Oblivion Mod recommendations?

Post » Sun Jan 09, 2011 6:43 pm

I wasn't thinking about the scripted installation at all. Some new users go for BAIN. Plus, you just said "more advanced." I don't think scripted installation is necessary, but we'll just disagree there. I have nothing against OBMM. I said Bash "could" replace it. I didn't say that the OP shouldn't use it.
When you're saying that "OBMM only really has two major features over Bash", then you should think of OBMM's main (IMHO) advantage over WB - the scripted installation ;)

I agree that scripted installation isn't necessary, but I maintain that using scripted installation for complex mods is very much simpler than not using scripted installation, and therefore something a newbie has good use for.

I of course also agree that BAIN is a great tool, and for an advanced user, it is much better, but I still think OBMM is easier to use for a newcomer.
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Maria Garcia
 
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Post » Mon Jan 10, 2011 5:35 am

When you're saying that "OBMM only really has two major features over Bash", then you should think of OBMM's main (IMHO) advantage over WB - the scripted installation ;)

I agree that scripted installation isn't necessary, but I maintain that using scripted installation for complex mods is very much simpler than not using scripted installation, and therefore something a newbie has good use for.

I of course also agree that BAIN is a great tool, and for an advanced user, it is much better, but I still think OBMM is easier to use for a newcomer.

This is from my site

New Users! Some Mod Management Suggestions
Use OBMM for all mod installation. If a mod is only available as an executable, that is the only case in which the user should make exceptions to this rule. All mods, including those installed through EXEs, can be packed in OMODs, but the work varies. Regardless, installing all mods with the same utility simplifies installation greatly.


I don't think that that is OBMM's main advantage. The only mod I have used OBMM to install with my current setup are the shader modifications for Detailed Terrain. Wrye Bash can't do that. That's the main feature it has over Wrye Bash in my opinion. The second feature I was thinking about when writing that post was the BSA timestamp reset features (which I hope to see as part of Bash in the future.)

I agree that the scripted installation with OBMM is a nice feature (hence the quote from the site) but for my mod usage habits there is no reason I should think of it. Lately, I've been more in Oblivion playing mode than writing guides for all users mode. When my head is in the latter state, I probably won't forget to acknowledge OBMM for that. Good thing the note is already written...


Happy gaming (and Modding)!
- Tomlong75210


Edit: I'm working on moving in that direction, but I have yet to setup a new webdev environment on my Win 7 install. I left for school a week or two after installing it. Hopefully, I'll have XAMPP up and running properly after I get home today, and then it'll be update time again. My first major projects after updating the FCOM guide will be streamlining that page and the site navigation.
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Bitter End
 
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Post » Mon Jan 10, 2011 9:31 am

Hope I can squeeze this in haha :P

I'm looking at the Better Cities mod: http://www.tesnexus.com/downloads/file.php?id=16513

Do I need all three of the main files? Or just the first one and permanent resources one?
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His Bella
 
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Post » Mon Jan 10, 2011 3:54 am

Hope I can squeeze this in haha :P

I'm looking at the Better Cities mod: http://www.tesnexus.com/downloads/file.php?id=16513

Do I need all three of the main files? Or just the first one and permanent resources one?


All of 'em.

Better start downloading. :twirl:
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Rebekah Rebekah Nicole
 
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Post » Sun Jan 09, 2011 6:29 pm

I'll put in another vote for http://www.tesnexus.com/modules/members/index.php?id=956375. I think I'm using the following:

(link above)
Display Stats
Map Marker Overhaul
Quest Log Manager
Real Sleep Extended
Enhanced Hotkeys
Soulgem Magic

I've downloaded all of the OMOD installers too.


Happy gaming!
- Tomlong75210
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Poetic Vice
 
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Post » Sun Jan 09, 2011 7:19 pm

With Natural Environments - http://www.tesnexus.com/downloads/file.php?id=2536

Do you copy all the esps, meshes, textures, sounds, and under Natural Environments unsupported extras folder; if I want 200% natural vegetation do I copy that as well?

edit is there a mod that removes the borders, I remember seeing that but I can't find it anymore :(
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Paula Rose
 
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Post » Sun Jan 09, 2011 7:29 pm

With Natural Environments - http://www.tesnexus.com/downloads/file.php?id=2536

Do you copy all the esps, meshes, textures, sounds, and under Natural Environments unsupported extras folder; if I want 200% natural vegetation do I copy that as well?

Don't use NE's Natural Weather component. If you want its weather, get the fixed version - http://tesivpositive.animolious.com/?page=stabilization_and_optimization_mods#ModFixes

Natural Environments comes with an OMOD script. That, or one is available at TESNexus. When you added the archive to an OMOD were the fields of the OMOD not filled in automatically?

I found the OMOD script for it at TESNexus - http://www.tesnexus.com/downloads/file.php?id=10257

Here's a tut for that - http://tesivpositive.animolious.com/?page=omod_installation

Add the NE archive to an OMOD and then use add archive again to add the archive from the OMOD script download. The fields should be populated automatically after adding the OMOD info.


Edit: You can use Immersive Interface or DarNified UI in order to remove those borders - http://tesivpositive.animolious.com/?page=downloading_mods#UI

Immersive Interface is much easier to install. I think DarNified UI (which I don't personally use) is the most popular UI mod, so you could certainly find plenty of help if you wanted to try it. For II, just run the executable and choose the option you want.
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James Hate
 
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Post » Mon Jan 10, 2011 9:00 am

Don't use NE's Natural Weather component. If you want its weather, get the fixed version - http://tesivpositive.animolious.com/?page=stabilization_and_optimization_mods#ModFixes

Natural Environments comes with an OMOD script. That, or one is available at TESNexus. When you added the archive to an OMOD were the fields of the OMOD not filled in automatically?

I found the OMOD script for it at TESNexus - http://www.tesnexus.com/downloads/file.php?id=10257

Here's a tut for that - http://tesivpositive.animolious.com/?page=omod_installation

Add the NE archive to an OMOD and then use add archive again to add the archive from the OMOD script download. The fields should be populated automatically after adding the OMOD info.


Edit: You can use Immersive Interface or DarNified UI in order to remove those borders - http://tesivpositive.animolious.com/?page=downloading_mods#UI

Immersive Interface is much easier to install. I think DarNified UI (which I don't personally use) is the most popular UI mod, so you could certainly find plenty of help if you wanted to try it. For II, just run the executable and choose the option you want.


Uhh ok, what does it mean by pre-patched versions of the game because I found esps in the folder as well that are the same as the ones in the first part of the extracted folder.
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Svenja Hedrich
 
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Post » Mon Jan 10, 2011 8:19 am

Uhh ok, what does it mean by pre-patched versions of the game because I found esps in the folder as well that are the same as the ones in the first part of the extracted folder.

GOTY is pre-patched. What are you talking about? What extracted folder? When creating OMODs, unless you have real reason too, just add the entire archive to the OMOD. In the case of NE, just add the NE archive and then add the OMOD info. You don't need to extract everything. Maybe I'm not following what you're doing...
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Adrian Morales
 
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Post » Mon Jan 10, 2011 7:27 am

GOTY is pre-patched. What are you talking about? What extracted folder? When creating OMODs, unless you have real reason too, just add the entire archive to the OMOD. In the case of NE, just add the NE archive and then add the OMOD info. You don't need to extract everything. Maybe I'm not following what you're doing...


When I extracted the mod when I first installed it, it came with the esps and folders and an extra folder called Natural Environments Unsupported extras.

In Natural Environments Unsupported extras folder, there was another folder called: Archive (v2.1.2, for using with pre-patched versions of the game) and it contained the same esps that were on the first part of the extracted mod.

Do I use the Archive (v2.1.2, for using with pre-patched versions of the game) esps since I have the GOTY edition?
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Jade Muggeridge
 
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Post » Sun Jan 09, 2011 7:30 pm

When I extracted the mod when I first installed it, it came with the esps and folders and an extra folder called Natural Environments Unsupported extras.

In Natural Environments Unsupported extras folder, there was another folder called: Archive (v2.1.2, for using with pre-patched versions of the game) and it contained the same esps that were on the first part of the extracted mod.

Do I use the Archive (v2.1.2, for using with pre-patched versions of the game) esps since I have the GOTY edition?

Hmmmm... It sounds like it. I wish I could remember the install at all. Using the OMOD script to install it is the safest option. That, or read the ReadMe carefully.
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James Smart
 
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Post » Mon Jan 10, 2011 3:10 am

When I extracted the mod when I first installed it, it came with the esps and folders and an extra folder called Natural Environments Unsupported extras.

In Natural Environments Unsupported extras folder, there was another folder called: Archive (v2.1.2, for using with pre-patched versions of the game) and it contained the same esps that were on the first part of the extracted mod.

Do I use the Archive (v2.1.2, for using with pre-patched versions of the game) esps since I have the GOTY edition?

Forget the Archive folder, and even the Unsupported Extras folder, unless you specifically want something in the latter. Natural Environments is quite an old mod, so when it says pre-patched, it's talking about a different version of the patch from what GOTY comes with, that is certain, so just ignore it. Install the main plugins and resource folders, and then get the fixed plugin for Natural Weather that was linked to earlier in the thread.
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gandalf
 
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Post » Mon Jan 10, 2011 2:52 am

GOTY is pre-patched. What are you talking about?

I think the confusion here, if there is any, is that the term "pre-patched" can be deciphered different ways. You use it to mean "already patched", as GOTY is assuming one installs the contents of both disks (Vanilla, KotN, SI). But pre-patched can also mean "prior to patching", in other words a version of the game before any patches are applied.

-Decrepit-
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sam smith
 
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Post » Mon Jan 10, 2011 8:39 am

Well ok, I downloaded the NE mod with the weather fix, nothing weather related has occurred yet however. Mod seems to work good.

Downloaded the ship start mod, awesome.

This mod: WEYE_TICS http://www.tesnexus.com/downloads/file.php?id=9514 But there are giant yellow warning signs, some guy said this:

"for the missing meshes, download texians animated river meshes, and his static meshes, this should help a lot" where is this fix?

Edit: For the Glenvar Castle mod, do I have to download the esp only and update files?
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Darian Ennels
 
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Post » Mon Jan 10, 2011 9:35 am

Edit: For the Glenvar Castle mod, do I have to download the esp only and update files?


No, those files are for those who have downloaded a previous version of the mod. Just go with the full package (about 23 mb) and the mod should install just fine.
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Genevieve
 
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Post » Mon Jan 10, 2011 3:04 am

You might find UESP's page of recommended mods useful:
http://www.uesp.net/wiki/Oblivion:Recommended_Mods
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katsomaya Sanchez
 
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Post » Sun Jan 09, 2011 6:49 pm

Ok So I downloaded the first file of Better cities. Rather than extracting it with 7zip, I copied the compressed file to my desktop. Brought up OBMM and went to create at the bottom. When the thing came up for omods I hit add archive selected the compressed file on my desktop and hit OK, but a message with the title of Warning came up and said something about this file no being compressed in a standard way, it might have multiple esps ect?

How do I install this mod???
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Austin Suggs
 
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Post » Sun Jan 09, 2011 10:55 pm

Ok So I downloaded the first file of Better cities. Rather than extracting it with 7zip, I copied the compressed file to my desktop. Brought up OBMM and went to create at the bottom. When the thing came up for omods I hit add archive selected the compressed file on my desktop and hit OK, but a message with the title of Warning came up and said something about this file no being compressed in a standard way, it might have multiple esps ect?

How do I install this mod???

It's okay if there are ESPs not in the top folder. That is the case for many complex mods for which there are multiple installations. After you add the Better Cities file (not permanent or resources) to an OMOD, choose 'View ReadMe' and read the installation instructions.

Actually, you may have to just extract that archive to your desktop and read the installation instructions first. I haven't installed BC via OBMM in quite some time.

Since you are going ahead and installing a large number of mods and a number of complex mods, make a habit of reading the mods' documentation files. You need to learn how to install mods on your own.


Edit: wording
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Lawrence Armijo
 
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Post » Mon Jan 10, 2011 4:24 am

I've got no idea about the non standard compression, but with the multiple esp warnings you just click ok to continue. You'll get another pop up about OMOD conversion data being available, which you'll need to click ok to as well. Then you'll be free to create the OMOD. Once OBMM finishes packaging it just activate the mod and follow the scripts
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Sista Sila
 
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Post » Mon Jan 10, 2011 8:41 am

YES! I did it!!!! And its amazing! :D

I know know how to mod oblivion... :D

Thanks to everyone who helped me get started!!!
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katie TWAVA
 
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Post » Mon Jan 10, 2011 12:50 am

YES! I did it!!!! And its amazing! :D

I know know how to mod oblivion... :D

Thanks to everyone who helped me get started!!!

Congrats. ^___^


Happy gaming!
- Tomlong75210
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Veronica Martinez
 
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Post » Sun Jan 09, 2011 6:54 pm

Edit: Figured it out.
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Emily Shackleton
 
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Post » Sun Jan 09, 2011 8:37 pm

Try reading the readme and doing it yourself this time.
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Lori Joe
 
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