! If I select the option 'View Data conflicts' I get a strange report like these:
«
[MartsMonsterMod 3.6Beta Upgrade.omod] (unusable)
Plugin file Mart's Monster Mod - City Defences.esp already exists.
- belongs to: MartsMonsterMod 3.6Beta Upgrade
...
Data file Textures\Weapons\MMMMidas\MidasBalrogSword.dds already exists
- CRC's match, so probably nothing to worry about.
- Data file owned by martsmonstermod 3.6beta upgrade.omod
...
»

In short, the report says the omod is conflicting with himself, which doesn't make sense!
Has anyone played with ReadINI and hex value variables? I'd like to check what button the player is using for Activate, but I'm not sure OBMM can do that.

Wait, what - what am I doing wrong here
CODE
;** Analyzed by http://lhammonds.game-host.org/obmm/tools_obmm_analyzer.asp **
If VersionLessThan 0.9.21
   Message "This mod must be installed by OBMM version 0.9.21 or later to prevent script errors."
   FatalError
EndIf

;** Requirement Check for Oblivion 1.2.416 or higher **
IfNot OblivionNewerThan 1.2.415.0
  Message "This mod requires Oblivion 1.2.416 or higher. Please visit http://www.elderscrolls.com/downloads/updates_patches.htm for more information and the download." "WARNING - OLD OBLIVION VERSION"
  FatalError
EndIf


IfNot ScriptExtenderPresent
  Message "This mod requires Oblivion Script Extender. If you have OBSE, make sure you installed all .dll files and the OBSE loader.exe file in the same directory as your Oblivion.exe file." "WARNING - MISSING OBSE"
  FatalError
EndIf


IfNot ScriptExtenderNewerThan 0.0.14.0
  Message "This mod requires OBSE v0015 (or later). Please visit http://obse.silverlock.org/ for more information and the download." "WARNING - OLD OBSE VERSION"
  FatalError
EndIf


If DialogYesNo "This mod needs to detect when you press the Activate key. For keyboard keys and standard mouse buttons (left, middle, right) it works great. For any other mouse button it requires a bit of a hack - you'll see some flashes when you activate a lock that you can pick and need to activate the support mod 'P1DkeyExtraMouseButton.esp'. Do you want to activate the support mod?"
   Message "Activating 'P1DkeyExtraMouseButton.esp'"
Else
   Message "De-Activating 'P1DkeyExtraMouseButton.esp'."
   UncheckESP "P1DkeyExtraMouseButton.esp"
EndIf


SetDeactivationWarning "P1DkeyExtraMouseButton.esp" "Allow"

I don't get any messages, am using v1.1.9, and this is from an archive I created with the "Convert to archive" button, create omod conversion data, and it even has the script.txt file.
I have a quick question:


When I install obmm, I make a new folder in the oblivion folder. Like this:

C:\oblivion\obmm
like it tells me too here: http://lhammonds.game-host.org/obmm/tutorial_create_omod.asp

Now...when I download obmm, and it loads up in 7zip, it has a folder named obmm. Do I unpackage that folder into the obmm folder in the C:\oblivion\obmm? Or do I keep the folder packaged as obmm in the obmm folder?
QUOTE(mysticstryk @ Jul 12 2008, 06:38 PM) *
I have a quick question:
When I install obmm, I make a new folder in the oblivion folder. Like this:

C:\oblivion\obmm
like it tells me too here: http://lhammonds.game-host.org/obmm/tutorial_create_omod.asp

Now...when I download obmm, and it loads up in 7zip, it has a folder named obmm. Do I unpackage that folder into the obmm folder in the C:\oblivion\obmm? Or do I keep the folder packaged as obmm in the obmm folder?

I think you are confused either in what you are doing or how you are describing it.

You download the installer version of Oblivion Mod Manager (OBMM) and install it to Oblivion\obmm\*.*

That means you should find the following files afterwards:

Oblivion\OblivionModManager.exe
Oblivion\obmm\Nifviewer.exe

If you download OMODs (it is rare to find mods offering OMOD files), then you might have to extract the zip file to gain access to the OMOD file inside of it. Then place the OMOD file in here: Oblivion\obmm\mods\*.omod

When you start OBMM, you can then see that mod listed and you can double-click on it to install it.

If you download an OMOD-Ready archive (a zip file that contains an "omod conversion data" folder), then place the archive somewhere like Oblivion\obmm\mods\*.7z and then follow this tutorial: How to Convert an OMOD-Ready Archive to an OMOD.

LHammonds
i just wanted to post this to see if anyone knew what it meant.... i don't know how important it is, but its an error i got trying to create an omod yesterday.

Wednesday, July 30, 2008 - 10:42:49 PM
1.1.9 (Safe mode)
OS version: Microsoft Windows NT 5.1.2600 Service Pack 2

Type: System.IO.IOException
Error message: There is not enough space on the disk.

Stack trace: at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.WriteCore(Byte[] buffer, Int32 offset, Int32 count)
at System.IO.FileStream.Write(Byte[] array, Int32 offset, Int32 count)
at OblivionModManager.omod.ExtractWholeFile(ZipEntry ze, String& path)
at OblivionModManager.omod.GetImage()
at OblivionModManager.CreateModForm..ctor(omod o)
at OblivionModManager.MainForm.bEdit_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

thanks.
QUOTE(Riston @ Jul 31 2008, 08:28 AM) *
Error message: There is not enough space on the disk.
Sounds like the place where your temp files are located is running out of space. This is typically your C: drive. Make sure you have at least 4 to 5 gigabytes (GB) free or your operating system will to slowdown and lock up.

LHammonds
QUOTE(Conan_Lon @ Jul 31 2008, 10:25 AM) *
Sounds like the place where your temp files are located is running out of space. This is typically your C: drive. Make sure you have at least 4 to 5 gigabytes (GB) free or your operating system will to slowdown and lock up.

LHammonds


oh, hmmm..... yeah, my c: is partitioned for my OS, only has 10gb total. maybe i should up that. thank you for the response.
Hello.
Weird problem I created on myself... I think I discovered new way to spoil my game...
yesterday, after reading a bit from the tutorial, I decided to run the option Clean Filtered.
Then started my game. Everything was fine except...
When I kill NPC or creature with arrow, they die. I cannot see the arrow protruding from the dead body (and I was able to see my arrows before that) but I can retrieve my arrow from the dead thing inventory.

I am an archer. For me the shot is not complete if I cannot see the hit. Is there a way to make my arrows visible again?

I hope there is way, otherwise it will be deactivating all mods and activating them one by one on a brand new char in prison until all my LO is back and then I would try with my existing char.
Please tell me there is a faster way or at least that what I am planning will work!

Thanks
No posts in this thread for a while, so I'll ask this question instead of reading through this thread & others: I want to omod the DLC, I know its possible but I wanted to confirm that DLC's just contain .esps & .bsas, except spell tomes & mehrunes razor, which are just .esps - is all that correct?
QUOTE(Jhorri @ Aug 19 2008, 12:08 AM) *
No posts in this thread for a while, so I'll ask this question instead of reading through this thread & others: I want to omod the DLC, I know its possible but I wanted to confirm that DLC's just contain .esps & .bsas, except spell tomes & mehrunes razor, which are just .esps - is all that correct?
Yes, you can OMOD the DLCs. I would recommend that you first extract the contents of the BSA files so you are creating an OMOD of the "Meshes" and "Textures" folders instead of the BSA file. Makes it easier regarding mods that update / replace DLC content.

FYI to all - I have updated the Script History and Script Analyzer tool for the new 1.1.11 version of OBMM. Not much has changed regarding OBMM Script since 1.1.2 other than the newly added function called "LoadEarly" which is now documented and detected by the analyzer.

LHammonds
QUOTE(Conan_Lon @ Aug 19 2008, 02:33 PM) *
Yes, you can OMOD the DLCs. I would recommend that you first extract the contents of the BSA files so you are creating an OMOD of the "Meshes" and "Textures" folders instead of the BSA file. Makes it easier regarding mods that update / replace DLC content.

FYI to all - I have updated the Script History and Script Analyzer tool for the new 1.1.11 version of OBMM. Not much has changed regarding OBMM Script since 1.1.2 other than the newly added function called "LoadEarly" which is now documented and detected by the analyzer.

LHammonds


Thanks Conan_Lon & thanks for the extra tip.
Hi,

How do I get an OMOD to place a file directly into the Oblivion folder itself, not the data folder. I'm thinking of "Stealth Overhaul" specifically as it use an INI file in the Oblivion folder.
QUOTE(Meridian @ Aug 26 2008, 08:45 AM) *
Hi,

How do I get an OMOD to place a file directly into the Oblivion folder itself, not the data folder. I'm thinking of "Stealth Overhaul" specifically as it use an INI file in the Oblivion folder.
You don't.

Use the built-in script functions to make changes to INI files. Example

LHammonds
Just noticed a small typo on this page: How to Create Archives

It reads:
QUOTE
When finished, you folder structure will look similar to this:

C:\MyMod\Meshes\*
C:\MyMod\Textures\*
C:\MyMod\MyMod.asp
C:\MyMod\MyMod Readme.txt

Should be .esp, not .asp, and your, not you. Nothing major, but figured you'd want to know about it anyway. smile.gif

Thanks for the site, it's helping refresh my memory loads about how to use OBMM.
QUOTE(Kinuki @ Aug 26 2008, 10:23 AM) *
Just noticed a small typo on this page: How to Create Archives

It reads:

Should be .esp, not .asp, and your, not you. Nothing major, but figured you'd want to know about it anyway. smile.gif

Thanks for the site, it's helping refresh my memory loads about how to use OBMM.
Thanks. I also corrected the spelling mistake on the TESNexus article.

LHammonds
How do I handle text files other than readme and images so they won't show a data files conflict because some other mod has the same filename (e.g. notes.txt or location.jpg). And also, can I prevent them from being copied into the data directory when the mod is activated?

Fantastic guide btw.

Thaellar
QUOTE(thaellar @ Aug 27 2008, 04:36 AM) *
How do I handle text files other than readme and images so they won't show a data files conflict because some other mod has the same filename (e.g. notes.txt or location.jpg). And also, can I prevent them from being copied into the data directory when the mod is activated?

Fantastic guide btw.

Thaellar

That's easy. Rename the generically-named files to include the mod's name as the prefix.

Example using Mandalorian Armor:

Mandalorian Armor Notes.txt
Mandalorian Armor Location.jpg

To specify a file to not be copied into the Data folder when installed, use the following OBMM script command:

DontInstallDataFile "Mandalorian Armor Notes.txt"
DontInstallDataFile "Mandalorian Armor Location.jpg"

LHammonds
Quick question--I don't think this has already been answered, I seem to have looked straight past it if it is!

Is it possible to make OBMM directory independent? What I'd like to do is use Windows' (XP, that is) subst command to point at one of several Oblivion installations and use "o:\" as a consistent directory path (the reason I want to do this is to keep separate installations for a basic install, clean install with mods, gaming install and mod development install, so that there's no risk of them trampling over each other--and so that I can easily recover an installation if I make a mess of it). Unfortunately OBMM isn't playing; if I point my normal "g:\oblivion" directory to "o:\" and run it from the latter, it moans about me apparently running with restricted privileges, but if I run it from "g:\oblivion" it's fine. Worse still, if I run it from my v:\ network drive, it crashes. Unfortunately I can't just run it from the g: drive after changing directory somewhere else as it looks for its data files according to the path to its executable rather than its current directory or the installation path in the registry. Can anybody think of a way around this?
QUOTE(cbh @ Aug 27 2008, 10:11 AM) *
Quick question...
I don't think it is all "that" quick. tongue.gif I'll have to leave this one for somebody else to answer as it is out of my realm of experience. Bolt.sml.gif

LHammonds
QUOTE(Conan_Lon @ Aug 27 2008, 04:23 PM) *
I don't think it is all "that" quick. tongue.gif I'll have to leave this one for somebody else to answer as it is out of my realm of experience. Bolt.sml.gif

Cheers--I'd vaguely hoped that my problem wasn't that unusual, but given my track record for attempting to do things in a slightly bizarre manner... smile.gif
QUOTE(cbh @ Aug 27 2008, 10:27 AM) *
Cheers--I'd vaguely hoped that my problem wasn't that unusual, but given my track record for attempting to do things in a slightly bizarre manner... smile.gif


I like this idea, but I think what you're requesting requires some basic internal changes to obmm. So, should pm Timeslip & pitch the idea to him.
There's probably a line containing something like Directory.SetCurrentDirectory(Path.GetDirectory(Application.ExecutablePath)) somewhere. Just comment it out and recompile, and obmm will use whatever current directory it has at launch to look for its data files.

Possibly a bit off topic, but I didn't really want to start a new thread for it:

Now that it's been announced that fallout 3 wont have mod support at launch there's obviously not so much of a rush, but I'm still intending to do a similar thing that I did with oblivion anyway; i.e. getting a mod manager ready before the games release, targeting oblivion in the hopes that fallout 3 will be similar enough that I can move it over easily. So the question is, if I was rewriting obmm from scratch, which bits of it would you change or add to? (Only things related to omods and scripting; obviously I can't do things like a conflict detector or bsa unpacker without seeing fallout first.)
QUOTE(Timeslip @ Aug 31 2008, 01:17 AM) *
@jhorri
There's probably a line containing something like Directory.SetCurrentDirectory(Path.GetDirectory(Application.ExecutablePath)) somewhere. Just comment it out and recompile, and obmm will use whatever current directory it has at launch to look for its data files...


Eek!!! Recompile??? That semi-pithy diagnosis (not) was the extent of my software prowess. Luckily my backup pc can run Obivion, after a fashion, & my one modding idea (creating a town near morrowind, out of mods I like, but are shunted aside by other mods I like better for a particular place - I'm calling it Shunted) can be done on a vanilla install.
QUOTE(Timeslip @ Aug 31 2008, 07:17 AM) *
There's probably a line containing something like Directory.SetCurrentDirectory(Path.GetDirectory(Application.ExecutablePath)) somewhere. Just comment it out and recompile, and obmm will use whatever current directory it has at launch to look for its data files.

Cool (I assume this is in response to my "virtual Oblivion directory" question, anyway smile.gif) All I need to do now is figure out how to recompile it, but I guess that's something for me to figure out myself... I've a feeling that my "subst" plan may possibly turn out to be more trouble than it's worth, since there's various other odds and sods to keep track of (and then lose again), but if it does work this will be really helpful.
Submit a Thread