Edit: Forget this was ever here...
Hi Unfallen,
its certainly not easy to give a good advise right away,
only thing I know is to stick with obmm, because it will become the easiest of all tools.
preeliminary is that you learn how to make omods yourself, for each mod you are going to install (excluded are single esp's, just drop them into Oblivion/data.
Once you know how (and its one of those things that really turns out to be ridiculous easy),
start looking for wyre bash. only problem with this tool is to install the right python version, and it needs some additional library files to install
(both are packaged and available as installers)
if there occurs a problem with several python version installed (needs 2.5), use the following for your shortcut:
(Whateverdrive python is installed):\Python25\pythonw.exe "G:\Bethesda Softworks\Oblivion\Mopy\Wrye Bash Launcher.pyw" -d
Once wyre bash is running, it will become the most important tool, only here you are able to use some advanced options, and the BOSS manager,
which will sort your mods automatically (everything is selectable via the lower status bar - the icons there are clickable, the bash patch will be the last resort of deadra)
give yourself some time for understanding these tools, once you know the basics,
you will laugh at how easy it was, really, installing Windows is way more complicated and elaborate (no joke!).
PS:
Making OMODs:
- make a mod XY folder on a drive you want with enough space (in settings - 'move omod directory', point to this folder, every omod used will be saved here)
- make a YZ folder where all files will be put in before they are going to be made an omod (same drive different folder maybe! cautious with every mod space demands are growing fast)
- put all the mods you download into the YZ folder
- there are three possible files, you are able to use
- easiest one omod files - just click on ObMM - lower button 'Load' and load it from the YZ folder, then follow instructions, they depend on the mod mainly
- even easy are the omod ready archives, inside the archive is an omod conversion data folder,
click on OBMM - lower button 'create', and then 'add archive', load the archive from the YZ Folder, it will ask for confirmation and will provide the information for the empty info boxes automatically (if intended by the mod maker), when finished loading, click create omod on the lower right. thats all.
- last option are archive without any omod data, to use them you will have to make them omod ready, what means
1. one top folder, below are the folders for textures, meshes, sound etc, whatever will be provided from the mod
2. all the esps used should go into the top folder
3. place a readme.txt there which contains the discription (this is optional but really helpful)
to make these archives omod ready just have them that way how they will be copied to the data folder, everything that shouldnt be copied into the data folder needs a special script, so try to avoid this,
I have +100 mods (with OOO and MMM) and I didnt need a script once
in OBMM click 'add folder' and point to the top folder, after loading it will show any esps, but no informational data,
you will have to fill in as needed (preferably from the readme file, which you are able to access with the 'edit readme' button. do provide:
- name
- version
- author
- description (copy few lines from the readme and drop them to the edit window that opens after clicking 'edit description')
- rest is really absolutely optional
then click create omod, and there you go! have fun! and dont get upset, errors are our best freinds, remind that, and even what I wrote about wyre bash!